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My suggestion: in the future, keep explosives well away from the evac. Don't even use them on the same building if they're frags or incendiaries (plasmas are fine if they're in a grenade launcher), since they'll start fires.
What to do? You might try to savescum. If you don't want to or cant, then you might suck it up and try to play with the B-team. Soldiers left behind are not completely lost, you can recover them on VIP missions later, even with the gear they had on them. I would recommend moving on with campaign and see if you can overcome this setback.
In your case it is not acceptable if it was a bug and it is reasonable for you to reload if you can.
As an aside, the big issue for me is the terrible relocation points the game uses. Usually it is several moves away which is useless. Bradford really is a total idiot and I would sack him just for his voice spam alone....<Insert Bradford rant here>
And you're saying that this exfil point can be rendered inaccessible by a small fragmentation device, and that the Skyranger can't simply move twenty metres to a new exfil location?
That sounds like a player error to me. Lord knows we can't have extraction vehicles with any kind of flexibility or maneuverability.
It's 'gamey' stuff like this (and timers, and line of sight issues) that really damage the game's immersion. Any time a player runs up against a glass wall- an artificial limitation with no logical basis- the game suffers.
It's a shame that the game has so many illogical restrictions and terrible design decisions.
EDIT: my father was a Huey pilot in the Vietnam war, and I can confirm that when smoke was popped for exfil, it was the soldiers that determined where the exfil happened. The idea of a hot extract being under the control of anyone other than the extracting troops is ridiculous. My own experience in Armoured Reconnaissance echoes this. Exfil points should never be set by the game; this is a cheap gimmick used to prolong a mission with no basis in reality.
It's a game.