Every new game of Apoc has an early easy mission. I didn’t intend for this to happen so quick, but while I was waiting for our equipment to pour in it popped up, so we take a quick rabbit trail to kick some tail!
As a side note, I will only be writing about battles that are important or particularly strategically brilliant. I’ll write about this one to give everyone a taste of how I play. I’ve given the order and the interceptor has landed at the warehouse…
There is no going back now…
Unless we click no.
(but we don’t)
First thing to do in tactical battles (after you pick real time) is to set up our squads. Three pre squad is where I like to stay. With 4 they will end up standing in front of and shooting eachother.
Shown: Woman warrior takin the lead!
Here we have a pretty standard start to a battle. Squads go out and cover the most likely attack routes. Then they wait. Apoc has less of a pressing time requirement than UFO Defense. Aliens don’t really seem to target civilians and you don’t seem to lose any points when civilians die. Because of that, we can afford to sit tight, ready to pounce. The aliens, however, don’t show. So we go looking.
It doesn’t take long.
And we have our first alien contact.
Meet: the Antropod.
These guys are general foot soldiers of the alien menace. They can equip any item in the alien arsenal and use them better than any other species (at least in my opinion). They can take a pretty good beating too.
Right now, instead of using guns that shoot frickin’ laser beams, they are using big ugly guns that shoot these bastards:
Meet: The brain sucker.
These guys are and always will be extremely dangerous. If we lose anyone in the first week it is most likely from these bastards. They work by jumping on your head and… get this… sucking your brain! IKR? While one of these punks is on a soldier’s head he cannot shoot, meaning someone else has to kill the sucker for him. You know that stupid gnome that says “Never roam alone”? This is why.
If you fail to kill the sucker (lawls) it will take control of your unit and they will fight for the alien side. This is a bad news double whammy. The worst part is no armor or (much later) shields protect you from them.
If you look at the screen shot, you can see we are in an extremely dangerous position. Two out of three of our units are being attacked by brain suckers. Chances are one of our guys will die.
There is only 1 good option for this situation.
Pull the pin and pray.
Meet: The stun grenade!
The stun grenade is an amazing weapon and integral to many of my strategies. Expect to hear about it again.
When you set a stun grenade to go off in 0.25 seconds, there is a good chance it will knock out the brain sucker before he sucks you dry. Bunnybob nearly got big props for executing this move in a dangerous situation.
Nearly. The down side of this move is that often it results in your men going unconscious. In this case the sucker on Nirur’s head was killed before the sucker landed on Biag’s head. As a result Nirur ends up KO’ed and Biag and Bunny end up fleeing.
Win some lose some…
This is a tactical map you can pull up. When fights are dangerous I spend most of my time here. You can see the red pentagons towards the right. They are the enemies. This is what the battle field looked like before the nasty double whammy sucker attack.
While squad one waits for Nirur to wake up, squad 2 goes down to the basement and finds and eliminates 3 brain suckers with ease.
In spite of his over eagerness, Bunny bob was promoted to squadie. Also note “5” was promoted. That could be you! Join the resistance today!