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« on: August 31, 2014, 11:43:25 pm »
With this method, you don't have a lot of money in the early game, nor do you have many promotions to hand out, but it becomes a lot easier, and losing soldiers is more common, but you lose less high ranking soldiers.
1. Take a HWP of your choice out with you every mission. Be it terror or not. Might come in handy sometime any way.
2. Have a team for every base. Meaning if you build a base every month, then you have to have at least 1 skyranger/troop transport of your choice and a team to fill it (1 HWP and 10 soldiers at least). Whenever a UFO crashes in the base's territory, then you send the team with the nearest base. (If you have a base in europe and it shot down a craft in Asia, then send a team from your asia base and so forth.) This makes it so you have more opportunity to hand out promotions in the late game, and have more than simple garrison rookies at each base, meaning base defence is easier.
3. Do not skip research. Ever. Try and use your scientists on different projects. I usually like to go 20 per project with 100 scientists.
4. As soon as you have something you can sell, DO IT. If it is useless or you will never use it, then sell it. Also, never let your engineers sit idle.
5. Always have a good stock of soldiers/rookies. Anywhere from 30-40 is good. Especially with number 2 and the multiple tactical teams.
6. Replace interceptors with better craft ASAP. Be it a modded craft (Alloy Interceptors, Raven, Retaliator, Thunderstorm, etcetera) or the Firestorm. Usually I have this within 3-4 months, due to my horrible RNG with the crafts and not getting UFO power sources (I didn't get power sources until August once)
7. Armour and weapons are priority. Mostly armour since Snakemen/Floaters/Sectoids and their terrorists are easy to kill with rifles, grenades and rockets, and Personal Armour will help against Plasma Pistols and limited protection against early game Plasma Rifles.