So, from some early tweaking with LW2, I think there's definitely reason to update build order and planning from how one would generally approach XCOM2.
Should you Ironman:
- Fuck no. Too many glitches, wait a few months.
Right now I'd say it looks like:
- Ignore the Black Market, its too expensive at start and wastes 3 days.
- AWC (immediately, center tile)
- Excavate (down)
- Workshop
- GWC is too expensive early on, save it for when you have supply surpluses and pray you get good Rookie RNG.
- Haven: Put 4 on Intel/2 on Supply. Supply is going to get syphoned early on by invisible dark events, you're better off farming Intel for Infiltration Boosts and to spread your comm network.
- Geoscape: Focus on a region and liberate it as soon as possible, this helps lessen the burden of spread missions greatly and cuts out Supply losses.
The amount of units you're juggling, and the size of pods in general, makes it damn near impossible to have Flawless runs (without save scrubbing). AWC will allow you to keep ~three~ teams operational and allow you to juggle a large number of objectives.
Units:
- Every unit is great.
- Shinobi can/should be built to entirely counter: Sectoids (free, you get extra damage), Mutons (go for armor ignoring, melee evasion), Stun Troopers, and Berserkers. This is what this unit is best at doing, so make it good at doing this. A Shinobi can one shot a Muton and greatly hurt a Berserker with armor ignoring strikes.
- Flamethrowers are your friend. Burn everything. Be wary of missiles... you can blow yourself up if you are shooting down and the spread hits the floor. Yes, this is stupid.
- Flashbangs. Have your flashbangs ready.
- Blow up cars.
Team sizes:
- Create three cores of four right off the bat and send them on different missions, attach 1 to 2 rookies to each. These are your major cores from here on out.
- Select one of your "core teams" as a light group of ~4 units for short missions with short infiltration timers.
- Select one of your "core teams" as a big group of 6-10 for any mission that simply cannot be infiltrated at all or is hard on a glance. Some missions can pop up with <1 day infiltration and they are simply impossible to meaningfully do anything with. Throw your major team at this.
- (Unless you are changing timers) Avoid all missions that are about "getting a thing", these are 8-turn clusterfucks with you and the objective on opposite ends of the map with 3-5 Pods of 3-5+ aliens between you and the objective. These missions are fucking stupid.
Research:
- Modular Weapons as soon as possible.
- Comms
- Alien Bio Research (on the key from your skull)
- Start researching the aliens for tech. Armor Piercing Rounds from ADVENT are a must.