

I am not too worried about the normal alien defenders I think there are only three ways this mission could go wrong: The two alien outposts we’ve attacked were fairly easy. I think there’s a good chance there’ll be a Praetor here and I doubt he’ll be vulnerable to sleepy-gas (though if he is, we’ve got some of them too). Two lucky soldiers are wearing Sentinel suits. We’ve got a mix of shields/pistols, carbines and rifles – two of each if I’ve done it right. Then we have the engineers whip up two Mag Pistols. First we wait for the currently in-production suit of Sentinel armour to be ready. We’re attacking that fortress, but no sense in going under-equipped. It does take a long time to make but so what, I’ve got a horde of engineers.Ī UFO landed in Indonesia during the last wave, so I send out a scout. Its protection is between Wolf and Predator amour but closer to Predator. It sounds great – enhanced vision, enhanced strength, flight mode, immunity to gas, no equipment limitations.

Team Cydonia goes to “train” on a scout UFO and it’s a cake-walk. In May’s month my men might make many Mauraders. Even the Foxtrot-classes are finding it hard to loose torpedoes and escape. They’re quite agile for their size and so fighting them with anything but the Marauder-class is risky. What I miss most from the old pros are their time units. I shall have to keep an eye out for more dead human soldiers!) (Checking later it indeed is brought back to base and can be used like any normal laser. A more traditional assault goes smoothly.Īh but I haven’t mentioned the best thing of all! One of our Xenonauts finds a laser cannon lying next to the corpse of a local soldier. So I do not employ my strategy of “rocket the hell out of UFO interior”. Her body is at the doorway. I’m not 100% sure whether it’s possible to destroy Xenonaut armour and/or Xenonaut bodies. Needless to say she doesn’t survive long enough to turn around and get out. No smoke to help – these rookies are weak and grenades are few and far between. The other problem? One of the Xenonauts, panicked by psionic attack, chooses a very strange direction to flee in: It recovered very well from some kind of autosave when re-loaded it. One is that the game hung on the alien turn, so I had to Alt+F4 it. Speaking of said team, they’ve got enough gear now to send them to a scout UFO crash site. Hopefully Team Cydonia will be ready for when we crash one on land. I’m guessing the mysterious Praetor will be on one of these. Up until now it was an easy, risk-free way to sink any non-fightery UFO.

The boffins have invented a new tank, the “Hyperion”.Ī new UFO, the Battleship! It’s annoying because it takes more than 4 torpedoes to sink, which is a shame because several bases have pairs of Foxtrot-class interceptors which can deliver exactly that.

The infantry fusion weapons are nice, but their extra power is not really noticeable. It’ll be nice if I can get this squad Wolf Armour.
XENONAUTS BASE GUIDE UPGRADE
New explosives are also nice as an upgrade for the infantry squads – grenades and rockets are always free.Īnother UFO wave, another scout UFO for Team Korriban, another lucky long-range shot by an alien kills another Xenonaut. The boffins have invented fusion warheads, which is a good boost to the air war that doesn’t involve buying anything new. We lose one Xenonaut to a lizard’s lucky shot.ġ6 new engineers arrive at Cydonia and immediately begin helping remake all the infantry gear we lost. Team Korriban do well at a scout UFO crashsite. I’m playing Xenonauts, Community Edition, on Veteran Iron Man mode.Ĭlick here to see all Xenonauts Journal posts. Xenonauts Journal #25 - You Sunk My Battleship
