I play on Legend difficulty and in my current campaign havenât lost a soldier (yet), although it is still early in the campaign and have just faced and defeated my first Scylla. Took her out in two turns before she got close enough to do anything. All I did was use Boom Blast to strip off off some armour with one Heavy, one grenade and a War Cry from the other heavy on my squad followed by a mixture of assault rifle bursts to shred the remaining armour off her abdomen and some Quick Aim shots from some of my sniper/infiltrators. All that while also dealing with some Tritons and a Chiton lobbing worms in my general direction.
Okay, this was my A-team, a couple soldiers with assault rifles have the Trooper perk (bonus assault rifle damage) and are dual-classes as infiltrators (bonus damage from their level 7 perk). And the sniper/infiltrators have the Sniperist perk (more bonus damage). So some plain, old fashioned shooting up a Scylla did the trick because the entire squad is jacked up on bonus-damage soldier perks. In one turn, the Scylla was down to half-health. Then on its turn, it spent its two AP trying to flee from the battlefield.
I tend to have a balanced play style that mixes long range sniping with some in-the-Pandoran-face-shotgun action and some liberal use of grenade launchers. I also creep and overwatch a lot. In the mission where I took out the Scylla quickly, I didnât even advance from my spawn point. Just got into cover, sniped a few visible enemies, let the Haven defenders do their thing and get killed fighting like idiots, and laid down a lot of overwatch cones. I also let the Scylla come to me, which is why I was able to stay out of range of all its abilities. In fact, when I saw that it was heading in my direction, I pulled back with a few troopers.
One basic tip is to move up to a squad of 8 soldiers for every mission. For me, that means flying around in a pair of Synedrion Helios for all my squads. Having 8 soldiers (instead of the basic 6 in a Manticore) gives you a lot more tools to deal with all the bullshit the game throws at the player, and when things inevitably go south, you have a few more troopers to help bail you out of trouble.
As for squad composition, I have, at the moment, three troopers armed with assault rifles and shotguns, two soldiers with grenade launchers and machine guns, and three snipers with sniper rifles and pistols. I bump up everyoneâs strength stats so they can not only carry all that gear but also survive a couple of hits.
And Med Kits. I spend a fortune on those since every soldier carries at least two. Some carry three. I will swap out a trooper or heavy for a Technician once I have access to that class.
Anyway, this is a long post to say that I, like you, donât enjoy the infinite reinforcements on many missions. On Legend, these buggers just keep coming every turn, and it just makes mission in the mid game feel relentless.
I donât find Legend difficulty to be all that hard or challenging. But the mission with infinite reinforcements become monotonous and repetitive and, well, truth be told, a real grind that is not exactly fun to play. And Iâm kind old school when it comes to video games: they ought to be fun to play.
The infinite reinforcements need to be toned down and mixed up a bit. I would prefer to see waves of reinforcements instead of the constant steady steam of single reinforcements. Or steady dreams in some mission types (Pandoran colonies) and waves on outdoor maps (like scavenge resources).
If we hadâjust speaking theoreticallyâsome eyes in the sky from an aircraft that happened to be on station, maybe, just maybe, we could get a heads up that a groups of enemies are heading in our direction that will arrive in a number of turns. On scavenge resources missions, that would shake everything up and give the player a little breathing room to loot and run or, perhaps, set up a defensive overwatch trap with some soldiers to buy enough time for the rest of the squad to finish ransacking all the loot crates and filling their backpacks and pockets with everything they can grab before dashing to the evac zone.
This whole infinite reinforcement mechanic is overused, and it makes every mission feel the same. In fact, the only missions I really look forward to playing are story missions and Haven defence missionsâprecisely because those missions donât have any infinite reinforcements.