For fun, I just started a squad on Super Boost In (Hard) with the intent to build a melee team that would not fire a shot (no overwatch, turret, pistol)... grenades okay, but I didn't use them the first level.
Turns: I passed Infiltration Site on 16 turns (16 goal) with no Templar deaths. I think it took 16 turns because my Engineer took a while to turn the TPs with all his skills on Warrior & Evasion.
Talents: lots and lots of Grapple with defensive buffs and movement buffs to get to the Xenos.
Equipment: Even my Scouts are packing the Power Gauntlet (+6 accuracy, +5 parry, 38-66 dmg with 48% pen). I think my Scouts grappled almost 100% penetrating hits -- pretty sweet.
Defense: I took a few hard hits that knocked off 50hp at a time. I probably need even more Fortitude. I put in a lot of Evasion (like "Kincaid" the Templar) but might try even more. It's nice to have the respec to be able to quickly try something different.
What a great idea - I'm guessing it will also help with the berserker too.
Also I think the captain should start with Bladeweave ... not specifically for this challenge, but in general. Having a captain that is meant to specialize in the blade means he/she should have Bladeweave straight away.
Last Edit: Jul 5, 2015 21:02:05 GMT -5 by slayernz
I like your style, jknut. I haven't this time around, but I tend to focus on melee heavy builds. If I may give a word of advice, most people tend to pump up warrior to the exclusion of all other skills when going melee because they think it gives them the best of both worlds, stronger offense and stronger defense. I would caution against that. I've been having a lot more success with staggering warrior with evasion, boosting each every other level. Evasion is a pure defense skill boost, but it tends to help against the insanely deadly spitters.
Good luck, blade brother! Keep us appraised of your deeds, for they are surely worthy of praise!