Interesting tips
1 - I always had a offensive mindset but i felt as if that was what my flaw was, having soldiers take high risk moves that could backfire and leave me with one man down in the middle of a op, thought defensive was the way i had to go
2 - Trying but it seems even with "wet work" it takes ages to get a captain, only have one so far and any Lt. i have had so far has perished
3 - I won't argue that
4 - Trying but my resources are getting stretched the enough, tossing supplies and Intel and a hundreds problems and running out quickly, trying to established contacts to boost the income but i get called off to do urgent missions every time
6 - Vahlen was my waifu :c
7- Still seems a bit risky...
7a - Didn't even know there was a exploit, so what you are saying is that i should really consider when its time to launch a ambush?
9 - Yeah but i can't help but grab some civvies just in case i take longer than expected and the aliens do end up killing more than i need to pass the mission, just a bit of paranoia
1. Well you still need to calculate the odds. It's just you usually want to prioritize researching guns, killing that one troublesome enemy etc. over getting better armor and playing defensively. This does actually remind me of a point I forgot to mention last time though.
1a. Always have fall backs. XCOM is a game where you
cannot plan assuming everything works, but rather you plan assuming everything fails. So if a Muton is giving you a ton of trouble and you need him dead, what do you if the first shot misses? Or the second? What can you do to increase those odds (ex: destroy cover). If it all fails what are you fallbacks? Grenades to kill because those never miss assuming it's in range? If that won't do enough damage can you use suppression so you can at least hold off till the next turn?
2. Are your soldiers constantly getting wounded and having to recover? Because that can greatly increase the time it takes to reach the next rank. If so, you'll honestly just need to to work on the other stuff like offensive, fall backs etc as to avoid situations where you get wounded in the first place.
4. Early game usually gives some rookie missions, I would prioritize those even though they don't seem that valuable early game. Because then you can train them in the Guerilla Center to become Squaddies sooner, and it's early enough that you can still alternate your soldiers to train them up without much fear of them facing too power enemies.
4a. Personally I always look at the first 2-3 missions (while you're still Guerilla Training the rookies) and pick the highest ranking soldier among them to then bring to every mission possible until Captain. That Soldier being for the sole purpose of getting the squad size upgrades ASAP. Everyone else I alternate between the lower ranked soldiers early game so they can train up quickly.
4b. Note the mission difficulty with this though. Easy, make it a training ruin. Moderate? Have a couple being trained. Difficult? Bring your A-Team. Blacksite? Delay until your A-Team is all healed, well promoted and has some solid gear.
7. It is risky, there's a Lets Player called Beaglerush who uses it to insane efficiency which you could watch as examples if you want. Otherwise, I would follow these steps.
-Make one unit the 'scout' for the turn. The scout being whoever can move the furthest ahead.
-Make this scout move one
blue move forward. Don't do yellow, because the blue move gives you the ability to run back if you spot an enemy there.
-Then have the other soldiers run up, but make sure they follow the same path your scout did, so that enemies don't get triggered.
-If you want to maximize, you can then send your Scout on a yellow move. But it's a bigger risk because if caught they get no reaction, so at the very least put this scout in cover.
But honestly? This tactic isn't for everyone, because of the big danger of it failing or having a line of sight issue. But when it does work, it really helps with efficiency and positioning. Especially since timed missions are now a thing.
7a. It was a pre-release exploit only. When Firaxis sent copies to certain YouTube Channels (Beaglerush, AngryJoe, TotalBiscuit, ChristopherOdd etc.) a month before the game actually came out. It was a promotional technique where they basically went "Instead of showing you guys flashy trailers, we're going to prove to you guys ahead of time this is a solid game!". But during said month, people would always stick one soldier in the open with the sole purpose of being caught by a patrol, to which the rest of the squad would trigger an overwatch trap, and then get an additional free turn as well. It became the undisputed most powerful tactic in the game, which Firaxis found was too gamey. So they added a quick fix of the patrol sometimes shooting when spotted out of cover during stealth.
9. Any Civvies you can grab are those in areas you've already cleared out or are currently fighting in. Which means the odds of aliens wandering back in after you leave is minimal. And if in a middle of a fight, you could potentially kill the alien that would shoot the civilian any ways. Like, if you can grab a civvie as a freebie while repositioning go right ahead, just don't invest actions in going out of your way to do it.