Start with UFO:Enemy Unknown. It lacks some of the features of TFTD, but has got a better atmosphere for start, and is less demanding in terms of difficulty. Do not start Apocalypse until you've beaten both previous games and liked them very much. Better yet, don't start it at all
Strategy guides can be located via Google... I do not know if there's a Per-quality UFO guide anywhere, but you can try this
http://www.xcomufo.com/usg.html
Some tips from me for starters:
[spoiler:361a1ce4a7]BASES
- Build your first base somewhere in Europe or USA for best coverage of your best fund givers.
- Start building a Large Radar System, Alien Containment, additional Living Quarters, a Laboratory and a Workshop immediately. You can save space for a later fourth Hanger if you like.
- Do not build any base defense systems until you have Plasma or Fusion defences available. You won't be attacked for some time, and weaker systems don't provide much protection anyway.
- Build additional bases as needed and as money permits it. I usually have a Baikonur base in Kazakhstan just for the jest of it
- LATE GAME: A Mind Shield can buy you some time before aliens locate your base, but you can only stall so much and there is not really that much that can be done about an Alien Battleship on a Retaliation mission short of fortifying you base with a Gravity Shield and 4 Plasma or Fusion defences. Mind Shield is rather a waste of money and space.
AIRCRAFT
-Re-arm all your Interceptors with Avalanche launchers and stockpile Avalanche missiles. You will not need another craft weapon until you develop Plasma Cannons.
- Interceptors with Plasma Cannons can take out any UFO except the Battleship. Do not attack Battleships (VERY LARGE) with anything weaker than the Ultimate Craft.
- Battleships are best attacked by ground forces once they touch down, for a massive bounty after the hard battle.
- One Interceptor might not be carrying enough Avalanche Missiles to shoot down larger UFOs. In that case, attack with 2 Interceptors simultaneously. You can clock on the corner of the aerial combat window to minimize it and let your other Interceptor join the party
- If you want to avoid a clean-up ground sweep, try to shoot down the UFO over water.
TROOP DEPLOYMENT
- As mentioned, UFOs that can't be shot down should be assaulted on ground.
- A Terror Site or Crash site will never disappear as long as it is targeted by an aircraft of yours. As Terror Sites usually appear at night of that location's time zone, you can take advantage of this by waiting, deploying your Skyranger at the last minute so it arrives during daylight hours and the fight is easier
- Be careful though, each Terror Site or Crash Site that isn't swept by your troops worsens your score in that country.
- Sending one of your Interceptors or Skyrangers to the areas far from your base might help detect UFOs, especially Terror Ships, before they strike the populace.
- Pay attention to the UFO activity graphs, if an area has an increased alien activity, or a country reports it is unhappy with your performance, send additional patrols there.
GROUND COMBAT
- In early game, arm your soldiers with Rifles or Auto-Cannons.
- Replace those with Laser Rifles AS SOON AS POSSIBLE.
- Tip: If you can't unload obsolete weaponry from the craft (as there is no free storage space in the base) you can, during a mission, pick up, pile up & blow up obsolete equipment with a grenade, freeing up much needed space for Laser or Plasma rifles on the aircraft.
- It's good to have a Stun Rod or two on board.
- High Explosive is useful, too.
- Hire additional troops ASAP so you can fill up the Skyranger with 14 troops. This will provide you with supreme firepower.
- However, sack troops who have a small Bravery scores - they will then to panic on the battlefield and might even shoot their comrades. Sack and hire troops so that eventually you have ones with a high Bravery score. It is important to have it from the start, as unlike other stats, Bravery isn't gained, ever.
- Try not to lose your soldiers! Veterans have heaps more Time Units and much better accuracy.
- Research and equip at least Personal Armours.
- When your soldier spots an alien, do not fire upon it immediately! It's much safer to select another soldier, who is further away from the alien and out of its sight, to try and pump the alien full of lead. That way, you won't provoke retaliatory fire if your soldier misses. The soldier closest to the alien should fire last.
- If you encounter gray insect-like Chryssalids, concentrate all your fire to shoot them up! Not only are they extremely fast, but also the armor provides no protection from their attack and each soldier or civilian they touch turns into another Chryssalid (well, a "zombie" that turns into a Chryssalid when killed, technically)
- About half your soldiers should have MediKits on their belts. MediKits can save a wounded veteran. Mind that a woundee needs ANOTHER soldier to use the MediKit on him!
RESEARCH AND ECONOMICS
- Research Laser Weapons as soon as possible, they will be the mainstay of your forces for a long time.
- Supplement them with a small amount of Plasma Rifles later, and more Heavy Plasma later on.
- Arm your craft with weapons that don't require ammo (Laser) or can have the ammo manufactured (Plasma). Restocking primitive Earthling ammo can be a problem once your storerooms fill up - no new purchases can be made.
- Excess alien weapons can be sold for a large profit. I keep the ammo clips, though.
- Manufacture Laser Pistols and sell them on the market to supplement your income.[/spoiler:361a1ce4a7]