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Notes -
Bigger is better, in general. But you're constrained by supply costs. The price of equipping a squad with weapons and armor is multiplied by the number of members. If you don't have fancy gear, then a full squad can be very cheap.
You need to keep in mind that if you equip a squad with a special weapon (MG, sniper, rocket launchers etc), then you have to choose between firing their primary weapons and using the special weapon. In addition, the SL will always carry that special weapon, which means one less rifleman.
If the purpose of a squad is to mostly fire an MG or shoot rockets, then all the extra weapons, armor and even the extra squad members is redundant. A squad with 3 dudes and an MG, using said MG, has the same firepower as a full squad of 9 that's also relying on the MG.
It sounds like you're in the early game, and probably playing on the normal difficulty level. You probably don't have the fun toys that cost $$ to equip. Later in the campaign, or on the higher difficulties, you'll have tough choices. Early on, the APC will carry you, since your infantry has dogshit carbines. Especially against the more heavily armored foes. However, when you encounter enemy AT, you'll need to be more conservative and rely on infantry to a greater extent.
What I usually run early game:
Middle game:
Late game:
You will absolutely want a dedicated scout like Darby. She's worth every penny, and one you unlock the Crocodile AMR, she's a murder machine. You'll probably want a dedicated pushing infantry squad that relies primarily on rifles to fight other infantry. But beyond that, combined arms is the name of the game and there is plenty of scope for build diversity.
Don't worry too much, you can make a lot of tactics work. One of the reasons I'm bullish on the game, especially with more content and a few balance tweaks.
Thanks for the info!
Yup I'm playing on normal and without ironman this time, and I'm still struggling with part 3 of the xenophobic mission. I need to contaminate the breeding pools, and my vehicle can't do it. Shooting them was not the solution, I found out. The damn driver can't even spend a full turn or something on getting out and doing the action. Kinda bs. The 12 turn time limit seems pretty brutal given the number of enemies close to the pools. I've tried the mission twice and given up, although I could probably have finished with a partial success.
I'm considering bringing a small squad with the rocket launcher as that seems to be effective against the big, dark heavily armored alien, assuming the rocket hits. Maybe a flamethrower to deal with the groups of small soft aliens. I had ~265 credits to spend.
Btw will the scout ability function while the SL whos' got it is inside a vehicle?
Heh. I did the exact same thing, turns out that lead poisoning isn't quite the right kind of contamination.
I strongly advise giving up on perfectionism. Even with perfectly optimal, meta play, getting a full 5 stars is a crapshoot on any difficulty. I reliably get 4 stars 85% of the time, and that's entirely fine.
The 12 turn timer is, as far as I recall, a secondary objective. You can take your time. There are less finicky missions out there.
If you strictly need them only for the special weapon, then you can get away with the bare minimum squad size.
Do you intend for them to hoof it on foot? Which RPG are you using?
I ask because if you have them riding inside the APC, it's expensive in terms of AP to have them disembark and shoot. Most rockets need the squad to deploy first, which unfortunately ends up with not quite enough AP to fire after disembarking.
Except: Lim.
His Mobile Infantry perk is goated. He can jump out of an battle taxi and shoot twice with normal weapons, at least once with most specials. You don't even need to give him any armor, because if you play things right, he'll never end a turn outside the vic. Highly highly recommend you try that.
If I had to choose, I'd say use any AT over the flamethrower. The bugs will hard counter you, especially the Alien Warriors or the Queen, if you lack it. I never used the flamethrower, I got by just fine shooting the smaller bugs with rifles or the MMG/HMG on the APC.
265 credits will work just fine, especially for a minimal AT squad. If you don't have Lim, get them to dismount early and shadow the vic.
I don't believe so. But you can still have the squad jump out, gain vision, and jump back in. This works best with Lim, but literally all the infantry SLs can do it.
Until very late in the game, scouting is invaluable, especially if you rely on vehicles. An unexpected RPG or other AT weapon can fuck up the APC beyond repair, or destroy it outright.
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