

It's particularly ridiculous once you have the Infirmary built and staffed, as at that point even a near-death experience will have a soldier bounce back in less than a week. Indeed, if you're reasonably good at the game and don't make significant errors based on not properly grasping the implications of Beta Strike, you may well find Beta Strike leads to less overall strategic load than you're used to. (Even a soldier ending up Bleeding Out won't be Gravely Wounded, as an extreme example) As such, while it's fairly difficult to reliably avoid your soldiers taking damage from Beta Strike, this ends up presenting less of a strategic load than you might expect, especially once you've got the Infirmary up and staffed. That is, being half-dead will take about half as much time to recover from in a Beta Strike run than in a run with no Beta Strike, because the game first heals half that damage, and so calculates as if the injury only took off a quarter of your health. One of the odder implications of Beta Strike is that your soldiers can never spend as much time wounded from any single mission, roughly halving their expected recovery time from a given severity of injury. Consider it if you're comfortable with your current level of challenge and would like some variety to the experience. That said, it's a fun challenge mode pick if you're confident in your ability to handle the early game, so don't write it off completely. At the beginning of the game, though, they're providing little or no actual benefit.
XCOM LONG WAR SECOND WAVE TRIAL
Same basic deal for Bonds of War, Deeper Learning I and II, Trial By Fire, and Noble Cause in the long haul, having these from very early on provides a fairly significant edge. Prior to that point, it's literally worthless to everyone that isn't a Resistance class, and even for them it'll take a few levels to meaningfully help. There is a pretty large number of Resistance Orders that are particularly significant to get early in there as well, but always as an effect that will eventually be a noticeable advantage Art of War being acquired extremely early will be fantastic once you've got the Training Center online and have a few soldiers with a good number of levels under their belt. Having an immediate Templar is pretty significant since a major weakness of your squad early on is an inability to 100% for sure land kills outside of maybe chucking grenades, a problem Templar solve, but the Templar HQ scanning bonus is by far the least useful in general and is particularly lackluster in the early game when injuries have good odds of being deaths outright and you largely don't care about getting injured soldiers back into rotation quickly because your soldiers are mostly all just as low-level as each other, and Templar Resistance Orders include a lot of duds, particularly from an early-game perspective.

It's just Lost and Abandoned tweaks timing and makes the Skirmishers a little more accessible overall, as well as making your first Skirmisher automatically kidnapped, requiring a rescue to properly integrate into your forces. (Turning on the tutorial forces Lost and Abandoned to be on as well) Having Lost and Abandoned on is effectively a variation on picking Reaper Ally your first Resistance faction will be the Reapers, a Reaper will be the first Resistance soldier you both acquire and get to keep, etc. Less obvious is that it's also incompatible with having Lost and Abandoned turned on, and by extension is incompatible with having the tutorial turned on.

Naturally, this cannot be selected alongside Skirmisher Ally or Templar Ally, nor them with each other. If maximizing your effectiveness is your goal, Reaper Ally is the clear winner.Īlso, to be clear, if you don't pick a (Resistance faction) Ally option, the game will still put you in contact with one immediately, it's just it will be random which one it is. Having a Reaper to scout is a huge quality of life improvement, Reaper Resistance Orders are mostly very good and are biased toward being particularly useful early in the game, having access to a second Reaper down the line is a further quality of life improvement, and having immediate access to Reaper HQ's scan-for-Intel effect is occasionally useful.
