X-COM: Assault (Civ2)

XCOM: Assault is a single-player scenario in Civ II: Fantastic Worlds.
X-COM: Assault focuses on the combat side of the game. In this scenario, you control one of two forces in an effort to wipe out the other in 300 turns. It was designed for the player to control the X-COM forces and try to overcome the Aliens' numbers advantage.Original text for the article came from the StrategyWiki
This scenario is based on the X-COM series. When this scenario was released, the X-COM series was created by MicroProse, the creator of Civilization II. The games based on the intellectual property, XCOM, continue to be produced alongside the Civilization series at Firaxis Games.
== Factions ==
=== X-COM ===
The X-COM start with three cities: The Judge, The Jury, and The Executioner. These cities provide minimal food, shields, or trade, due to the unimproved terrain and the poor city locations for growth, so new units cannot be built in reasonable time. All three cities also have Training Centers (Barracks), allowing any new units to be veteran. There is a landing zone outside of The Judge, and after 20 turns, 3 Reinforcements, 2 Alpha Squads, a Heavy Section, and a B.A.U. will land there, so it is imperative to safeguard the landing zone from the alien forces.
The X-COM run under a Fundamentalist government, with initially 60% towards luxuries and 40% towards taxes. Research is not a factor in this scenario, as you are researching a dead-end advance that does not give you any advantage of any kind.
=== Aliens ===
The aliens also run under a Fundamentalist government, and start with eight cities. Unlike the X-COM, the aliens have very good shield production capacity, and thus can create new units to reinforce their numbers advantage. Alien units are able to trade unit-for-unit against the X-COM, with many forces ready to attack. Each alien city starts off with Bunkers (City Walls), Training Centers (Barracks), and Food Storages (Granary).
== Units ==
=== X-COM units ===
All X-COM units treat squares as road. With the exception of the B.A.U., all units are supported for free under Fundamentalism, and can attack air units.
Unit 	Att	Def	Moves	HP	FP	Tech 	Obsolescence 	Cost	Description
Alpha Squad 	6 	6 	3 	4 	2 	S.A.B.O.T. Ammo	Elerium Extract	80 	Defense doubled against air units. Can make paradrops.
B.A.U. 	20 	3 	3 	3 	5 	Robotics 	Elerium Extract	180 	-
Heavy Section	10 	5 	3 	4 	4 	S.A.B.O.T. Ammo	Elerium Extract	100 	-
M.O.U.T. Team	5 	7 	3 	4 	3 	S.A.B.O.T. Ammo	Elerium Extract	60 	-
Reinforcement	10 	5 	3 	3 	4 	Elerium Extract	Elerium Extract	160 	-
Scout Platoon	4 	5 	7 	3 	1 	S.A.B.O.T. Ammo	Elerium Extract	40 	Ignores zones of control.
=== Alien units ===
All Alien ground units (except the Base Defense, which is immobile) treat squares as road. All ground units except the Angry Sectoids, Base Defense, and the Sectoids are supported for free under Fundamentalism, and can attack air units. All units except the Base Defense also ignore zones of control. All units except the Angry Sectoids and the Base Defense have a two-space sight range.
Unit 	Att	Def	Move	HP	FP	Tech 	Obsolescence 	Cost	Description
Angry Sectoids	5 	3 	1 	4 	1 	Guerrilla Warfare	S.A.B.O.T. Ammo	50 	-
Base Defense 	6 	8 	0 	5 	3 	Elerium Extract 	S.A.B.O.T. Ammo	70 	Immobile.
Ethereals 	5 	8 	5 	4 	2 	Elerium Extract 	S.A.B.O.T. Ammo	60 	-
King Ethereal 	14 	6 	16 	3 	3 	Stealth 	S.A.B.O.T. Ammo	70 	Air unit.
Mutons 	8 	6 	5 	4 	3 	Elerium Extract 	S.A.B.O.T. Ammo	90 	-
Sectoids 	8 	5 	1 	1 	3 	Guerrilla Warfare	S.A.B.O.T. Ammo	50 	-
Snakemen 	6 	6 	5 	4 	2 	Elerium Extract 	S.A.B.O.T. Ammo	50 	-
== References ==
Category:Scenarios (Civ2)