The Chryssalids! They’re everywhere! How to survive the Site Recon mission

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During my last game, my troops were whisked off to Newfoundland and forced to kiss a cod. Oh yeah – they also had to deal with a whale infested with Chryssalids.

During the mission, you have a limited time to move your troops from one end of the map to another, while an apparently unlimited number of Chryssalids spawn from the husk of a whale . This is quite unlike any other mission in the game and I found that my existing tactics just did not work.

What tactics do work, as far as ensuring you can move across the battlefield in less than 8 turns, while not being impaled on the tusks of a Chryssalid?

More Information: I don't know if this mission appears at the same time every game. I encountered it in month 3 when I had laser rifles, but no upgraded armour, though I did have level 1 MEC Troopers. The majority of my troops were around Lieutenant level.

Best Answer

It's been a few months, but here's how I recall beating this part on Classic difficulty.

I grouped all my units up at the pier and walked them down the long pier from the Chryssalids' ship to the rescue zone in the following manner:

  • First, I split them into two groups of approximately equal strength.
  • I walked one group half of their maximum walking distance down the pier, and attacked/overwatched with the other group.
  • The next turn, I ran the full distance down the pier with the second group, while attacking/overwatch with the first.
  • The next turn, I ran the full distance down the pier with the first group, while attacking/overwatch with the second.

etc.

All the enemies that came after us came down the pier, which was long and open, giving my squad plenty of time to attack them. It helps if you have two snipers with squad-sight, so you can always have a sniper watching your back every turn. It also helps to have an Assault with Tactical Sense and especially Close Combat Specialist, and always keep him in the rear in case any Chryssalids get close enough.

Doing it this way, rather than having each group use at least one action moving each turn, allows you to take advantage of snipers with squad-sight, as well as Heavy with Bullet Swarm. You average about 1/2 each unit's max movement length (rather than 3/4ths), which was still enough for me to make it to the rescue zone on time.