Let's Play - X-COM: Terror from the Deep (PC) Part 42
The unfortunate but inevitable finale.
After-thoughts of what should have been strategies:
1. Skip Gauss technology or only get the rifle - With limited ammo and lack of power, these weapons are not as good as laser tech in the original X-COM. I've also read the HWP and other gauss weapons can be inaccurate.
2. Don't bother with a third base til much later in game with excess funds. Maintenance cost bit me hard, those funds could have helped with recovery / replacement / manufacturing. Waiting longer for the second base wouldn't hurt, though SCORE in Geoscape lowers a bit more based on what I cannot tackle.
3. Get M.C. research, labs and soldiers ASAP. Obvious is the power of a controlled alien, even for one turn.
4. And finally, Tactics could have been better earlier. Sending out a single squad at a time to conserve ammo clips (and have less die on blaster bombs). More HWPs / suicide aquanauts as scouts. Capturing certain aliens sooner (leaders and seahorses?). Taking my time, more practice, less ironman, the list goes on...
Overall, not too horrible for my first serious run. Can you save the Earth now?
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