Welp…it took me forever and a day and a half, but I finally beat it. It was easily one of the most maddening experiences of my gaming life, but I figured out how to force the YR to shift it’s shields almost at will. First, I’ll go over the mission itself.
3 stages, each requiring a specific group of skills and soldiers. Also, this sort of all requires the Legacy of the Ancients DLC, for reasons that will become apparent.
Stage 1: The Gatekeepers. This is really no different than most other missions. A ton of enemies concentrated in a comparatively small place, along with a Scylla. When I did the mission, there also were 4 chirons (2 goo, 2 worms), a siren, 2 hiding tritons with synedrion rifles, a bunch of varied arthrons who were just cannon fodder. How does one beat this? It can almost be done with one soldier alone: The Heavy Mech-Assault. Multiclass a Heavy with an Assault (or vice versa), give it the combat matrix bionic body and the rocket leap legs. Make sure the soldier has the ability that grants bonus melee damage, then take Bash and craft him a Scyther. Mattock of the Ancients is “okay,” but it’s not ideal because it doesn’t do enough damage. You will also need a Priest with the Instill Frenzy head. This will allow that Heavy Mech Assault soldier to practically clear the Gatekeepers by himself. And he almost did. The damage I did with all of my other soldiers was basically negligible.
Once the gate is open, we move to the next stage.
Stage 2: The Setup. This is more about getting your soldiers into the correct positions. You need two snipers (Assaults with Sniperist work, but aren’t ideal) with Scorpion rifles (because damage and no ammo). Synedrion paralysis rifles are useful secondary weapons for them. Next, you will want at least two heavies with Rebukes to dismantle the incoming mook rush. Most of them will have tar shadows, so you’ll want to disable, not destroy. The Priest you brought along should have a Subjugator because it’s awesome everywhere in this mission. If you can bring along a second Priest and a second Subjugator, even better. Arrange your soldiers so that the Heavies are on the far right and have direct line of sight with the gate, your snipers are in the middle with view of the YR, and your Priests are not far from your snipers.
Stage 3: The Grind.
This stage was a long annoying grind that got very frustrating at times, but it was manageable. Basically, you want to hit the YR with the Subjugators until it has negative will points. How, you ask? It should be draining will almost every turn and should be hit multiple times by your priests almost every turn to maximize this. This actually did something interesting. It might be because it was constantly taking some kind of damage, or because it was in a constant recover cycle, but the YR was forced to cycle its shields, allowing plenty of openings for the snipers to strike it with their Scorpions. It took a long time, and having some infiltrators with Decoy really helped but, eventually, the YR got drained to nothing. Then it was all a matter of giving the Heavy Mech Assault the injector and dashing/rocket leaping him to the square.
That’s it. I’m done. This game is too maddening for words.