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Post by algesan on Jan 2, 2016 14:01:29 GMT -5
Okay, I am in the middle of it with the Captain and bottom right Soldier just coming in south of the TP. Had a shooter jump that Soldier and almost killed him. The Captain ran across and jumped it, missing with grenade and one swing, then took a huge blast in the face before killing it with a counterattack and is near half hits. The other three are coming together as a swarm spawned in the middle, the Paladin and Soldier are damaged, so this one is probably going down since I have limited healing. Dropping a turret would have been useful for the three up top.
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Post by jknut on Jan 2, 2016 16:05:08 GMT -5
Ouch.
I think I swapped the Berserker for the bottom right. Captain came in from the top to get the bottom/left secondary, then came up the left side of the bottom TP.
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Post by alvazir on Jan 3, 2016 14:29:34 GMT -5
Was moving pretty fast (264 turns before Narvidian Core mission), but lost Dalan at Hive Ship: Outer mission. 250 hp went down during AI turn due to bad luck. It was hardcore run, so gonna rerun
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Post by jknut on Jan 8, 2016 13:14:56 GMT -5
I've got about 9 missions left. The upcoming Narvidians have me worried, but we'll see :-)
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Post by alvazir on Jan 11, 2016 8:33:38 GMT -5
Killed Hive Mind in 5(6) turns.
This playthrough was challenging and interesting, but i felt strange sometimes. Seriously it makes no sense to have gun in your hands and not use it :-D
As a side note, trying these rules may probably make "guns-only" players use fists and gauntlets more.
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Post by algesan on Jan 12, 2016 8:03:23 GMT -5
If you don't build for it and aren't real careful melee can end up giving the xenos extra free attacks on you. I know my parked Ironman party wouldn't throw a punch unless the xeno has low hit points left...
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Post by alvazir on Jan 13, 2016 6:35:52 GMT -5
If you don't build for it and aren't real careful melee can end up giving the xenos extra free attacks on you. I know my parked Ironman party wouldn't throw a punch unless the xeno has low hit points left... I use melee attacks on "ranged" templars a lot on Ironman, especially if target can not counter-attack (turrets, worms, ranged enemies, xeno's with depleted counter-attacks). Melee punches are as good as grenades versus single target - 1AP makes their damage/AP ratio higher than guns.
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Post by algesan on Jan 13, 2016 15:14:21 GMT -5
Heh, my shooters tend to prefer shooting the stuff from outside its range. I've lost Templars too often to crap with less than 20 hit points too often that decide to hit like a ton of bricks.
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Post by fallen on Jul 19, 2017 16:40:02 GMT -5
I've got about 9 missions left. The upcoming Narvidians have me worried, but we'll see :-) Curious now how this turned out!
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Post by drspendlove on Aug 21, 2017 7:55:31 GMT -5
Any updates here? I've been enjoying a relaxing playthrough with these rules but on Easy myself. I never really realized how valuable grenades could be until this run. Then again, I'm hitting foes far more often than I would on harder difficulties...
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Post by drspendlove on Aug 28, 2017 6:54:28 GMT -5
Ok, so I just finished the campaign in this mode but only on Easy. I know, I know, there's no challenge there. However, I learned some interesting things and had a lot of fun in the process. For instance, the Engineer's melee attacks have excellent penetration! Also, Soldiers can really slow down an attacking force with lock-down + rank 10 grapple and good armor. As expected Scouts were utterly useless. I gave my single engineer a rank of scanner sweep and just lived with that as my only scouting source. I lost a few units on an early mission that forced me to use scouts but after that I didn't lose anyone, although I got awfully close a number of times! Those Narvidians pack a punch!
I still have the post-campaign missions to tackle in this mode.
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Post by fallen on Aug 28, 2017 9:59:26 GMT -5
drspendlove - that is pretty amazing, good work! Interesting to hear how different units played out if you take their guns away. I assume Paladins and Berserks played a role?
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Post by drspendlove on Aug 28, 2017 10:43:41 GMT -5
Yes. Dual Axe Berserk and a Grenade Berserk paid off (especially the former), one medic + auto-block focused paladin helped a ton, a second paladin with hammer wasn't quite worth the investment, captain with sword and shield (obviously) and a modest investment in grenades, and tons of soldiers with one point in grenades and a ton of grapple + fortitude/warrior. My only engineer had tact point attack really high for the 2 AP attack, a single point in Heat management (On Easy Heat isn't much of an issue), and 3 points in the main group buff.
No neptunes. Almost no Hyrda investment. I only got them recruitable to grab a nearby relic. The default one got tons of grapple, of course.
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Post by drspendlove on Aug 28, 2017 10:49:47 GMT -5
One moral of that story is that Engineers without turrets play a really interesting role. Mine was just take down TPs fast, provide occasional support via buff/heat management, and every once in a while contribute a few AP of grapple to finish off a high deflection foe that really needs to die (and has already used up his counter-attacks for the turn.)
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Post by fallen on Aug 28, 2017 11:53:16 GMT -5
Really fun feedback. I will have to try this out and see how it feels to have a melee-only BF
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