What's a "decent" number of troops/HWP to take for the mid-game on beginner, per mission?
Just started getting my terror missions....and when 3/8 guys are discovered to be psychically vulnerable, one gets killed, and you're pinned by enemy Cyberdisks and guys on every flank....yeah. I've managed to muddle through it and reload until I get the mostly desired results, but I feel like I'm not taking enough guys. I usually have 2 to 3 infantry, 2 heavies, a grenadier, a scout, and someone in a commander role.
There is no right or wrong amount of troops to bring. I generally have a squad of 8-6, depending if a mission pops up before the replacement soldiers or if I can't afford them.
If I have 8, then I split them into two groups of 4 that take half the map, furthered into 4 groups of of 2. These two man groups are covering the map, while each team can support generally one other team.
With 6 peeps, its a similar set up, but its 3 groups of 2, and they can't support each other as well.
However, there are "Challenge" play throughs, which restrict the number of soldiers, you can bring.
The Chuck Norris challenge, is where you have only one person sent to a mission, armed with only a stun rod for karate chop action. Bonus points for only have the same person make it to the end game, and win.
I generally get a causality every other mission 1-2 soldiers, who are generally my rookies.
I rarely bring HWPs on mission. Though HWPs are a style choice. At the early game, I bring HWPs along on the first few mission to act as forward scouts. They however do not make any kills. Each shoot, and kill that an HWP makes, take away the possible XP gain, and stat boost of a soldier. The HWP, is static in its stat, but given enough time and success, your soldiers do become quite the super soldier.
I have a Sarge right now, thats been with me since day one. In fact, he was only survivor of my first alien mission. Which had 5 causalities and 2 panics.
He managed to hold it together with his high bravery of 60.
He has 20 confirmed kills, and his stats are reflecting this.
TUs is 69.
Reaction is 58.
Firing Accuracy is 76.
And, damn it, I'm attached to this little badass sarge. Hes never been injured, but has taken 10 heavy plasma hits. My other badass unit, with similar stats has been injured numerous times.
Now for terror missions, it depends. If I don't have power armor, or plasma weapons, I bring a HWP, and it takes every kill it can get. I do this because, unlike most missions, time is of the essence. The longer the mission takes, means more zombies, and more dead civvies.
After I get power armor and or plasma weapons, I stop bring the HWPs.
Though I always have HWP acting as base guards, especially for my auxiliary bases. (Though you do need one soldier their regardless.)
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Are the numbers of aliens scaled to the game play? What I mean is, am I always going to have 2 to 5 aliens from a downed craft, 6 to 10 from a landed, and 12+ on terror, base defense and base attack missions?
Or do all the numbers of aliens just continually get higher as the game goes on? I haven't really seen a need for loading up interceptors with people in the early game, and it doesn't seem like the missions get any more forgiving as time goes on, for smaller numbers of guys.
The number stays more or less constant, based on the craft size, race and mission. Difficulty ups the number of terror units only in my experience. (Beside the hardier aliens.)