XCOM: Enemy Within achievements

XCOM: Enemy Within

4.7 from 630 votes

There are a maximum of 30 XCOM: Enemy Within achievements worth 1,654 (1,000)

6,550 tracked gamers have this game, 663 have completed it (10.12%)

Achievement Details

An Army Of Four in XCOM: Enemy Within

An Army Of Four301 (100)

Beat the game without buying a Squad Size upgrade (Classic+ difficulty)

  • Unlocked by 720 tracked gamers (11% - TA Ratio = 3.01) 6,550  

Achievement Guide for An Army Of Four

404,627 (220,976)
Achievement won on 08 Dec 13
TA Score for this game: 1,654
Posted on 09 December 13 at 03:55, Edited on 18 March 16 at 09:45
This solution has 36 positive votes and 0 negative votes. Please log in to vote.
I'm going to take a stab at this without writing a full walkthrough of the game, so please be kind with the -1s. Comments very welcome. MINOR SPOILERS BELOW. MAJOR SPOILERS IN THE COMMENTS.

To get An Army of Four you need to successfully complete the final mission on Classic or Impossible difficulty without ever buying the Squad Size upgrade in the Officers Training School. You can use any other options you want, including Second Wave.

First, you should finish Enemy Within at least once so you know the general gameplay. Do this even if you already finished Enemy Unknown several times: the addition of meld, the covert missions, new enemies, new grenades, altered abilities, and other tweaks make the game different enough to throw your game off. Try to get EVERY other achievement during this first playthrough.

Basic Strategy:
The basic strategy for Classic or Iron Man playthroughs is Satellite Rush - build them as fast as you can. For the first two or three months virtually all your money should go to power stations, satellite uplinks, and workshops, and your terror missions should gain you engineers or, if that isn't an option, cash. This strategy front-loads all the difficulty to the first three months: if you get past them, you're golden. I typically rush so hard that I still have assault rifles and light armor at the beginning of month three, which you don't need to do, but you get the idea.

Starting Options:
Difficulty? Classic.
Operation Progeny? Up to you, doesn't matter.
Operation Slingshot? Absolutely yes. Completing these missions makes the whole game tons easier.
Iron Man? Uh, no.

Second Wave:
Save Scum: An absolute must-have. Your get-out-of-jail-free card, this lets you continually reload until your 15% shot hits and saves the day. If it seems like cheating, that's because it is and you can feel free to never use it. But turn it on so you have the choice.
Not Created Equally: Another minor boost, this lets you restart the game until you get a super starting team. Rookie with 55 Will and 85 Aim? Yes please.
Results Driven, Marathon, etc: These all make the game harder - obviously not.
Aiming Angles, Absolutely Critical: I normally love these but with only 4 soldiers, you aren't going to be able to split into two 3-man teams like you might normally do... which means you're the one who's going to be flanked. So no.
Training Roulette, New Economy: I LOVE Training Roulette; having tried it, I have trouble imagining playing without it. It makes the game very, very different. But it doesn't make it any easier. New Economy is the same way but to a much lesser degree. I think everyone should try Training Roulette at least once, so if this is potentially your last game of EW, I'd go for it. There are a whole lot of Roulette-specific recommendation I could make, but they're off-topic; the main one I'll throw out is that you won't have any medics so get your advance forces Adaptive Bone Marrow early on.

Starting Location:
My favorite starting areas are South America and Africa. The other option (and arguably the best, but I always use New Economy, which makes it clearly worse than Africa) is North America. In any case, you should get South America ASAP. Yeah, in Easy and Normal games We Have Ways stinks, but in Classic & Impossible instant research is a must-have.

Odds & Ends
Satellite Rush (see above).
Keep multiple saves, and if things go wrong roll back. If they go really wrong, for example
*** Spoiler - click to reveal ***
then don't be afraid to roll back several days.
Stay in one 4-man squad, or one 3-man squad + forward observer. Teams of two are too fragile.
MEC use is up to you. Some people don't use any MECs for this playthrough (I didn't) but if you like them and are good with them a MEC can carry you through the first dozen missions.
Mimetic skin is a nearly game-breaking gene mod that you should eventually get for everyone. (If you do Training Roulette, you can get Low Cover and mimetic skin for assaults and heavies, which is nuts).
Get brain mods for at least the forward troopers by endgame. Sectoid Commanders are now common late game and mind control will ruin your day.
In the normal game you can constantly rotate a newbies through your 6-man squad to get a variety of troopers, lots of psychics, etc. With a 4-man squad, 2 newbies = 4 KIAs. The only safe time to train up is during the first few months, so make sure you build up 6-8 soldiers then. You will need them.
Finally, have fun!

Again, there are a million things I haven't covered here. If you've pulled this off and see a glaring omission, disagree with one of my points, or have a specific question, drop it in the comments.
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