Chiefy: I don't think any of those questions were tricks. I think you mean maso, not sado.
Hints for the X-COM challenged:
1. On your first turn, throw a smoke grenade just outside the craft. Wait a turn for it to explode before moving your team out. Note that if you're fighting a snakemen terror crew, this strategy will backfire quite badly and turn into a George Romero film (Ach, zombies!)
2. Unless it's a terror mission, conserve your time units. Finding an alien with a scout and having the rest of your team able to fire upon it with full time units is great (especially since aliens can't react to being fired at from out of their visual range, but you can still hit them sometimes from much further away.) If you don't have enough time and covering fire left to kill whatever's around that next corner, don't round it - move everyone to cover and end your turn.
3. Don't fight Ethereals.
Hints for the X-COM challenged:
1. On your first turn, throw a smoke grenade just outside the craft. Wait a turn for it to explode before moving your team out. Note that if you're fighting a snakemen terror crew, this strategy will backfire quite badly and turn into a George Romero film (Ach, zombies!)
2. Unless it's a terror mission, conserve your time units. Finding an alien with a scout and having the rest of your team able to fire upon it with full time units is great (especially since aliens can't react to being fired at from out of their visual range, but you can still hit them sometimes from much further away.) If you don't have enough time and covering fire left to kill whatever's around that next corner, don't round it - move everyone to cover and end your turn.
3. Don't fight Ethereals.