I can't see how you can possibly get either of them in March unless you completely ignore satellites, which is stupid/suicidal. Even April is pushing it. Unless you are forgoing the officer training school, which I hope you aren't.
If the alien can shoot you in impossible, you have already lost. The aliens should either have 0% chance to hit because you either aren't there or (early on) you are hunkered down behind full cover for a -80% hit chance.
Not having grenades = huge problems with damage. Seriously, for the first two months grenades should be responsible for 75% of your kills. Grenades have 100% accuracy and two of them will kill anything early on. Two soldiers who can kill 2 or 3 thin men with 100% success> 1 MEC trooper who might hit and might kill with 1 shot. And if the MEC trooper fails, 2 plasma shots can take them down even without crits.
MECs going into close range is literally asking the game to shove a foot long dildo through your eye by triggering another group activation or two. No thanks. So I So far by the end of May I've only lost three soldiers. Two were unavoidable (stealth machine faggotry and special mission popup faggotry). The other was when I accidentally triggered more than one group at the same time (which, funny enough, happened when one of my snipers missed a shot and destroyed a wall revealing more enemies).
I can see collateral damage being useful, but that's just about it. And SHIVs really have nothing
So you use 4 nads to kill 3 aliens, you still have to find a way to kill the remaining 9 (it gets more manageable with deep pockets, though, but you cannot alway easily close the distance to grenade throwing range without leaving yourself open). Many maps make withdrawing not that great anyway, as you can have very early contact with the aliens, or you have little time to complete the mission.
I now think it is too risky to make the early game even more punishing by buying satellites instead of things that make the tactical layer manageable. Even before EW, this strategy could very well be impossible to follow because of badly timed missions, and now I find it even worse.
If you go satellite on I/I, you have a very high chance of not being able to pull it out anyway :
- Bad timing of first UFO interception
- Squad wipes
- Bad timing of first abduction mission
The satellite rush (which I used before btw, to complete the base game in I/I) strategy has a horrible win/loss ratio for these reasons : you sacrifice your early tactical advantage for long term strategic advantage, when late game is already trivially easy, and early game murderously punishing. Who cares about 6 countries leaving XCOM? It's much better than losing 97% of the time, and saving every countries the remaining 3%.
My tech order is :
Gene research
Alien materials
The tech that gives the foundry
carapace armor (for alloy SHIV)
...
weapon fragments
laser
alien containment tech
My build order is :
1st Month
- Cyberlab
- Power Gen
- Foundry
- OTS (after getting sergeant as mission reward)
2nd Month
- workshop
- Satellite relay
- alien containment
It is possible to pull out a mixed strategy of building 3 sats first month, and SHIV early April, but you need huge help from the random mission timing and rewards, and you have to sacrifice early MECs, and your tech progression is horrible because you had to pick engineers instead of scientists, so you have to use ballistic weapons even longer.
SHIV have 70% accuracy, don't eat up you soldiers' cover, can survive 2 to 3 LPR hits and can suppress. I hadly see how you can consider they have nothing for them.
I don't run MEC into short range : If I see I cannot kill every alien, I pull everyone back in OW and let the 1-2 advancing aliens have LoS on the MEC. Thus, I don't have to find high cover for everyone as they will target the MEC anyway. Anyway, its weapon is 4-6 which is better than both the heavy MG and sniper rifle.
Another use of MEC and SHIV is overwatch eater : Sometimes, when thinmen materialize into horrible locations, you really want to take them out of OW and you don't have anyone in position to suppress without being flanked the bonus defence and HP are really great in these cases the alternatives suck even more. Now on regular missions, SHIVs and MECs are not as hot as on council missions, but I really really like the cover eating attack of the MEC and the suppression of the SHIV (easy, risk free alien capture).
An added bonus of collateral damage is that it instantly makes cars and other explosive cover explode.
3 squad sight snipers would work well indeed, but how are you ranking 3 snipers to corporal in Impossible with the recent nerfs to XP? There are not that many easy UFO missions, and even with deep pocket, they remain a dead weight. I consider myself lucky when I get 1 before april.
It is not my strategy anyway (I used to satellite rush too, but found it pretty frustrating) I borrowed it from this guy : you can find more details about it here :
http://forums.2k.com/showthread.php...-I-win-(video)-review-amp-skill-picks-reasons
That said, mimetic skin is so powerful it might work better with gene lab early and mimetic troopers.