I think your definition of alpha-strike is too rigid, because there are several different ways that alpha-striking can occur:
- Exploiting Skill combos to win the mission on Turn 1 or 2.
- Crippling the other side in 1 turn so that it cannot strike back effectively.
- Inflicting so much damage on the enemy that it has no long-term chance of survival in the mission.
- Hitting an individual target so hard that it is taken out in a single turn.
Definitions 1&2 conform to your rigid interpretation of alpha-strike and should be rendered impossible.
Definition 3 is what everyone is complaining about with Acid Chirons and should also be nerfed - it’s just as much of an alpha-strike when 1 or 2 Chirons suddenly appear out of nowhere and pepper half your squad with acid before they have any chance to react.
Definition 4 is a perfectly legitimate way of dealing with a Siren/Chiron/other Nasty, and should be possible if you know how to do it right.
The thing is, as the game currently stands, Definitions 1-3 completely overwhelm Definition 4, turning the game into a mess of Mutually Assured Destruction that satisfies no-one (or very few who have a voice). The way you and I limit ourselves does away with 1&2, but probably exposes us quite badly to 3 - though I was lucky enough to avoid any massive acid attack on my playthrough, partly because I apply strike 4 religiously to the most dangerous enemies on the map.
Really? I find a mission that lasts only 3 turns deeply unsatisfying. It feels like an anti-climax. But then, I like LW2 so I’m invested in deeper, longer play. I’m not saying all missions should drag out to 10+ turns by any means, but 3 turns simply isn’t enough time to have an interesting tactical engagement - it just feels like a hit-and-run, rather than a skirmish.
It also contributes significantly to the lack of any sense of menace that so many people miss in this game. Take XCOM as the obvious benchmark - on most missions, you would have a couple of turns at the beginning where nothing much happened as you were getting yourself into position and reacting to the noises off-screen. And it was great! The sense of tense anticipation it generated before everything kicked off was exhilarating - and is completely absent in this game.
- Get rid of Acid Chirons on all but the highest difficulty settings, and nerf acid damage to Health, but increase it against armour.
- Adjust the DDA so that Arthrons get more armour (making them harder to kill) but do less damage. Atmo, mid-endgame Crabbies are essentially 1-shot killing machines if you’re not careful, so you have to alpha-strike them. Make them less dangerous but more durable, and you immediately have a more interesting encounter.
- Sirens should only be able to MC with LoS.
- OPPOSITE TO NERF: Make the Scylla less of a glass-jawed boxer: We have to talk about the Scylla in the room