It's time for one of the most brutal missions in the game - the Avenger Defense! Enjoy :) ► Full Playlist: bit.ly/36DWlV2 ► Get your name in the series by following this video: ruclips.net/video/-BSLYzyrlPY/видео.html ► Catch up on the events of XCOM Enemy Within in this series: goo.gl/B6XRdH
That was intense. In contrast of the flawless knife-through-butter missions that Pete so often pulls off, this one shows how easy it is for things to go very bad very fast. The quick clearing of the beacon situation and the conventient escape option to end the mission without having to fight through all these tough groups was a heaven-send. Well done, Commander!
Gotta say. Reaper Dragonova really deserves a MVP for taking care of that beacon so swiftly. I'm curious to know how you would tackle this mission without a reaper.
Without a reaper, the best way I have found is with a ranger with all the concealment perks. They can get in, take out the spike, and reconceal to get out.
Yeah either you take out the spike with stealth like this (a reaper or a high-level ranger with all the stealth perks), or it's an enormously long 15-turn slog as you battle your way through the absurd number of enemies here. I wouldn't want to bet that approach would work on Impossible Ironman though.
The alternative would have been some combination of claymore, grenade and a shot. The reinforcement after Van Deik also would have been a squadsight sniper (the order is always fixed), so that would have been another option. Definitely a bit more risky, though.
@@PeteComplete Without a Reaper you don't have a claymore. So without a Reaper a concealed ranger (for the vision) with squadsight sniper is your best bet. Problem with that approach is that if you start with ranger and squadsight sniper you only have 5 soldiers for defence until you ranger can see the objective and only 4 soldiers for defence in the two or three turns it takes your sniper to kill the beacon. Unless you want to use your ranger to do also damage to the beacon but that is very risky. You can also not start with a squadsight sniper but then you have to survive until you get the reinforcement. That is not a great idea, the best approach to this mission is the one with the least turns. Even if the starting enemies aren't as nasty as in this episode enemy reinforcements can make this mission a real pain.
on my normal playthrough I used a templar and hit it normally and had other units backing up the templar i was ready to run and sacrifice the templar but didnt need to as the enemies were focusing on other units and it was normal mode and the attack was very very late game so I had an OP team.
These missions are great so I never saw the reason in killing the chosen. I've never ever lost a single soldier to these missions nor has my campaign ended. It's just such a good mission to test out the person's strategic prowess and team synergies. Just a joy to experience every time.
The reason you thought you could do another action after firing with teamwork active is because you can, if things are done in a different order. If you fire your gun (ending your turn) and THEN activate teamwork from the teammate, you'll have one more action point. It wouldn't have mattered in this case though, you needed Twitchy to launch the grenade before Schwamenian fired, and that would have ended her turn without being able to use teamwork.
I've never played this game, but it really seems like Pete got really lucky on this mission. There was an explosive close enough to the target to kill it in one blow. More importantly, that bonus effect removing the stun and panic really saved the day. I think it would have been a complete disaster without that.
Surprisingly, an explosive near the disruptor beacon happens more often than you think. I had it happen several times in other playthroughs, but it is of course far from guaranteed.
Wow, I don't remember a mission ever take such a disastrous turn on this channel. That's probably the closest to defeat you've landed in these videos, and you solved the problem with your usual masterful tactics. Excellent work, that was intense!
I think what really saved him was being able to destroy the interference pylon with only one person thanks to remote start being able to reach it. That is where we have to usually fight, getting to the thing to blow it up
I remember the first time i faced this mission, several of my best men and women died destroying the EMP. One of my fondest memories in gaming. Great to see you take on this mission Pete.
On my last legend run I delayed blacksite (and this mission) until I built the Defense Matrix, upgraded it, and staffed an engineer into it. The 4 turrets you get can shoot 3 times, they are actually really powerful. After the mission you can just dismantle them.
This has to be the best series on yt rn while eating and chilling. Every 7 days i get the best meal in while the best entertainment is playing. Thank you.
I always do the mission the same way with the addition of a sniper in the team to make sure the beacon goes down immediately. The mission completion picture was brilliant. 👍
I remember doing this mission and going in blind. Did this mission without the DLC so I had to push through destroy the objective and head back. Just about everyone was injured in the end but I made it without a death.
I used sniper with squadsight in base game, at a lower difficulty level. A concealed ranger would go close enough to see the target. Then the sniper destroyed it. No body else left the ramp and they had to hold on to it till the ranger returned. I also use a medic which most people seem to avoid. Medic's restoration is very useful in this mission. I essentially killed all the initial troops and some more reinforcements.
Double panic, stun and unconsciousness. Looking at the time left on the video, I was totally expecting this playthrough to end right here in failure. Intense! That continent bonus.
I didn't know about the alien boarding avenger mechanic! Of course, I've only been playing on lower difficulties and so was always able to keep the enemies clear of the ramp. Another nice episode! Keep 'em comin'!
How does he make it look so easy? Also "I think its time to die for the muton in the back" may be on of Pete's most aggressive lines? Excluding one specific case the comes to mind Great work as always king!
I remember on my first play though of this game when I got to this mission even after I destroyed the beacon I decided to start around and just kill as many aliens as possible and see if there was an actual end to them until I eventually got bored and they never stopped coming.
I got lucky and received this mission quite late in the game with an almost fully equipped team, plus I was on normal difficulty. To see your situation compared to mine was staggering, well done with a terrible situation Pete. I am very concerned with the retaliation strike hitting you while everyone is still out though, because that one was imminent...
Just started playing a week ago... as a veteran of the first game I was hoping for more info here to help me out on some missions. I have to say you are a great story teller... you've got me hooked although I didn't learn as many new things as hoped I am happy
This mission and Chosen Avenger sabotage are almost always best handled via Reaper as you did. I've actually modded XCOM where you get 2 full squads for this mission and Reaper solution doesn't work. However these are definitely more unique missions in the game.
That was a close one. If wonder if it might be a good idea to redistribute the Engineers - more to the power coil excavation. After all, the other slots bring you nothing without power. And I think that a place for a more powerful generator?
I remember that this mission came extremely late in my playthrough. I think i finished it in around 4-5 turns with a psyonic and a mind control , using mc'ed enemy to kill the disruptor, and then leaving almost immediatly after that.
32:25 channel is what I usually go for simply because it means any enemy death by any soldier has a chance to drop focus. This means you can drastically speed up the time needed to max out their focus for both the damage buff on rend and their very powerful abilities like ionic storm. Deflect is nice but it's rng dependence I am not a fan of as you can't depend on it unlike with parry.
One time I got an avenger defense mission in which the spike was a long way away and there was cliff between me and the beacon. Meanwhile most of the enemies were coming in to the side of the cliff not directly between me and the beacon (which also meant that I couldn't fight them and progress towards the beacon at the same time without wading through every single enemy). To make matters worse I was pretty much forced to push well past the ramp to prevent the enemy approaching with concealment/high cover and rushing the ramp at once. I ended up pushing most of my troops quite a ways just to get good positions and take advantage of explosives on the map while a ranger, reaper and sniper pushed over the cliff to take out the relay. took quite a few turns, enough that they reinforced heavily (the one saving grace was that the reinforcements also dropped in far away but they were on top of me when I left).
Grenadier with an upgraded grenade launcher and a frost bomb can do wonders here. Squadsight sniüer can start picking targets from afar when someone like Reaper scouts ahead
I remember the one time a disruptor was visible to my snipers just a short distance from the ramp. They destroyed it, went back onto the ramp and the mission was finished in under 5 minutes
I delayed the blacksite mission so long in my last playthrough that I had the Defense Matrix for this mission. With all 4 turrets having squadsight, all I had to do was get the reaper in range and the turrets killed the Spike from across the map.
I usually do this mission in a similar fashion by sending out a stealth unit to get visual, but then using squadsight to take out the spike. That said I've never played it on this difficulty level!
Holy f-ing shit. Wow. And not a single death. Ok, now this game won't be able to stop you at all. (I think, I actually never played the game or watched a different playthrough.)
At this level, any mistake will be punished. If you had realized that you wouldn't get an extra action, you would have played differently. You are supremely careful, and it shows.
I saw BeagleRush do this mission with blaster launchers and just incinerating the beacon from the ramp in the first round..... and then stay and just mop up all alien forces for XP.
Hi Pete, really interested in your walkthrough. Always nice to get some explaining on why you make some moves. Ever tried Gears Tactics? I really like it!
Wow, this mission was hard, nesides the teamwork third action I don't think there was a lot you could change in this mission, it could've been worse if the berserkers attacked more instead of going for the ramp. But you managed to do it more or less smoothly thanks to the reaper and some more of that Starfall crit juice.
I'm only 4 minutes into the video, but if rapid excavation will give a free room, does that mean you need to stop excavating and wasting the time of those engineers, or start an excavation right before the research finishes so you get the most from the breakthrough?
given that by the time the research completes the excavations will have 10 days remaining at most it's better to use it on a bottom row spot that hasn't been touched yet
well, teamwork lets you fire again if you fired already at the moment of give the extra action, so you should have fired first and then give the extra action to the soldier who fired
For me it's always a hair-thin margin between a great success, a costly victory, and a complete defeat, I have yet to lose to one of these but it's always like 1 turn away, or some kind of advantage saves me, or the RNG saves me. I feel like you were in the same position, without that continent bonus you would have been fairly screwed, it might not have been a full loss but you would have lost 1-2 units I think. My usual solution to these is 2-3 sharpshooters and a scouting ranger/reaper.
Dont think its linked to the black site but more like linked to the chosen activities. I did my blacksite very early in the game (normal difficulty) and I had killed all three chosen and the UFO only showed up just a few missions before the final mission.
Realize it is harder to get on this difficulty but I wonder how much better it would have gone with the base defense room in place with the extra firepower.
It's time for one of the most brutal missions in the game - the Avenger Defense! Enjoy :)
► Full Playlist: bit.ly/36DWlV2
► Get your name in the series by following this video: ruclips.net/video/-BSLYzyrlPY/видео.html
► Catch up on the events of XCOM Enemy Within in this series: goo.gl/B6XRdH
“A critical hit is not garunteed” It would appear that Pete forgot he was talking about Starfall in this scene
That was intense. In contrast of the flawless knife-through-butter missions that Pete so often pulls off, this one shows how easy it is for things to go very bad very fast.
The quick clearing of the beacon situation and the conventient escape option to end the mission without having to fight through all these tough groups was a heaven-send.
Well done, Commander!
Leaving a comment to thank Pete for his hard work, and to please the algorithm
All hail the logarithm
I for one welcome our Algorithmic Overlords. 🤣🫡
@@User_Un_Friendly if they show us wonderful Creators such as Pete, absolutely!
Gotta say. Reaper Dragonova really deserves a MVP for taking care of that beacon so swiftly. I'm curious to know how you would tackle this mission without a reaper.
Without a reaper, the best way I have found is with a ranger with all the concealment perks. They can get in, take out the spike, and reconceal to get out.
Yeah either you take out the spike with stealth like this (a reaper or a high-level ranger with all the stealth perks), or it's an enormously long 15-turn slog as you battle your way through the absurd number of enemies here. I wouldn't want to bet that approach would work on Impossible Ironman though.
The alternative would have been some combination of claymore, grenade and a shot. The reinforcement after Van Deik also would have been a squadsight sniper (the order is always fixed), so that would have been another option. Definitely a bit more risky, though.
@@PeteComplete Without a Reaper you don't have a claymore. So without a Reaper a concealed ranger (for the vision) with squadsight sniper is your best bet. Problem with that approach is that if you start with ranger and squadsight sniper you only have 5 soldiers for defence until you ranger can see the objective and only 4 soldiers for defence in the two or three turns it takes your sniper to kill the beacon. Unless you want to use your ranger to do also damage to the beacon but that is very risky. You can also not start with a squadsight sniper but then you have to survive until you get the reinforcement. That is not a great idea, the best approach to this mission is the one with the least turns. Even if the starting enemies aren't as nasty as in this episode enemy reinforcements can make this mission a real pain.
on my normal playthrough I used a templar and hit it normally and had other units backing up the templar i was ready to run and sacrifice the templar but didnt need to as the enemies were focusing on other units and it was normal mode and the attack was very very late game so I had an OP team.
Let missions like this be another reason to focus down the chosen, who by the way can take down your avenger if they max out their knowledge
I think he’ll deliberately have one of them find the avenger so that he can get an achievement from it
I don’t think I’ve heard of someone who killed the chosen before they went after the avenger anyway, but hey at least the rewards are goods
@@korhol2065 I was able to on Normal mode for 2 of them (think cos I prioritised that over other covert actions) but not on legend difficulty.
These missions are great so I never saw the reason in killing the chosen. I've never ever lost a single soldier to these missions nor has my campaign ended. It's just such a good mission to test out the person's strategic prowess and team synergies. Just a joy to experience every time.
I killed all the chosen in normal mode and they never attacked the ship, only the UFO did once and very late in the game@@korhol2065
The reason you thought you could do another action after firing with teamwork active is because you can, if things are done in a different order. If you fire your gun (ending your turn) and THEN activate teamwork from the teammate, you'll have one more action point. It wouldn't have mattered in this case though, you needed Twitchy to launch the grenade before Schwamenian fired, and that would have ended her turn without being able to use teamwork.
Yeah, somehow I overlooked that fact. The mission was stressful enough, it happens... thankfully, it did not cause any longterm harm.
@@PeteComplete Even with that mistake, you have been handling things exceptionally well.
When Pete barley makes it out alive, then you know the mission is hard. Great Video!
I've never played this game, but it really seems like Pete got really lucky on this mission. There was an explosive close enough to the target to kill it in one blow.
More importantly, that bonus effect removing the stun and panic really saved the day. I think it would have been a complete disaster without that.
Surprisingly, an explosive near the disruptor beacon happens more often than you think. I had it happen several times in other playthroughs, but it is of course far from guaranteed.
@@PeteCompletei think its mostyl because advent always places the artifact near a structure and those come with explosives more regularly than not
Wow, I don't remember a mission ever take such a disastrous turn on this channel. That's probably the closest to defeat you've landed in these videos, and you solved the problem with your usual masterful tactics. Excellent work, that was intense!
Frankly I’m in awe that you made it out without any dead comrades
I think what really saved him was being able to destroy the interference pylon with only one person thanks to remote start being able to reach it. That is where we have to usually fight, getting to the thing to blow it up
I remember the first time i faced this mission, several of my best men and women died destroying the EMP. One of my fondest memories in gaming. Great to see you take on this mission Pete.
This episode got plenty of trouser-dampening moments. Well done, Commander Pete!
On my last legend run I delayed blacksite (and this mission) until I built the Defense Matrix, upgraded it, and staffed an engineer into it. The 4 turrets you get can shoot 3 times, they are actually really powerful. After the mission you can just dismantle them.
When that enemy turn ended, I realized I was holding my breath since Twitchy got knocked out. That was a scary mission indeed!
This has to be the best series on yt rn while eating and chilling. Every 7 days i get the best meal in while the best entertainment is playing. Thank you.
Always a pleasure to watch another Pete's video !
I always do the mission the same way with the addition of a sniper in the team to make sure the beacon goes down immediately. The mission completion picture was brilliant. 👍
Thank you for this gift, Peter Completer
I remember doing this mission and going in blind. Did this mission without the DLC so I had to push through destroy the objective and head back. Just about everyone was injured in the end but I made it without a death.
I used sniper with squadsight in base game, at a lower difficulty level.
A concealed ranger would go close enough to see the target. Then the sniper destroyed it. No body else left the ramp and they had to hold on to it till the ranger returned. I also use a medic which most people seem to avoid. Medic's restoration is very useful in this mission. I essentially killed all the initial troops and some more reinforcements.
It’s nice to see you have some struggle in a mission for once
Double panic, stun and unconsciousness. Looking at the time left on the video, I was totally expecting this playthrough to end right here in failure. Intense! That continent bonus.
Love the series. Convinced me to play it myself
So intense mission! Congratulations for the results! Thanks for the video.
NO WAY! Another so soon?! I'm in heaven!
I didn't know about the alien boarding avenger mechanic! Of course, I've only been playing on lower difficulties and so was always able to keep the enemies clear of the ramp. Another nice episode! Keep 'em comin'!
How does he make it look so easy?
Also "I think its time to die for the muton in the back" may be on of Pete's most aggressive lines? Excluding one specific case the comes to mind
Great work as always king!
I just want to say thank you for the "Thank you" postcard :) It was a nice surprise, finding it in my mailbox.
This series has taught me so much already
@14:00 If a missed overwatch shot can destroy a tree, why can't I aim for a tree to destroy it?
I remember on my first play though of this game when I got to this mission even after I destroyed the beacon I decided to start around and just kill as many aliens as possible and see if there was an actual end to them until I eventually got bored and they never stopped coming.
Man, that situation sure escalated quickly. For a second i was thinking you might lose a soldier.
Another excellent video. You're the best Pete!
I got lucky and received this mission quite late in the game with an almost fully equipped team, plus I was on normal difficulty. To see your situation compared to mine was staggering, well done with a terrible situation Pete.
I am very concerned with the retaliation strike hitting you while everyone is still out though, because that one was imminent...
STARFALL IS AN ABSOLUTE GOD AMONG MEN. Dragunova is obviously amazing, but STARFALL is dropping crits like bad habits.
Just started playing a week ago... as a veteran of the first game I was hoping for more info here to help me out on some missions. I have to say you are a great story teller... you've got me hooked although I didn't learn as many new things as hoped I am happy
That final turn was so rough... Thank God for that continent bonus.
This mission and Chosen Avenger sabotage are almost always best handled via Reaper as you did. I've actually modded XCOM where you get 2 full squads for this mission and Reaper solution doesn't work. However these are definitely more unique missions in the game.
That was a close one.
If wonder if it might be a good idea to redistribute the Engineers - more to the power coil excavation.
After all, the other slots bring you nothing without power. And I think that a place for a more powerful generator?
Thank you, loved this mission!
Yes indeed fantastic! Love your xcom gameplay Pete 😌
The anxiety of seeing the enemies on this one and yet somehow it all turns out ... OK!! Love it
I forgot how good the animations in X-com 2 are
That was a very spicy recovery there. Well-played Mr. Complete!
You rocked the heck out of this mission!
Commander Pete: These extra enemies are just extra XP!
Your soldiers: *start sweating*
That was a nail biting finish!
Thank you, Pete!
Ah, that Remote Start! Genius.
Rough stuff, that continent bonus was the real VIP this time!
"a blast from the shart gun"
Sounds like me last night.
I remember that this mission came extremely late in my playthrough. I think i finished it in around 4-5 turns with a psyonic and a mind control , using mc'ed enemy to kill the disruptor, and then leaving almost immediatly after that.
32:25 channel is what I usually go for simply because it means any enemy death by any soldier has a chance to drop focus. This means you can drastically speed up the time needed to max out their focus for both the damage buff on rend and their very powerful abilities like ionic storm.
Deflect is nice but it's rng dependence I am not a fan of as you can't depend on it unlike with parry.
One time I got an avenger defense mission in which the spike was a long way away and there was cliff between me and the beacon. Meanwhile most of the enemies were coming in to the side of the cliff not directly between me and the beacon (which also meant that I couldn't fight them and progress towards the beacon at the same time without wading through every single enemy). To make matters worse I was pretty much forced to push well past the ramp to prevent the enemy approaching with concealment/high cover and rushing the ramp at once. I ended up pushing most of my troops quite a ways just to get good positions and take advantage of explosives on the map while a ranger, reaper and sniper pushed over the cliff to take out the relay. took quite a few turns, enough that they reinforced heavily (the one saving grace was that the reinforcements also dropped in far away but they were on top of me when I left).
We were really close to disaster here, something very unusual for you! Luckily everyone made it out
Nice work Pete Complete.
Pete keeps the thrills coming.
This mission is so cool, I can't wait to see you cutting through it :)
Grenadier with an upgraded grenade launcher and a frost bomb can do wonders here. Squadsight sniüer can start picking targets from afar when someone like Reaper scouts ahead
That was very much touch and go at the end :D
Oh you do not shoot that green shite at me! - Will Smith (when he was cool)
I remember the one time a disruptor was visible to my snipers just a short distance from the ramp. They destroyed it, went back onto the ramp and the mission was finished in under 5 minutes
Huh i thought we would still be a ways off from this. Looking forward to you activating the kings after dealing with the chosen
I delayed the blacksite mission so long in my last playthrough that I had the Defense Matrix for this mission. With all 4 turrets having squadsight, all I had to do was get the reaper in range and the turrets killed the Spike from across the map.
Can’t wait to watch the video!
In my first time on this misson i don't read the objective and moved everyone to destroy the thing then come back, but somehow we did no losr
Amazing crisis management
"Face puckering, butt clenching" is an understatement for this episode.
Pete gets his soldiers so rarely wounded, seeing 4 soldiers get hurt in a single turn looked like the end of the world
Great work!
I recall Reaper with 2 sharpshooters being very effective on this mission. But that was on normal difficulty.
I usually do this mission in a similar fashion by sending out a stealth unit to get visual, but then using squadsight to take out the spike. That said I've never played it on this difficulty level!
Holy f-ing shit. Wow. And not a single death. Ok, now this game won't be able to stop you at all. (I think, I actually never played the game or watched a different playthrough.)
At this level, any mistake will be punished. If you had realized that you wouldn't get an extra action, you would have played differently. You are supremely careful, and it shows.
Awsome episode
I saw BeagleRush do this mission with blaster launchers and just incinerating the beacon from the ramp in the first round..... and then stay and just mop up all alien forces for XP.
Love this series
Goodly done. 🙂
Hi Pete, really interested in your walkthrough. Always nice to get some explaining on why you make some moves. Ever tried Gears Tactics? I really like it!
exciting episode!
At long last, the enemy is offering themselves to Peter Finished!
GLORY TO XCOM! GLORY TO PETE COMPLETE!
Wow, this mission was hard, nesides the teamwork third action I don't think there was a lot you could change in this mission, it could've been worse if the berserkers attacked more instead of going for the ramp. But you managed to do it more or less smoothly thanks to the reaper and some more of that Starfall crit juice.
Best RUclipsr
Pete and Dragunova. Name a more iconic duo. I dare you.
Starfall doesn't mess around, it's crit or nothing. Beast.
that was so intense
This looks more like legend ironman. I am really suprised that the campaign did not end here.
Very cool mate
The Ultimate Kaboom ❤
Comment for the almighty algorithme
Oh my god. I really thought that one turn killed half your squad. It's insane how fast things can turn really, really bad in XCOM.
Algo pleasing
I'm only 4 minutes into the video, but if rapid excavation will give a free room, does that mean you need to stop excavating and wasting the time of those engineers, or start an excavation right before the research finishes so you get the most from the breakthrough?
I imagine it would affect the very next excavation you start after you complete the research - not any of the ones you are currently doing.
given that by the time the research completes the excavations will have 10 days remaining at most it's better to use it on a bottom row spot that hasn't been touched yet
Can’t wait until you get a mech ;)
well, teamwork lets you fire again if you fired already at the moment of give the extra action, so you should have fired first and then give the extra action to the soldier who fired
For me it's always a hair-thin margin between a great success, a costly victory, and a complete defeat, I have yet to lose to one of these but it's always like 1 turn away, or some kind of advantage saves me, or the RNG saves me. I feel like you were in the same position, without that continent bonus you would have been fairly screwed, it might not have been a full loss but you would have lost 1-2 units I think.
My usual solution to these is 2-3 sharpshooters and a scouting ranger/reaper.
Dont think its linked to the black site but more like linked to the chosen activities. I did my blacksite very early in the game (normal difficulty) and I had killed all three chosen and the UFO only showed up just a few missions before the final mission.
This one was a real nail biter. Hopefully you can find and take out the Chosen before they kickoff another Avenger Defense mission!
i would just like seeing you hacking some enemy robots when you have the chance
Realize it is harder to get on this difficulty but I wonder how much better it would have gone with the base defense room in place with the extra firepower.