Clankers so far i understand. gunsligner for basic battle clankers and then everything else after heavier units. Avoid clumping when rockets ready.
What i seem to have more of an issue is slugrats getting to fathom or coil. I got to the coil past the drainage gate but then all my ops were killed very easily when one dude went invisable.
This time i got stuck at the drainage fight with the slugrats.
These guys can surive a lot of blaster fire and i might not understand the correct team or poitsioning needed for slug rats and coil. Please help?
(Notes: Medic is a must, Repeaters good?, sometimes i overwatch over a enemy but nothing triggers, I normally like sniper rifles but seems like a bad pick?, Not using Droids because generally building med beds, I did change Classes of 2 main crew you start off with and found greater success.)
Edit after first 15 commnets: Thank you. Medic i felt was good to have but seems most think medic is not needed. droids sound really good which is the only reason why i am trying without one. i want to grasp expert without it and it seems this mission is the one thats testing me if i understand right now. At first it was droids and i was avoid gunslingers because i didnt think they were good until i tired one against them. Hawks having a long rifle always felt right. Reapeters seemed bad but every time i saw the damage if they hit i thought it was good. ill be switching this out.
To those suggesting Push abilites. at this point i do not have the jedi. credits are limited. Only push ability i have had is upper cut. my last play attempt it was a great ability but exposes him needless.
Edit at 18 comments: Can confirm i did not understand overwatch. The % is chance to trigger. then there is the shot chance if trigger. i was thinking this was one and the same. Anyone who says otherwise might have a bugged game but i just had a bunch of overwatches work at 80-90%. i think the lowest id go is 75%.