Following the untimely losses of my tank and Centurion, I guess I took a morale hit and berserked :( Maybe I wanted some more XP before dusting off, or maybe I simply didn't have enough respect for the puny Gillmen and wanted to finish them off with my two remaining (sucky) soldiers. I make a foolish charge with Tourette into unsafe territory, leading to her being sniped by a nearby Deep One while fleeing from another Deep One that she failed to kill.
Mini quickly runs out of grenades and explosive flares, leaving with her only her Jet Harpoon and 40 morale. After she panicks her Jet Harpoon blows up, an unfortunate consequence of my modification to destroy all weapons carried by a soldier who's killed. I've decided to accept this side effect as part of the challenge, makes panic far more lethal and bravery a more important stat. Main problem with that is that I'm unable to store weapons in the sub for later use, I have to carry spares around.
After that, I panic and send Mini on a wild goose chase without a weapon, getting her wounded fatally in the process. Looks like I was trying to retrieve Centurion's weapon, forgetting that it had blown up as well... There's no reason not to dust off here, but it looks like I've given up. I could probably have sustained a funding blow from a failed terror mission, I did have 10 incoming recruits who would have let me continue the fight. But I go and throw away the triton instead, and after that I really don't care. Sorry folks, next campaign will be better!
1.Be sure to research in correct order or you migh miss on some of the technology like molecular control, google the x-com tech tree 2.Use grenades extensivley .. aquanauts with a lot of strength can throw them quite far and by throwing them they will get stronger 3. sonic pulsar is the first thing to research 4.To reduce casualties skip turns -> you open the door of your craft and click end turn if you dont see an alien .. otherwise you throw him a grenade .. grenades dont miss.
BosPus 1 year ago