Tips & Tricks#
This page gathers the practical techniques scattered across the guide pages, organized by scenario. Every entry rests on verified mechanics; wherever numbers are involved, in-game testing is the final word.
Combat Tips#
| Tip |
Mechanic Behind It |
| End every move in cover |
Half cover +20, full cover +40 defense (community-standard figures); exposed targets get focused |
| High ground first |
Elevated shots carry an aim bonus — mark stairs and climb points while scouting |
| Keep one soldier on overwatch |
Overwatch locks down enemy movement routes on their turn |
| Open with an ambush |
Staged from concealment, an ambush triggers free squad-wide overwatch on contact |
| Grenade the cover |
Area weapons strip full cover and instantly improve everyone’s hit chance |
| Focus fire over spreading damage |
Aim is probability — concentrating firepower deletes threats |
| Snipers keep their distance |
Sniper rifles take a close-range aim penalty; hold the back line |
| Think yellow vs. blue moves |
2 action points per turn — decide fight-or-flight before contact |
Base and Resource Tips#
| Tip |
Notes |
| Start the Guerrilla Training School first |
85 Supplies / 3 power / 14 days — class training and squad upgrades both live there |
| Accumulate engineers early |
Stationed engineers shorten build and clearance times — the core of expansion speed |
| Match scientists to research goals |
Magnetic → plasma weapons research is the power spine |
| Start the Psionics Lab mid-game |
175 Supplies / 5 power / 21 days, plus training time — starting late is starting never |
| Time the Shadow Project carefully |
The Shadow Chamber project pauses regular research — avoid weapon-research windows |
| Don’t hoard Supplies |
Convert them into facilities, gear, and training; falling behind on power is the real waste |
Soldier Management Tips#
| Tip |
Notes |
| Queue class training early |
5-day training (10 on Legend) — the sooner a recruit becomes a class, the sooner they bank XP |
| Don’t skimp on squad size |
Bought at the Guerrilla Training School; going from 4 to 6 soldiers is a qualitative jump |
| Rotate deployments |
Spread XP across the roster instead of betting everything on three or four veterans |
| WOTC fatigue rotation |
War of the Chosen’s Tired/Wounded states demand bench depth |
| Bond regular partners |
The Bond system rewards soldiers who fight together often |
| Psi skills roll three at random |
Training multiple Psi Operatives smooths the variance |
High-Difficulty Tips#
Verified Legend differences: no tutorial, slower research, no hidden aim modifiers; Rookie gives your recruits +2 HP and +10 Will, Veteran gives your side aim ×1.1. Techniques built on those:
| Tip |
Notes |
| Queue research more strictly |
Research is slower — never let weapon-tier projects get bumped |
| Treat the Shadow Project more cautiously |
The research-pause cost is amplified |
| Zero tolerance on the Avatar Project |
Raid facilities the moment Intel points to one — the pressure is deadlier than on lower tiers |
| Rehearse before Ironman |
Ironman has no reloads — validate tactics in a normal campaign first |
| Item |
Notes |
| Steam multiplayer sunset |
The Windows Steam 1v1 multiplayer and Challenge Mode servers were shut down and removed on March 28, 2022 |
| Console and Mac/Linux unaffected |
Multiplayer remains available on those platforms |
| Switch is the collection edition |
Includes all 5 DLC packs with Chinese language support |
| Xbox has 8 fewer achievements |
Xbox: 80 achievements (no Tactical Legacy Pack); Steam: 88 |
Mission Execution Tips#
From staging to extraction:
| Phase |
Tip |
Notes |
| Before deploying |
Squad per mission type |
Timed rescues/extracts favor mobility; facility raids favor wall-breaking and firepower |
| Concealment |
Scout before positioning |
Map patrol routes, then pick the contact point — ambush quality is intel quality |
| Contact |
Ambush triggers free overwatch |
The first squad-wide volley is the mission’s biggest advantage window |
| Firefight |
Focus kills, not even damage |
Under probability-based aim, killing enemies removes next-turn shooters |
| Wrap-up |
Extract promptly after objectives |
Leave in batches once the extraction zone opens; stragglers aren’t worth the risk |
Avatar Project Management#
A full Avatar Project meter force-fails the campaign. Response rhythm:
| Situation |
Tip |
| Before every mission |
Check the meter first — make it the first filter on task selection |
| Intel points to a facility |
Schedule the raid fast — it’s the only sure way to reduce progress |
| Meter near full |
Drop low-value missions; everything yields to facility raids |
| WOTC campaigns |
When Covert Actions conflict with facility raids, the facility wins |
Regions and Economy#
| Tip |
Notes |
| Contact more regions |
Resistance contacts open Supply, Intel, and personnel lines |
| Station engineers first |
Stationing effects generally shorten timers or raise output — the build line needs them most |
| Scientists follow research |
Keep scientist count up through the magnetic → plasma weapon track |
| Balance the Black Market |
Details vary in-game; the principle is converting resources into power, not hoarding |
Achievement-Oriented Tips#
Verified examples (full criteria on the Achievements page):
- Exquisite Timing: finish the campaign before in-game July 1 (July 15 in War of the Chosen) — the biggest time pressure on the list, so compress the campaign plan from day one.
- The Few and the Proud: complete the campaign without buying squad-size upgrades — an entire campaign with a 4-soldier squad changes how you train and protect troops.
- Legend-related achievements demand full-run discipline; difficulty can change mid-campaign (possibly affecting achievements), so settle your difficulty curve before chasing them.
Myth-Busting#
| Myth |
Fact |
| “Veteran has a −5% aim penalty” |
No source; the real difference is your aim ×1.1 |
| “This game has a black-hole psi power” |
Doesn’t exist; verified psi skills are on the Classes page |
| “Enemies have a +20% HP growth table” |
No source; real scaling deploys Advanced/Elite variants by month |
| “Floaters are in this game” |
Floaters are from the previous game; this game’s machines are MECs, turrets, and the Sectopod |
How to Use This Page#
Tips exist to reduce decision load, not replace judgment. Suggested use: newcomers memorize just three — cover, overwatch, cover-breaking; after the first campaign, come back for the base and soldier sections; before pushing high difficulty, read this alongside the Tactical Guide page.