Polycrates
Emperor
- Joined
- Dec 15, 2006
- Messages
- 1,288
My other 2 snipers had squad sight ability, which I don't think is worth it. The opposing choice on that rank is the better choice imho- allowing you to move and overwatch or fire in the same turn. I don't seem to get much benefit out of squad sight.
I would say that squadsight is by far the most powerful skill that any of your soldiers can take, by an absolute country mile. You barely even need to move your sniper on a lot of the maps - stick him up the back of the map somewhere with good firing lines and just let him go to town. The range penalties are minimal for the sniper rifles and snipers have the best aim anyway so you should be hitting a lot even from halfway across the map. And he's the best overwatch shot in the business, perfect for covering your whole squad. Give him archangel armour later on and it just feels like cheating.
The move-and-fire skill really just turns your sniper into a sub-par support guy, it seems to me. And -20 aim! If you really need to move, better to sprint him up one turn and shoot the next, I reckon. Or move up to a good spot and hunker down (and snipers get the light cover counts as heavy skill too). Or move and shoot with the pistol - a sniper with your best pistol is surprisingly useful in a pinch, doesn't get that -20 aim penalty(!) and if nothing else is great for finishing off wounded aliens.
I often like having two squadsight snipers even in the more confined maps, they're so useful. They usually get almost as many kills as the rest of the squad combined (especially once they get double tap!).
For the final mission I'm bringing 3 support. My support guys seem to do pretty good. I like the critical hit power of assault, but I don't like getting in close. Although I love that free shot assault guys get when an enemy closes within 4 tiles. That has bailed me out a few times. Main reason I'm bringing 3 support is last time I did it, I was running low on med pack uses. Is it possible to bring 2 med packs? I just realized I never tried that.
Pretty sure you can only have a single medpack per support guy (ie three healings). I like to have two assaults - a rifle assault with a scope who doesn't do anything too silly (most of the time) but can lay down some heavy firepower from a reasonable range with his two shots and is my primary flanker; and a shotty assault with the chitin plating for the banzai charges right to their face when something absolutely needs to be dead right now, but who also has a good pistol for kill assists from range when charging forward would be overly foolhardy.
But yeah hard to go wrong with more supports on that looooong final mission. Two snipers, two supports, one assault and one heavy worked for me on the last mission.
Also if you're frustrated with your to-hit chance on classic, have you tried taking more scopes? I always give one to at least one of my snipers (they can't really take anything else useful, except an emergency heal-the-healer medpack if I'm only taking one support), one to my heavy with his terrible aim, and one to my rifle assault with his rapid fire aim penalty. Rookies get a grenade, but squaddies get a scope. And light plasma rifles get a nice aim bonus as well - it's worth trying to capture thin men to get a bunch of these asap, I reckon.