Know that breaking concealment is something you only get once, so try and line it up as much as possible. It's also not likely something you'll be able to sustain very far into the map, so don't worry TOO much about trying to "play it stealthy."
Clear away debris ASAP from your HQ, it gets you resources and the LAST thing you want is to need to build something and not have room for it.
Status ailments (disorientation especially) is a LOT more useful in this than I ever found it to be in the first game, so as someone else said: flashbangs are GREAT. Huge AOE and your units won't be hit by them.
This one's more opinion, but I find going early on Scientists and trying to get Magnetic Weapons as early as possible gives you a MASSIVE advantage early in the game.
Vipers will rarely be the most dangerous units on the map, but remember: their tongue attack has massive range and enormous accuracy.
Almost every map has a mission objective that's also a time crunch, so you won't be able to play as conservatively as you did in XCOM.
This last one's not really a tip, but if it's at all financially possible: grab War of the Chosen. It adds an absolute metric TON of content, from new factions to new units to a bunch of different maps and scenarios (including making Resistance Defense actually fun to play).
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