Note: At this point the missions have stepped up in difficulty. On the tactical layer, I’m playing classic difficulty with sub-par equipment without reloading saves. On the strategic layer, the game is always feeding me the hardest mission at the location that’s most strategically crucial. For instance, I’ll get the Very Difficult mission, if there is one, at the location with the highest panic rating, so if I choose an easier option, I’ll risk losing the county I’m ignoring. This all adds up to an increasing death toll. At the end of today’s play, I was down to 8 soldiers.
Three abduction sites pop up at once. The XCOM team is dispatched to the most sensitive, but also the most tactically sketchy.
The fight takes place in a plaza with a fountain surrounded on two sides by buildings. The team takes up position behind non-explosive cover and begins a war of attrition.
Disaster strikes, however, when one of the aliens hose a large stone planter with plasma, shattering it and leaving Brenda exposed. The other two aliens open fire and she screams and tries to make it to cover, but is gunned down.
The rest of the team cleans up the remaining aliens, but the mood is solemn. The aliens have claimed one of the team’s own.
Gary is promoted to Lieutenant and checked out on HEAT ammo. Combs is promoted to corporal and trains the team in sighting protocols. Lindon is promoted to squaddie and takes Brenda’s place.
Post Mission Consequences: Russia, pleased with the aid to their citizens, transfers veteran sergeant Jeff Bell to the XCOM team. He’s an export on door entry.
XCOM headquarters finishes their OCS school and trains team leaders in the handling of larger squads.