Kaldun Factory Core

Mission Parameters

 * Open deploy 4
 * Turn goal: 26
 * Starting squad: Captain, Engineer (swap in class), Soldier, Scout
 * Starting SP: 720
 * Base XP on Easy: 80
 * Base RP on Easy: 120
 * Max deployment: 9
 * Secondary objectives: 6
 * Max turrets: 4
 * Enemies: Xeno

Objectives

 * The primary goal is capture the east, west and central Tact Points. The mission ends when all three are held at the same time.


 * Secondaries: 1. East of central TP (health packs); 2-3. northern end and southern end of room with western TP; 4-5. in north-east and south-east corners of the map; 6. on southern edge in a small room between the southern deployment zone and south-east corner.

Tips

 * Depending which exit you reached in the previous mission (Kaldun Factory Entrance), you start at the south or northern middle point of the map.


 * All spawn points can be destroyed on this map, cleansing the factory of xeno is possible, but the kill rate bonus will likely suffer.


 * From the south starting position, it's 23 tiles to reach the central TP (20 from the northern starting position). The eastern and western Tact Points are 43 and 42 tiles away, respectively. From the central TP it's 31 tiles (with 2 doors) to the west, 31 tiles (with 4 doors) to the eastern TP.

Walkthrough
This is one of the toughest missions. It can be completed quite quickly but not without taking risks. Or it can be somewhat safe with extreme patience.

The first major decision is which TP go for first. The central TP is the obvious choice, but this is not without drawbacks.

Safety & Deployment
This method will take 40-60 turns. It is extremely tedious with long waits as lots of enemies move around between turns. Long before that though, Heat will become a problem, so eventually we want Paired Sinks on the battlefield. Both Engineers should put 1 point into Landmine and pour the rest of the points into Sentry Turret. It is very useful for the Captain to have high-rank Frag Grenade to clear the crowds and a Sidearm for stragglers weakened by Overwatch. Rallying Charge is less critical here than usual since the squad is in a hurry only until the first TP. The Soldier can even be swapped out for a Neptune. A Skirmisher Scout will be extremely useful combined with Overwatch. Crippling Fire 8 is recommended for its -4 MP effect.

In the first 3-5 turns, hurry to the central TP. Capture it and set up four turrets east of the TP, preferably in some kind of diagonal pattern so that moving between them is possible. If only one Engineer has a high enough Sentry Turret talent then buy a Turret Perimeter Resuppply ordnance. Recruit a Neptune or a Soldier and with the 6 Overwatch capable units set up the defenses. There are two doors to be covered, but xenos will be streaming from the east as well, both north and south of the secondary objective a couple of tiles to the east. Upgrade the TP to increase SP generation, and camp here until you have amassed a couple of Minor Meditechs and other stuff you like. Get the meditech from the nearby secondary, too. Should any of the turrets get destroyed, use a Turret Perimeter Resuppply and deploy another one. After many turns, go through the northern door and start moving the squad towards the western TP except the Scout who will stay to help the turrets.

With two Overwatch units and the meditechs to draw upon, the five Templars will be fairly safe. The room with the TP will be very crowded though and it is best not to tardy too long in front of its doors as xeno can attack there from three directions. Instead, use the Captain's grenades and the Neptune's Suppressing Fire to clear the crowd quickly. With the two Engineers, capturing the TP should be quick. Once in control, depending on how much damage the Templars suffered, you may want to deploy a Paladin. Resupply the Captain's grenades. With the squad cap now at 9, you can deploy reinforcements at the central TP too should the need arise. Get the two secondaries on this, western, side of the map, and maybe destroy the nearby spawn towers too. Leave a templar or two to defend the TP and move everyone back to the central TP.

Get the secondary at the south, then at the south-east before making your way to the eastern TP. Neutralize it, maybe get the final secondary in the north-east corner, then capture the TP.

Score & Speed
Have gobs of HP on everyone. +Heat gear on the Engineers and anyone else who has such gear.

Two high-level Engineers
This is essentially for New Game+. Have Capture 6, Heat Sink 3, Landmine 2 and a few points in Sentry Turret on the two Engineers who should be at least level 19.

At the start, swap out the Scout for an Engineer. Set up the Soldier as a Charger with Rallying Charge 8. Captain shall have Pressing Need 4. Go to the central TP at maximum speed while keeping everyone cool. Capture it on turn 3. Try not to use too many grenades, the Captain will need them later. Resupply the grenades if needed.

You'll want to start turn four in a closed formation so that another Rallying Charge will cover the squad. Have the Captain put Pressing Need on the Soldier and the Engineer who will be going west. Maybe buy a Reactor Jolt for each of them. The Captain and the other Engineer will go to the eastern TP.

On turn 7 or 8, both teams will reach their destinations. Rush in to capture both TPs on the same turn.

Two well-levelled Engineers on Ironman
This is probably overly risky.

If you are not doing New Game+, but have been bringing out two Engineers at every opportunity, then you'll have an Engineer who is at most level 12 and another at most level 8 on Ironman difficulty, probably a bit lower on easier difficulties. Going for the Capture 6 strategy in the previous section is possible, but Overheating will be a great danger. Have Heat Sink 3 on one Engineer and Sentry Turret 1 on the other. There will be no talent points left.

Swap the weaker Engineer in for the strong one at the start, and capture the central TP on turn 3 as before. On turn 4, deploy the stronger Engineer who has Heat Sink. Deheat the Captain and the other Engineer, before rebuffing with Rallying Charge, Pressing Need as before. Split the team. The Captain the weaker Engineer go east, the rest go west.

The Engineer deheats the Soldier and the Scout on the way before she overheats. Finish by rushing in to capture both TP in one turn, on the same turn.

One mid-level and one low-level Engineer
This is extremely risky, thus not recommended.

If the second Engineer doesn't have enough talent points for Capture 6, then the situation is different. Set up the Engineers as Paired Sinks. One with Heat Sink 3, Capture 2, Sentry Turret 1-3, Landmine 1, the other with Heat Sink 2, Capture 2, Sentry Turret 1.

Swap in the weaker Engineer for the Scout. After a forced march while deheating the squad, capture the central TP on turn 3. Recruit another Soldier or a Neptune or resupply the Captain's grenades. Buff up with Rallying Charge and Pressing Need on turn 4, split. The weaker Engineer goes west if you recruited a fifth unit. Otherwise the stronger Engineer goes west. Get the meditechs from the secondary objective next to the central TP.

With only two Templars, the situation at the TPs can barely be controlled. Try to set up a defensive position next to the TP, drop a turret and Landmines while chipping away at the TP.