
Send a lone Assault to open the door then lob in Stun gas or blast away as necessary (remember to close the door and move back into cover as appropriate).

The Assaults will provide snap-shots if something pops up. Send the Heavies and an Assault to the side of the doors while keeping the other Assaults at medium range in front and Snipers a way further back. This helped train them up and was a god-send later in the game when you get nasties coming suddenly into the middle of your men or meet Aliens with a ridiculous amount of movement pointsĪpproach downed alien ships with caution. I tended to save the Assaults' Time Units for reaction fire. When an alien is spotted the Heavies duck into LOS, cut lose and then duck out again. The Snipers stay way back (out of range) while the Heavy-Weapons stay near the Assaults but out of Line-Of-Sight. Send the Assaults to scout ahead while using their shields as best as they're able. Generally speaking plasma weapons are 'good enough' for almost everything in the game, but MAGs make things a lot easier. Normally most of the above will flow together for example you'll get laser weapons on the way to interceptor laser-cannons.
XENONAUTS BASE BUILDING GUIDE UPGRADE


I finished with 30 scientists and 30 engineers, all at my main base. Gradually increase both of these throughout the game (I started ramping up as my 3rd base came online). Get 5 scientists at the game start and 5 more engineers when the living quarters at your first base are complete. You can build AA guns at each base if you like I did but I never used them. I went with North America which was a poor choice I never used it for ground missions and I ended up losing Mexico and South America (my only two lost areas). Mexico and North Australia / Pacific are good choices.
