This was an interesting one. I feel like the biggest problem was losing concealment early. Being able to scout lets you move a lot faster between pods. And yeah, there totally is a little indicator that pops up when your move will break concealment, but at the time I only just barely saw it before it was too late. Can’t really blame Austin for that (but maybe install the Gotcha Again mod, for your sanity).
Although, in retrospect, given that:
- The 2nd and 3rd chosen are guaranteed to appear on the first mission XCOM goes on in their territory
- Chosen replace a pod, meaning there were just 2 on the map
- In VIP missions like this, one pod will be assigned to patrol around the target
It was possible in theory to guess that that pod would be either inside the building near the cell door, or outside on the far side of the building. Playing around that maybe makes the difference.
Regarding Heinrich losing his shot on the Warlock, that’s because destroying the cover made the target unable to step out (again). Heinrich was pretty far in from the edge of the building, so I think the reason he couldn’t see the tile the chosen was actually standing in was that it was too close.
These cases are seriously impossible to predict, unless you get a mod that gives you the exact vision from a square and double check every time you’re going to destroy cover (which, don’t). Thankfully it’s pretty rare. Having it happen twice in just this many hours of play is just… How can someone be this unlucky?
All that aside, that was pretty solid play, and some damn fine crisis management in those last few turns. Dudes getting captured is infinitely better than dudes getting buried.
Also, putting a power relay on the Shielded Power Coil room makes it generate an extra 7 power, but any other facility there costs 0 power. There are a handful of facilities that take up 7 or more power when fully upgraded (Resistance Comms, Psi Lab, Shadow Chamber), which might be more useful there.