★ TouchArcade is in READ ONLY mode this weekend while we upgrade. Please support us on Patreon.
10-24-2012, 11:54 AM
Sweet. Being able to see my shot chances I think will help a lot. Can't wait.
10-25-2012, 07:48 PM
Aliens versus Humans 2.0.2 should show up in the AppStore soon. It was reviewed/approved this afternoon and has been released.


10-25-2012, 11:58 PM
Joined: Sep 2012
Location: Texas
Posts: 55
It's out! Woot!

Maybe I can get out of the Sky Raptor Without losing half my squad now!....MAYBE? PWEASE?

10-26-2012, 02:27 AM
Thanks for the update!! Fixing to give the noob lvl a shot. Lol

I seen on the update that people have beat this game !! Dang. Are there any guides or tips out that won't spoil the fun?

Thanks again for an amazing game. And awesome feedback!!
10-26-2012, 02:22 PM
You should go to the Help menu from the Geoscape. Then read the TIPS there first. If you get stuck with something, post back here.

10-26-2012, 03:31 PM
Sweet! Well, time to start over. Make fun of me all you want, but I'm looking forward to "easy" mode I had basically given up on the game. Seeing my shot % is also a nice addition.
10-31-2012, 03:50 AM
Has anyone got any suggestions as to what I should buy at the beginning of the game? I've heard that the game is quite hard, so I'd like to give myself a good start if I can. But I have no idea what to buy, or how much to spend.
10-31-2012, 08:31 PM
Hi iampwilliams. I'd start on n00b difficulty (available in version 2.0.2).

At the start, I buy 6 night vision goggles (I only send 6 soldiers on a mission) and a SkyRaptor.

I usually start with my main base in North America (I'm Canadian, eh). I build a base in South America and a base in Africa. For those bases, I only buy an Access Lift and a Small Detector.

After the SkyRaptor arrives, I move my 6 soldiers to it and ditch my SkyHopper.

After this point, for all alien activity I detect, I send the SkyRaptor. This gets me over the hump from a cash perspective.

Research topics are often dependent on items being in your stores so if you haven't completed all of the research, don't sell all of something. Leave one of everything in the store so it can be researched and sell the rest. Until you have researched weapons, you cannot use them. You can choose to save the first 6 of a weapon (one for each of my soldiers) and sell the rest. Or sell all but one - you'll get more by the time you have researched them and can use them.

At least one item that you can manufacture can be sold for a profit. So you can generate cash by manufacturing this item while your engineers aren't making other stuff. I'll leave it to you to figure out what this item is.

What I've provided should cover you well between when you start for the first 2 months. At that point, your research should be well under way and you should have several new options for generating cash.

To provide an example, when I played through on n00b difficulty during testing, I finished the game in just a few game months and had 50 million in cash at the end.

If you need more help, reply back.

11-01-2012, 02:11 AM
Joined: Nov 2012
Location: Sydney, Australia
Posts: 31
Hi, I just joined Touch Arcade to specifically discuss this terrific game. I only discovered XCom itself a few years ago, when looking for something a bit more enticing than 3D chess.
I got my iPad in early 2010 and installed DOSpad on it and shortly after that, XCom.
I played it like that on the iPad for months, all the time hoping a "native" version might make an appearance, then along came AvH! So, now with Onslaught, you have the base and management aspect of the game. I am still playing in Moderate difficulty and am through to November 2015. I find the best strategy for me is to maintain slow growth of everything. I played and lost several times, by going broke, missing alien incursions or completely losing a significant mission altogether. So, with your first base, try to maintain
about ten troopers, so you get used to paying for them every month and if you lose some, you always have reserves. One good trick here, if you are short on funds and have no research currently, is to fire all your scientists and just keep one or two, until you get a research project and then hire up as you can afford it. If you leave all purchases and acquisitions till the end of the month, but before the first of a month, you can buy up
available personnel and items as required, instead of losing any cash you have to penalties
and going broke on the next mission or unable to buy HVY grenades. Try to keep engineers busy building stuff that has a wide profit margin, they will be a big help. When you get Research items, split your scientists between bio research (alien autopsies) and physics (weapons and armour) as you need a combination of both to gain new tech.
As mentioned, build a few small bases that are only detectors. Upgrade detectors as you can afford it when the tech bcomes available. You may only build 8 Bases so pick points on the globe where you get the best "coverage" of populated areas, or where you can cover a whole continent. Don't forget Antarctica! I name all the bases after historical or SF sites,
so we have Pine Gap in Australia, Roswell in the US and Torchwood in Europe (for example).
I only have 3 bases with jumpships and troopers and only one base of those has labs and workshops. I also built an extra storeroom here, to hold all the alien items used to make gear like armour. Early on, you cannot capture power supplies, so shoot them to get some extra Alien compound. Once you can capture power supplies, they are a good source of income, but certain items cannot be bought at all and are also scarce, so watch what you sell. I always sell off alien weapons that cannot be used until researched, then I keep
enough on hand to equip my troops, selling off the rest. I do not use teleporting much,
but when I do, I use it to send the soldiers at the back of the queue out, so they can leapfrog the ones at the ramp, to give them more XP etc. Use a mix of weapons and be sure you equip everyone before you send them out. Then doublecheck and make sure they are all armed to the teeth! If you have a high level trooper that is wounded,
it is often better to keep paying for them than let them go, as the XP takes a long time to earn. That is why I keep reserves ready. Don't be afraid to sell off wounded troopers with overall low stats, though, eventually you will get some good ones.
Lastly, I keep one jumpship going at all times, with two teams in reserve. The smaller ship can go 5 days without refuelling so while you are building up, you can cover every continent this way. When you get the large detector, build it - and then remove the small detector.
There is a wealth of tactics applicable to AvH in the UFOpaedia. Just google for it and look
at the entries for the original XCOM. AvH is really a terrific homage to the original - all the same tactics work for the most part, but this really stands alone as its own game, too.

One more thing - keep the first slot in your game for the Geoscape (Base) progress.
Use the other slots for your tactical missions. I save very little, only the current point
in the game and the first turn of any mission, which makes it more frustrating, but challenging and fun. This game has taught me an important lesson:

They are here.
They mean us harm.
Burn everything.

Remember to have fun.....
11-01-2012, 05:13 AM
Thanks for the tips Al! It's really a great game. I'd like to think that maybe I wouldn't need to play on noob difficulty, having played PS1 X-Com a lot, and now the Xbox 360 remake, but then I have heard that this game is quite challenging!