My Base Belongs to Me

As with the other XCOM articles, this contains my experiences from the game so will contain spoilers
See part 1, part 2, part 3, and part 4 in my XCOM: Enemy Within Discussion

I literally could not stop cheering. Bradford put the gun to the traitorous soldiers head, and the mission starts.

I’ve two soldiers pinned down in the globe room. They have the assistance of a couple XCOM security Guardsman, but otherwise, they are on their own.

While they are trapped, equipped as they are with the best gear that XCOM can buy, the Security Force holds no such advantage. Body armor, frag grenades and assault rifles will hold nothing to the firepower that the aliens are about to bring.

Warmachine Launches rockets

Warmachine Launches rockets

And bring it they do. Bradford instructs that the two trapped soldiers will have to hold off as best they can until the power generator, cut off in the attacks, can be brought back up online. That could take some time.

Great.

I am fortunate, however. The three soldiers trapped are Jaws, Bullet and Warmachine. With incredible accuracy on Jaws, a strong sniper in Bullet, and a vast array of explosives on Warmachine, I should be able to hold off the few aliens that the game throws at me the first turn. It even gives me a turn to prepare. I got this.
I could not have been more wrong. The game pans out Starts showing aliens dropping into the base just off screen.
A Mechtoid drops into the center of the room.
then a second.
Two Chryssalids.
A Muton Elite, a Muton, a beserker.
A second Muton Elite.
Jesus! Thankfully, Bradford is able to send in the Cavalry, and I get Big Red.

2013-12-22_00116

With the substantial amount of firepower I bring to bear, I am able to take out the first wave, but its not easy. I focus on the heavy hitters first: Mechtoids and Muton Elites. I know that they both can just wreak havoc on my position, as vulnerable as I am. But I’d also assumed something that I didn’t double check until much later in the mission: The aliens in this mission, unlike every other one, don’t drop in on overwatch. You can run all you like across the map to get to good position, and rightly so. The mission was very, very hard for me because I was under the impression that they were following the rules for the rest of the game, when clearly, they are not.

Once the power-crew is removed from the board, I deal with the lone Muton, and am able to reposition the one or two Security defense that have not acted. I pull back from the door that I know has Chryssalids and a Muton Berserker lurking just beyond my field of view, and put who I can on overwatch. That turn, the three aliens advance into the room, into what I thought would be a withering barrage of gunfire that, just, never emerges. However, I am able to remove all three from existence before the start of the next turn. I assume the aliens are going to bring more threats, so I try to take as much cover as possible. Whatever comes through that door, We will stand and fight.

And come through the door they did. Three Cyberdisks, three drones, two heavy floaters and a normal floater.
Whoo boy.

It was only turn four. While I slowly crush through the armor of the Cyberdisks, my forces keep coming through the door, every few turns. Grinder shows up shortly after Big Red, adding, literately, punch to my squad. A few turns later, Breaker shows up, and I learn a sad, sad lesson. My reinforcements come with whatever gear they had loaded last, which in Breakers case was a standard issue sniper rifle and body armor. We’ve come a long way since those times were good times, and he’s not going to live through anything, So I take care with placing him.

Unfortunately, he’s my last reinforcement. I’ve got a few Security guards, but they are quickly being overwhelmed, and I start using them as grenade lobbers, and not much else.

Just as Breakers strides in, Bradford alerts me that I’ve secured the globe room, but that their are more signals coming from the MEC Bay, conveniently located right next door.
Fantastic.
2013-12-22_00242
More Mechtoids, Sectoid Commanders and Sectoids later, I’ve cleared out the MEC Bay.

Now, there is one more wave. I get informed that the back entrance is now full of bad guys, and I’ve got to go clear THAT bay out.

Sectoid Commanders, Mechtoids, Cyberdisks, Drones and a Sectopod.
Have I told you how much I hate Sectopods?

I have a story.
In Enemy Unknown, there is a spot where you find two Sectopods, standing side by side, ready to rain death on your poor, unsuspecting heads. Its a brilliant trap that lost me a solider to its whiles in Classic/Normal. In C/I I was prepared though. Heavy Weapons Trooper with both Mayhem and Heat Ammo did the trick. Because I’d played the game before I knew where they’d be, Used Ghost armor to spot them and Blew the living tar out of them. Poor bastards only had a single HP left after that, and my squadsight sniper took care of that. No Problems.

Now, In Enemy Within, they’ve scaled back heat ammo. That is fine. Oh, and they gave Sectopods 50% damage reduction. Great. Just Great. not only is my best weapon gone, the giant turds are more durable. Just what I wanted. Now, they are difficult to take down in the best of situations.

Right. Back to Base defense.
I get to the final area, and there is a Mechtoid and a Sectoid Commander. The Mechtoids a threat, but the sectoid commander just can’t live. I drop him as soon as I can and drive into the final area. Unfortunately, there is a Sectopod hanging out right around the corner. UGH. So I shoot it with my sniper.
1 damage.
1 Damage.
Seriously!
Well, fine. I’ve got a Heavy Weapon.
1 Damage!
There is no way! None!
And then I realize: I must have damage roulette on. It explains the strange swingyness I’d seen earlier, but wrote off as rebalancing.
There, There… There’s no way. After pulling open the Second Wave options,though, there it is, staring me in the face. Damage Roulette.
*&*(^&$%&^$@#@@~!!!!!

The sectopod, thankfully, is also subject to Damage Roulette, and does 1 damage with his giant pulse cannon to my Sniper. The Mechtoid and the Cyberdisk don’t pose a challenge, but the Mechtoid gets what it had coming.

Finish Him!

Finish Him!


The mission ends, and I get a good rating.
I killed 43 aliens, it tells me. 43. I cannot remember a mission in which I got even close to that. The final mission of my first runthrough was close, I seem to remember, but not 43.

The base defense mission is the highlight of Enemy Within, for me. I don’t even care what comes after this.

I have one more after this: from after the base defense to the endgame. After that, I might do an Ironman runthrough, but it won’t be as detailed as this.