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I can't speak to the efficacy of hovertanks personally, as I haven't ever made use of the SHIV units.
It may be a good idea, although by the time you have access to a hover-shiv, I would expect you have sufficiently progressed to the point that "losing" the game is no longer your primary concern.
I found that - if I survived the first three or four months - the 'endgame' was more of an afterthought. Victory was at hand, it was just a matter of how long it was going to take.
Thanks for the good word.
On laser weapons - You don't have to manufacture plasma weapons if you capture them. They're not endgame if you make a concerted effort to capture mutons in the meanwhile, with the notable exception of the plasma sniper, which is a small investment (you only really need one).
There will be a short interval where your troops will be fighting Mutons and Chrysalids without the benefit of laser rifles, admittedly. However, if the other squad advice is followed, my experience is that this won't be especially difficult, as they only begin to show up in twos.
If those first few encounters with Mutons end up yielding plasma weapons for you, (they really should, unless you're prioritizing something other than capture) you saved yourself nearly a month of dead-end research that can catapult you into late-game armor mid-game. If you were researching armors instead, your resources can be spent there, helping to ensure your high-value soldiers survive brushes with bad luck, and giving you ample Colonels to work with endgame.
I do take your point that -if you fail to capture plasma weapons- skipping lasers can be a bit of a gamble. I chose to take squad casualties (rookies, usually) to ensure that I got three or four plasma rifles very early on.
Also, when should you just surrender and start a new playthrough? On my current ironman, I just lost 5 countries (1 in the first month, 1 because I couldn't get satellite sooner, 3 because of a failed terror mission). Should I just start a new game?
I also skipped laser weapons and made it my sole mission to capture as many aliens as possible until after the alien base. If you do it that way, you can have most of the best equipment in the game before you head in to the base, plus you have plenty of time to set up satellites and firestorms for panic management.
After the global panic reduction of the alien base I have had all 15 of my remaining countries at panic level one at all times making it very easy to focus on the rewards I wanted and training up psionically gifted rookies to colonels for an all-gifted squad.
Your orignal colonels are almost worthless endgame because they will have substantially lower will than rookies trained up with the OTS will boost, so that is something to keep in mind.
Patience and teamwork - you shouldn't be trying to capture stuff on Terror missions so you should take all the time (and turns) you need to make it work.
If you have to make 5 of 6 soldiers spend three turns on Overwatch while your Arc Thrower works his or her way into position - do that - you're not losing anything.
When your Arc Thrower is in position - use teammates with Suppression or the sniper's Disable Weapon skill to keep the target locked down and prevent reaction fire.
Remember that the Arc Thrower works best when the target is down to 2-3 bars of health.
If you're really struggling - try "setting aside" the final enemy on each map for a capture attempt. If it's possible to "know" that you're down to your last enemy it's very easy to focus all your energy on capturing it, rather than killing it.
And OP nicely done on the strategy session. Question: When you say "launch" satellites on the last day of the month - what about the time it takes for them to get into position after launch - they're only counted (by the Council) if they're in position, right? Are you taking that into account before launching?
Good question - As the primary concern for the satellite launching is the local panic reduction (which, if I am not mistaken happens immediately) the latentcy time after the satellite is launched but before it begins actually providing coverage isn't a concern.
Basically, the panic reduction happens right away, even though the recipient nation isn't actually getting anything for a few days. If there is some other secondary panic reduction that accompanies the satellite actually becoming operational, I am unaware of it.
On Capturing Aliens, Or: Rookies Catch Plasma
The previous poster had some good advice, and I recommend you follow it. Additionally, I occasionally found it useful to leave a rookie standing unprotected, out of cover for an alien to shoot at while my arc-thrower closed to within a standard move of zapping range for the next turn.
Aliens tend to take the highest % shot available to them. This can be exploited in a number of ways, but here it can be used to make sure your arc-thrower doesn't get gibbed before he's gotten a chance to zap the alien.
If you want to coax the alien to sit still and get captured, and you don't see another way to accomplish this you can plant a rookie somewhere out in the open where he can see. He'll shoot (and probably kill) the poor guy, but that should buy your arc-thrower (whom you'll want to keep behind cover) enough time to close the gap.
I'm thick-headed and don't give up until the game tells me I've lost, personally. I expect that it's probably a good idea to quit if A) Your guys are still getting massacred and B) You're down six or so countries.
Personal preference really matters here.
After like 20ish attempts i finally developed a strategy which is very confident and solid on beating the game. But my strategy is somewhat different. I will post an overview after i finally beat the game, which is going to be this weekend.
In advance i got to say i decided not to have assaults at all, they are too random and too risky, and have no actual benefit for the squad at all. I had fun runing 3 assaults on regular classic, but on ironman they just not working at all for me.
2 heavy 2 support 2 sniper is my squad. Its much more safe, more control, more firepower, more tools to aproach the encounter, and more sustain in the fight. Its like you basicly never getting hits on your guys at all, they just shred through.
But the actual win or loss is happening on the globe. The way you manage panic, the way you pick abductions missions, the way you set up your sat's - if you screw up here, you are dead months ahead. Poetry.
But anyway Good Job there mate!
but can you tell us how to recruit more Assault soldiers ?
This is where things get tricky. I never was able to find a consistent way to recruit assaults in the early-game. There's an Officer Training School upgrade that causes all your new recruits to come already upgraded to Squaddie (meaning they come with a class), but by the time that's available, you're already quite far in the game.
What I did is coddle my assaults - I babied them and fed them kills until they were beefy enough to survive when things didn't go according to plan. They always got my heaviest armor and biggest guns, and never carried grenades - instead they had chitin plating. I was very careful to pull them out of situations that were dangerous before it was too late.
I do think that assaults are the way to go - they don't screw up crucial shots like heavies and snipers do, because their crucial shots are Run And Gun + point blank Double-shot, which very often have a 100% chance to hit. This means one assault with off-cooldown abilities nearly always translates to one dead alien - have three assaults and every fight is already won when there's only 3 aliens left standing. Pick another squad makeup and you're stuck rolling dice for a few more rounds.
I found that my heavies and snipers failed their 75% shots all the time, and often went from full health to dead in one attack because of an unlucky crit. A Colonel assault can't be crit if you pick the right talents, so you should never end up with a dead Colonel Assault in one round. An assault can't mess-up a 100% chance point-blank double shot, either, meaning their damage is far more consistent.
The reason I like assaults is because when they're used right, they're immune to bad luck. Heavies and snipers may have more damage potential, but Assaults will live when the s*** hits the fan, and will do the damage you expect them to.
Luck is a fickle lady, so I try not to invite her into the house so she can s*** all over everything.