Post by redartrats on Nov 30, 2016 17:54:20 GMT -5
I just did Orbital Defense Relay with my Replay+ squad on Brutal... and boy, it was brutal!!
Contrary to my usual abandon-the-base playing style, I decided to go for the take-and-hold approach. I don't know if it's a flaw in the way I manage my squad, but I'm finding that approach to be very taxing. I started off sending a Berzerker to the SE corner to kill the spawn tower next to the starting TP so that it won't give me grief later, and had my Engineer plant turrets on the W and N of the TP to stem the tide of xeno that would come. Dalan took up the other red square on the N to provide OW cover against the xeno coming from the NW TP.
Since the 'zerker was very costly SP-wise, I had to spend the first few turns simply holding while my SP recharged enough to build a strike team to head out to the orbital guns. Well, the xeno did not wait for me. They started swarming towards me pretty soon, and even after my strike team members were deployed I had to spend at least another 3-4 turns just to fight off the xeno before they could head out E.
By the time my strike team headed out E through the building and the "secret" passage, the xeno had amassed large enough armies that Dalan, my scout, and 'zerker were overheating from trying to keep them at bay. I discovered that my newly-hired zerker was rather weaksauce when it comes to armor, and spend a large part of the remainder of the level limping from one meditech kit to another and hiding behind OW protection. The xeno started off sending huge numbers of carapaces at me, which took a lot of ammo to take down because of their annoyingly thick armor. Then later on they sent me a non-stop line of siege goliaths, which almost killed my 'zerker on several occasions. All of these clashes left 3 large swathes of purple on the battlefield at the 3 main entry points to my base TP.
Meanwhile, cappy, engineer, and a soldier had been heading E, and attempting to take over the E TP. That took quite some effort as well, as by the time I got there there were huge numbers of xeno defending the TP. When I finally captured it, all 3 templars were badly overheated, and the xeno were still pouring forth. Fortunately, I had a moment's reprieve as enough SP has built up to deploy my hydra (in retrospect, I should have sent him in early on to build promethium lakes to stem the tide of xeno -- my 'zerker wasn't much help after a while because low-level armor meant I couldn't just send him into a xeno cluster without risking him being eaten alive). The hydra suppressed the 2 spawn points around the E TP and torched the spawn tower, while the engineer made the run back down to the orbital gun and back. Of course, by the time he got back from the gun the xeno were sending large armies down to my main base, and I thought I'd better start heading W instead of waiting to cool down, so as to draw some of the enemy forces away from the main base.
So the strike team slowly made its way W towards the N TP, and met with relatively weak resistance, while most of the xeno armies were trying their best to get through my base defenses. Dalan, scout, and 'zerker were exhausted, overheated, and barely holding on by the time I captured the N TP with an overheated cappy, overheated engineer, overheating hydra, and hot scout. After capturing the N TP, I wanted to rest to cool down, but the xeno kept sending me armies from both directions, so I got fed up and decided to strike back. Perhaps that wasn't the best of decisions. I deployed my paladin to heal up the strike team members, then headed W through the "secret" building, while lighting promethium lakes to stop the xeno from following me. The strike team members were all overheating by then.
At the same time, I deployed my neptune and decided to send my base team also towards the W TP. The xeno put up a stiff resistance at first, but facing 9 templars advancing on them from 2 directions eventually broke their strength and the xeno numbers started to thin out.
After a hard battle, the two teams finally converged on the last TP, by which time almost everyone was exhausted, overheated, and wounded. But the xeno's back was broken by then. My hydra torched the spawn tower NE of the last TP, and the xeno were finally running out of resources. However, they still persisted in assaulting me from the W, so I decided to charge instead of waiting for them to get to me. Engineer captured the TP, the dropship came, and the entire squad of by-then 11 members headed W. We were an unstoppable force! Well, as unstoppable as a team of exhausted, overheated, and wounded templars can be. The xeno didn't stand a chance. The fire lit by the hydra way back when in the NE corner of the level died down, and scitterings started spawning again and attacking my E TP. So I sent in a 2nd hydra to torch 'em all. The rest of the squad basically squashed the last spawn tower on the W and slayed all remaining xeno in that area. By the time my almost heat-overloaded engineer got to the last orbital gun, there was not a single xeno left in sight. I also got all the secondary objectives.
Final result: 53 turns -- yeah it was very slow and painful, but at least I was thorough! And 209 kills (3.9/turn for 5% bonus -- take that, you filthy xeno!), 2/2 secondary objectives, 3 human survivors (15 XP). 144 + 32 = 176 XP, 192 + 9 = 201 RP. Phew! And now we descend into the pit to torch some Narvidian circuits...
Contrary to my usual abandon-the-base playing style, I decided to go for the take-and-hold approach. I don't know if it's a flaw in the way I manage my squad, but I'm finding that approach to be very taxing. I started off sending a Berzerker to the SE corner to kill the spawn tower next to the starting TP so that it won't give me grief later, and had my Engineer plant turrets on the W and N of the TP to stem the tide of xeno that would come. Dalan took up the other red square on the N to provide OW cover against the xeno coming from the NW TP.
Since the 'zerker was very costly SP-wise, I had to spend the first few turns simply holding while my SP recharged enough to build a strike team to head out to the orbital guns. Well, the xeno did not wait for me. They started swarming towards me pretty soon, and even after my strike team members were deployed I had to spend at least another 3-4 turns just to fight off the xeno before they could head out E.
By the time my strike team headed out E through the building and the "secret" passage, the xeno had amassed large enough armies that Dalan, my scout, and 'zerker were overheating from trying to keep them at bay. I discovered that my newly-hired zerker was rather weaksauce when it comes to armor, and spend a large part of the remainder of the level limping from one meditech kit to another and hiding behind OW protection. The xeno started off sending huge numbers of carapaces at me, which took a lot of ammo to take down because of their annoyingly thick armor. Then later on they sent me a non-stop line of siege goliaths, which almost killed my 'zerker on several occasions. All of these clashes left 3 large swathes of purple on the battlefield at the 3 main entry points to my base TP.
Meanwhile, cappy, engineer, and a soldier had been heading E, and attempting to take over the E TP. That took quite some effort as well, as by the time I got there there were huge numbers of xeno defending the TP. When I finally captured it, all 3 templars were badly overheated, and the xeno were still pouring forth. Fortunately, I had a moment's reprieve as enough SP has built up to deploy my hydra (in retrospect, I should have sent him in early on to build promethium lakes to stem the tide of xeno -- my 'zerker wasn't much help after a while because low-level armor meant I couldn't just send him into a xeno cluster without risking him being eaten alive). The hydra suppressed the 2 spawn points around the E TP and torched the spawn tower, while the engineer made the run back down to the orbital gun and back. Of course, by the time he got back from the gun the xeno were sending large armies down to my main base, and I thought I'd better start heading W instead of waiting to cool down, so as to draw some of the enemy forces away from the main base.
So the strike team slowly made its way W towards the N TP, and met with relatively weak resistance, while most of the xeno armies were trying their best to get through my base defenses. Dalan, scout, and 'zerker were exhausted, overheated, and barely holding on by the time I captured the N TP with an overheated cappy, overheated engineer, overheating hydra, and hot scout. After capturing the N TP, I wanted to rest to cool down, but the xeno kept sending me armies from both directions, so I got fed up and decided to strike back. Perhaps that wasn't the best of decisions. I deployed my paladin to heal up the strike team members, then headed W through the "secret" building, while lighting promethium lakes to stop the xeno from following me. The strike team members were all overheating by then.
At the same time, I deployed my neptune and decided to send my base team also towards the W TP. The xeno put up a stiff resistance at first, but facing 9 templars advancing on them from 2 directions eventually broke their strength and the xeno numbers started to thin out.
After a hard battle, the two teams finally converged on the last TP, by which time almost everyone was exhausted, overheated, and wounded. But the xeno's back was broken by then. My hydra torched the spawn tower NE of the last TP, and the xeno were finally running out of resources. However, they still persisted in assaulting me from the W, so I decided to charge instead of waiting for them to get to me. Engineer captured the TP, the dropship came, and the entire squad of by-then 11 members headed W. We were an unstoppable force! Well, as unstoppable as a team of exhausted, overheated, and wounded templars can be. The xeno didn't stand a chance. The fire lit by the hydra way back when in the NE corner of the level died down, and scitterings started spawning again and attacking my E TP. So I sent in a 2nd hydra to torch 'em all. The rest of the squad basically squashed the last spawn tower on the W and slayed all remaining xeno in that area. By the time my almost heat-overloaded engineer got to the last orbital gun, there was not a single xeno left in sight. I also got all the secondary objectives.
Final result: 53 turns -- yeah it was very slow and painful, but at least I was thorough! And 209 kills (3.9/turn for 5% bonus -- take that, you filthy xeno!), 2/2 secondary objectives, 3 human survivors (15 XP). 144 + 32 = 176 XP, 192 + 9 = 201 RP. Phew! And now we descend into the pit to torch some Narvidian circuits...