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http://steamcommunity.com/sharedfiles/filedetails/?id=634951246&searchtext=configurable
http://steamcommunity.com/sharedfiles/filedetails/?id=629306798
On topic, while I never lost a "protect the device" in three playthroughs (Veteran-Cmdr-Legend), I do understand the OP and the problem s/he is having. It is very possible that this particular mission type simply doesn't match specific playstyles/squad compositions/other individual preferences. I say if it seems impossible to you, choose another mission type from Guerilla Ops. That, of course, will force you to set different priorities for your strategic management. Every reward you get from an op (be it intel, supplies or personnel) can be obtained in a different way. As for dark events...
- Avatar Project breakthrough may be one of the nastiest. Still, it's manageable. Save your avatar facilities and/or story missions for the time when it is almost the end. Like, 2-3 days before aliens win.
- Additional chryssalids or faceless can be a problem too, so consider training additional soldiers to replace those wounded by the damn bugs. Because there will be wounded. Having several and not one combat-effective squads is always useful.
- Intel cost increase is a dark event I personally consider to be the most problematic. It practically locks you down from expanding for a month which is vital for early and mid game. However, the chances that you will get "protect the device" and intel cost increase at the same time are small. If you still got it... well, you know what they say, "that's XCOM, baby":)
The Stop Wasting My Time Mod. Otherwise I don't use a lot of mods, have cosmetics (Reach, Advent, Star Wars).
As I said, in both cases I lost on turn 3 (in both cases the transmitter was actually destroyed turn 4, but by fire - the aliens didn't actually shoot at it that turn). In the second of these two missions, I probably could have gone faster had I been willing to sacrifice a soldier or two, but I got an unfortunate reinforcement group in my rear and slowed down to deal with them.
The first one, though, even running it took 3 turns to reach the transmitter in the first place. I just see no way to resolve that one: I played through it 3 times with varying degrees of recklessness and because of the fire lit on turn one, from the moment you touched down there seemed to be no way to stop it.
Once you get to the late game though, enemies start doing over 10 damage per shot to it, but it still has the same health as it first did so you may only have less than 4 turns to not only get to it but to also take out everyone to prevent further damage. This is why people tend to avoid "Protect" missions in the late game because of how impossibly difficult it could become.
Highly recommend you get the configurable device mod so that its health can properly scale to the enemies's damage if you are still wanting to do this mission type.
It helps when they only try to kill one civilian a turn and miss.