I finally clear two islands and make it to the final boss level. The last turn before I win move on to part 2, I let an Alpha Wasp and a Firefly eat 5 grid points at once and leave myself with a laughable single point. Unfortunately, when part 2 begins, I assess the situation and find I am physically incapable of not losing immediately upon the start of the enemy turn.
There are two of the projectile-lobbing enemies I don't remember the name of targeting pylons, a Beetle Leader targeting my artillery mech, and a Scorpion, also targeting a pylon. The two projectile enemies have positioned themselves in such a way that my push-units-adjacent-one-tile-away mech is unable to push them out of line from their target. They have infinite range in cardinal directions and shoot over obstacles, so the only way to get them to miss is to push them into an adjacent row/column, but both enemies are surrounded by objects that makes it impossible to do so. I can only move them up or down in their current row/column, which is useless. I would kill one of them outright with my damage-enemies-and-push-them-one-tile-in-the-direction-I-shot mech, but the pushing part will shove its corpse into an adjacent pylon anyway, damaging it and immediately losing me the game.
The Beetle Leader is set to charge forward towards my artillery mech as I said, which presents three unique problems. If I don't move that mech, which can survive the hit, I'll be sacrificing a pylon to something else. If I do move, the Beetle will continue on into my next mech (the jump-over-and-bomb plane), which will immediately die. If I move that mech, which I need to do to kill disable something else, the Beetle will instead charge directly into the pylon standing behind the plane, losing me the game. I could use the adjacent-pushy mech to make it charge into the bomb I'm supposed to protect, but then I won't have that mech's utility for the other three enemies and am nowhere closer to success.
And the Scorpion...? It's a Scorpion. They web things and then whack them on the next turn. Not complicated, but I have no way of disabling it without wasting a precious mech. Similar to the two artillery enemies I can't just park something in front of it, but that's because there's already something in front of it - its target, a pylon.
Four enemies. Four grid pylon targets which, when damaged, lose me energy. One energy point. 18% chance of the pylons taking no damage and therefore of my survival no matter how I slice it. Part 2 of the end of the run was doomed from the moment I hit start.
same game as above (which is Into the Breach, ftr)