![]() When you have a rendezvous mission, you aren't on a time so you can overwatch creep towards the patrolling group and take them out first - make sure you are out of range of the faceless pod so that you don't find yourself having to deal with all of them at the same time. You'll probably play swapsies for a little while as you get this set up, but sooner or later you'll be doing the missions more often than not. Setting rebels on supply job prior to liberating a region is one of the worst choices you can make.Have soldiers as your liaisons, and make them officers - this increases the chances of uncovering "unknown sources". ![]() No chosen in cover ops ambush makes them an easy 5-6 turn xp farm, with free loot from drops. If ambushed, you just secure 2 kills each turn with fleche. Take a couple of trash 6-7 HP, 13 mobility 60-65 aim rookies make them into melee shinobis with shadowstep. Supply covert op gives 50-60 supply, recover loot gives 2 elerium cores, PCS/Weapon mod always reward a superior item, which is 15-30 supply, intel is 20 intel, and supply raid will reward you with 10-15 corpses, plus 75 supply, and up to 10 elerium/alloy. You need two lance corporals to get between 0-10% failure rate at the start of the game, which requires you to stick a couple of rookies on 2 missions. Resistance ring costs 80 supply, and 2 power to build. Small supply cache gives 35 supply, a smash and grab will potentially give you up to150 supply, 10-15 elerium and alloys, engineer will give 60-80 supply per engineer over 21 days, a group of 3 can excavate 1-2 areas on the avenger every month. The same number of rebels will spawn 5-6 missions with decent timers. You get resources early game from hack objectives/towers in missions by taking specialists or sparks, running covert operations in resistance ring, rumors from intel packages as mission rewards, smash and grab missions, and using engineers to excavate the avenger.ĥ-6 rebels on the supply job in a non-liberated region will generate around 120 (maybe 150?) in 21 days. I'm always looking to improve my strategy and tactics even further, so if you see anything that could be done better, please let me know. If 6 full strike teams are reached, you can have 2 mission spawner regions (besides the "region to liberate"). When a region is liberated, set all to supply and shift the regions: the mission spawner becomes the "region to liberate" and a supply region becomes a new mission spawning region. Any other regions are 50:50 recruit and supply. Second region is for spawning missions, so mostly on intel. If you have any units to spare, they will be doing Covert Operations anyways.įor the future, the strategy stays the same: One region is "region to liberate" and thus full intel until Radio Tower. You won't have more than 4 strike teams at this point, so might as well focus on gathering resources directly from this third region. Reason: In my experience, you need two strike teams to deal with the mission spawn from a region that is on intel.Third haven : 3 on recruit, rest on supply.6 on intel is enough to get most missions in a decent timeframe. Second haven 6 on intel, rest on supply. ![]() Advisor is needed both to ensure supply is actually retreived in full and that you can defend properly against Advent retailations and faceless. ![]() Reason: Past Radio Tower, the liberation missions are fixed, and 6 intel haven units are enough to get most normal missions in time.First haven stays on full intel until Radio Tower liberation, then afterwards 6 on intel and rest on supply.Set second haven to split 50:50 between intel and recruitment (Avenger scans here).Reason: I want to start getting liberation missions, and those are usually shorter timeframe, so you need everything you can get.Reason: With the Avenger scanning, you will get all non-Liberation missions with a good timeframe, so your other members should focus on growing your headcount.Set haven to be 50:50 split between intel and recruitment (Avenger scans here). ![]()
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