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Otherwise yeah Lengthy Scheme and starting with a Reaper is pretty much the most advantaged start you can imagine. You'll get to use a Claymore to soften one of the three pods in Gatecrasher too.
I thought about the explosives functioning akin to their Long War 1 counterpart but in the end I decided against it because of all the explosives you get to use in the game anyway. It would especially effect Reapers and their Claymores and potentially Remote Start in a big way, too.
Time turner could be useful, sure. Depends what other Resistance perks you have at the time and how lucky or unlucky you get with missions and SITREPs though.
If you disable Lost And Abandoned you instead choose ONE starting faction.
You then have to get to a point in game where you have built the resistance ring and do a mssion for each other of the 2 factions to "find" them.
Disabling Lost And Abandonded (which counts as a tutorial mission) also rerolls the chosen traits.
If you do Lost And Abandoned it is always the assasin you hit first and she always has the same traits.
And you (should) use way more explosives than the enemy uses against you, so the less explosive damage option is definetly an extra challenge.
because the aliens use plasma grenades from start it can make a big difference when tze damage falls off to the outer areas, because they never aim at a soldier directly but ever try to hit as much as possible, meaning mosttimes no soldier is in the center. and thrust me i see a big difference betwen taking one or 5 dmg in L/I runs, specially when more than one of my soldiers is involved.
And, ultimately, the main thing the explosives do is remove your cover. If you get blown up but not shot afterwards you'll be alive but injured for weeks whether it's 1 or 4 damage, and if you get blown up and shot you'll be dead whether it dealt 1 or 4 damage in the early game. Taking less damage from the aliens' explosives doesn't change much of anything, but dealing less with your own definitely does.
I start with skirmishers because they can pull advent out of cover which is so useful especially when basic troops have 8hp to start. You need to make every shot count or else it takes the whole squad to down a trooper. They can also grapple to highground or to flank an enemy and get to take 2 shots.
The only ♥♥♥♥♥♥ thing is if you get the assassin popping in with 60hp on the first retalliation mission. The other chosen are so much easier to handle.