Yeah, funny thing about that one, I made the mistake of also jacking a commander for the first time, so I got the good fortune of introducing a codex into the mix along with the endless waves of troops dropping in. Couple that with the timer once you destroy the beacon and you've got yourself a hand full, or at least I did.
In order to get everyone out alive I sacrificed a rookie, basically acting as a flesh and blood mimic beacon, haha. Thanks to him everyone else got back to the ship.
Brilliant little mission.
On my next campaign i'm in right now, on one mission in particular, there are simply too many troops coming coupled with sectapod and a couple of those tank things that die and then come back to life, all of this is popping up while I have 8 turns to get past them all, it's just not viable, so I'm likely going to see how flexible the mission design is in conjunction with the occasional mission failure, if this game is designed properly it should still be possible to win while loosing troops occasionally and the occasional mission failure. If everything must go flawlessly I'd consider that a game design flaw. I don't usually pay much attention to the timer whining in the forums, but every once in awhile, got to admit, I agree it's a bit much when coupled with what in my view is too many enemies. There's simply not enough time.
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