Trench Warfare

Mission Parameters

 * Closed deploy 6
 * Turn goal: 10
 * Starting squad: Captain, Nyra, Hydra, Soldier, Scout, Scout
 * Starting SP: 235
 * Base XP on Easy: 80
 * Base RP on Easy: 80
 * Secondary objectives: 2
 * Max turrets: 4
 * Enemies: Cultists

Objectives

 * The primary goal is capture the three command consoles in the trench.


 * There are two secondary objectives. One is a fourth command console in the north, the second is a building south-west from the first.

Score & Speed
Cultist only mission. Respec for HP, no willpower. Make your Scout a Runner preferably with the Blitz Kit (+2 MP, -10 Heat) and Ballast Pilot Kit (+32 HP). Spec out the Captain as a Dasher with at least Pressing Need 4 (+2MP). The Soldier will be a Charger as usual, with Rallying Charge 8 (+3MP) pretty much a necessity here. Swap in an Engineer of the Flash Field build for the second Scout. The Soldier should equip a range 6 Leviathan Rifle.

On the first turn, move west as far as possible to this formation: Nyra  Captain   Soldier Scout Engineer  Hydra There, the Engineer with Tactics 6 buffs with Power Field 8, Nyra buffs the first 4 with Warding Fire and Inspiration, the Soldier puts Calling Shots on everyone, Captain puts Pressing Need on everyone except the Hydra, then the Soldier puts Rallying Charge on everyone. Scout reaches first objective, then puts Overdrive on, moves as far as possible before finally initiating Null Field.

The Captain and the Hydra go north with the Hydra laying napalm on the spawn points. On subsequent turns the Captain will get the secondary in the north, then meet up with the rest of the squad at the second secondary, a building just north of the trench. There will be lots of Cultists coming from the west, and other Snipers from the south. Set up turrets/overwatch facing west, and lay Landmines to the south.

On the second turn, the Scout will get the second transmitter, and continue along the trench towards the next which can be reached on turn 3.

Safety
Like before but the Scout doesn't race ahead until the last possible moment. The Captain and the Hydra still go north to collect the secondaries, but the rest of the squad move together in the trench, laying Landmines as decoys on the south flank. Position Nyra to draw fire from other directions. Finish by turn 6.