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Also I thought you could send wounded units on the final final mission. Though regardless if you're playing WotC you might as well upgrade the Infirmary and use the Hypervital Module on anyone going on the mission who isn't at full everything. Can't remember if that was available on the AWC in vanilla.
I just thought the sudden reduction in the assault force for the Tower seemed a bit odd.
Hypervital module will bring them to full health (again, can't remember if that was available in vanilla). Besides which, even with that little health you could just heal them when the mission begins.
Just starting the Fortress assault; I have the commander's Avatar with me. I need to keep it alive; apparently losing it scrubs the mission, and the aliens reign supreme. Not sure why or how this is, but that's the premise of the final scenario. But ... It CAN'T hunker down? Why not? Bad back? Arthritic knees? What's all that about? Just throwing in a handicap, apparently. Fine.
Not being able to hunker isn't much of a handicap.
Commander has regeneration so if someone needs to be wounded, I sent commander.
Next time, take a reaper, a sniper and a psi op. Its easy then.
Also OP like all the other threads about the story you posted they actuslly tell you why losing the Commander is a mission fail in the cutscenes before it.
I typically take a Psi-op wearing WAR suit with blaster launcher to dominate an andromedon that will typically be close to begining. I also take a specialist in Archon king armor - often causes archons to panic. I also like to take a ranger.