Battle Reports

By Foranoda, in XCOM: The Board Game

Heya, my Roommate and I played a round of X-Com today, and I decided to try and keep a record of the goings-on in it. Not easy I gotta say, when I was compiling the notes I took I noticed that I missed some of the details, such as some of the crisis-cards, or details on the base-defense/missions.

Anyway, here's the Report for the Fight. Reader Beware, for this is a 2.5 page-long document.

2-Player Game

Difficulty: Normal

Mission: Misdirection

HQ: Asia

Round 1

Asia buying a Heavy and immediately puts him into elite-training. Satellite-Nexus sends one UFO each from Australia and North America into Orbit. Mission control sends two interceptors back home from South America and North America. 6 Credits from Emergency Funding are taken out.

Remaining Soldiers and Interceptors are being bought out. No Crisis-cards take any effect, due to conditions not being met.

Science-Officer finishes Revive and Firestorm, fails on Interceptor Repair. Firestorm immediately kills one remaining UFO in Europe.

Orbital Defense kills all three UFOs without casualty, Global Defense kills the remaining UFO in Asia. The Base is only attacked by one sectoid without ability, gets killed but two revives are needed.

Mission has not been attempted this round to focus on research and recruitment.

Round 2

The Commander sends one Sniper up for elite-training, while 3 UFOs are sent to Orbit, 2 from South America and one from North America.

Firestorm kills the UFO in Europe, while the crisis sends 2 Interceptors back home, no real damage done as the now defenseless Europe and North America no longer have any UFO in them.

Interceptor Repair is finished, as is UFO-Tracking, while Shiv is still being researched. The Satellites in Orbit are shredding the three UFOs without a problem, as are the Interceptors in Australia and Africa with one each. Base Defense is struggling a little. The Muton gets swiftly killed, but takes his attacker with him, luckily Revive lets him continue. The crisis-card causes another Alien to spawn, but the Sectoid without any ability gets killed immediately.

One Heavy, Support and Assault are sent on a mission, 2 more revive have to be pulled, as well as one Satellite Uplink earlier, but in the end only the Heavy survives the completed Mission, giving us one tech, as well as reducing the Panic in Australia by 2.

Round 3

Asia recruits an Assault and immediately puts him into Elite-Training, while One UFO in South America and one in North America get pulled into Orbit. Luck on the crises, as none is doing any damage, while Research rushes through finishing the Alloy Cannon, Weapon Fragments and the Shiv. Orbiteal Defense has to deal with 6 UFOs, uses Satellite Tracking to gain one more Dice, and annihilates all UFOs at the cost of the Satellites Exhausting their Batteries.

Meanwhile, Firestorm takes out one UFO in Asia, the remaining UFO is swiftly taken care of, as is the UFO in Africa. Tje Muton in the Base tries to deal some damage, but together with the Workshop pushing the Plasma Sniper it is killed.

An Elite-Heavy and Elite-Sniper, backed up by one Support are blasting through the Mission, completing it while suffering two losses, only the Sniper surviving. The Success means that the Panic in Australia is being reduced by one, as well as 2 less Panic for Asia.

Round 4

After the losses in Round 3, not much can be done except for Asia recruiting a new Heavy and training him.

The Firestorm takes out the UFO in the defenseless North America, the Science Officer researches Carapace Armor, Run & Gun, but fails to complete the Stealth Satellite. Orbital Defense uses Satellite Tracking to destroy any UFOs, while Global Defense takes out the UFOs in Sout hAmerica, Europe and Africa but failing to destroy the UFO in Australia. Base Defense kills two Aliens, using 1 revive but, being unable to attack the remaining Sectopod, the Base takes one Damage. The results of Round 3 leave X-Com unable to afford sending any Soldier to the Mission.

Round 5

A Sniper is being recruited and trained, UFOs are starting to swarm onto earth. The Final Mission becomes available.

Research makes another push and finishes the Stealth Satellites and Eleriu, while failing to compelte Xeno Biology.

Orbital Defense snipes one UFO using their newly acquired Stealth-Technology, as well as their Tracking, finishing up any remaining UFOs by burning through their Batteries. UFOs over Europe, Asia and Africa are shot down, while the Australian Pilot seems to have problems with snakes in their boot and getting shot down himself. Base-Defense has mixed results, killing two of the three Aliens but suffering two killed Assaults, the Support the only surviving, the Base takes one more Damage. One Heavy and an Elite-Sniper are sent to the Final Mission, completing the first Task with three Sucesses in two Rolls. On the second Task, the Assigned Heavy is being sent back to Reserve due to the effect of the Task itself (Before any roll against this task, send one soldier assigned to the Mission back to the Reserve), leaving the remaining Sniper to wait for reinforcements.

Round 6

The UFO-onslaught continues with more ships streaming to all corners of the earth. Asia decides to recruit a Support to train him, the Satellite nexus forces one UFO from Asia and Australia into Orbit.

The Stealth-Satellites take out one UFO right away, while the Firestorm is taking care of one UFO in Australia. Researchers finish UFO-Navigation, but the strain of the last few days takes its toll on the researches, who fail to finish the Plasma Cannon and Xeno Biology.

The Orbital Defense is fighting valianty, using their advanced Tracking Technology to take out all 5 UFOs but are burning out in turn. The Interceptors are growing weary, getting shot down in Australia, Africa and North America, where 2 UFOs remain, only the UFO in South America is getting shot down. Australia Panic-Level almost reaches red alert, but the Workshop pushes through a rush-order and ekes out the Hyperwave Comm for one use, reducing the Panic with an inspiring speech transmitted to the Continent.

Base Defense is getting worn down, , the Support getting taken out while killing one Alien, only for the remaining Heavy to be greeted by another due to the Crisis-Effect, who promptly takes out the Heavy, causing one more Damage to the Base, which the Aliens take a sign to send two more UFOs into Orbit due to the critical status of the Base.

It is time for the final Mission. One Support, one Elite Sniper and one Elite Assault are taking on one Sectopod. With their combined Bonusses as well as the Extra-Dice from “Run & Gun“, 8 Dice are rolled each time.

First Roll, Alien-Dice stops at one, Satellite Uplink saves the attempt by rerolling it to an 8. X-Com dices roll blank on all 8 dice. The Squad leader starts to get nervous.

Roll Two, Alien Dice stops on 3, X-Come Dice: Blank on all 8 Dice. However the Squad-leader is not ready to give up. The Alloy-Cannon is fired, giving the first Success. Next the Shiv is being triggered, the Sectopod is now 2 for 3.

The Squad Leader is calling in a favor from the General Officer, who uses UFO-Navigation to refresh the Alloy Cannon, which is promptly fired again for the third Success, blasting the Sectopod to Smithereens, completing the Final Mission.

The Alien Threat is neutralized... for now.

Final Point-Count: 6 for the remaining UFOs, 6 again for the Soldiers in the recruitment pool, 5 for the destroyed Interceptors and another 6 for the 3 Damage dealt to the Base, leading to a total of 77 points.

Ok, time to play my own game.......good write up!

Nice win, nice writeup.

If you don't want to take notes you could always just film the session, or perhaps just vocally echo your choices and record it. Might make it a little easier so you can concentrate on the game. IDK.

Enjoyed reading about it anyway.

Have fun.

Ouch, I've played a few times and always forgot to do the points couting.