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Throwables. Dropped explosives as timed or mines. Hiding your guys in hall doorways and using the fast guy as bait to lure them down the hall - preferably one at a time. If you have the wild dog he makes a handy sacrifical lamb here. People can only go through doorways one at a time if you use them as chokepoints.
If you get into trouble too fast remember that, if you close a door between you, then you are suddenly invisible to the AI (but they will be right on the other side of the door when you open it for a quick attack).
The first time I went in, I was nerve gas attacked and spent the next two turns losing Getz, Dog and Paul while we were all paralyzed on the ground. It also gave enough time for the other members of that group to run over and start shooting me down as we ran away.
Lampasas shelter and the other two shelters have a decent chance of having swat/equivalent gear, at least they did in my game. Worst case, you can raid that Police group and just take the morale hit from Vic.
PS: A nailgun *rules* armor. 3X crit PENETRATION damage.
I'd rather have a unique bow or sniper rifle party of max ranged characters. 10-16 squares away of death from afar, silent killer or the noisy but extremely deadly
I am low tech, and go for the interesting over the efficient way of doing something every time.
Also, f5/f7 are two of my closest friends. :)