The Cydonian complex is laid out like a souped-up alien base; it's much larger and features new kinds of chambers.
Here in one set of lifts (apparently they branched partway down) we have the majority of our troops along with the hovertanks.
To the south, the other lift is staffed by El Grillo, Dreylin, Dp104, rho26, Whosit and novice. To begin with, both set of teams will throw a smoke grenade down the local elevator shaft and wait - no reason to break tradition now.
Doors fly open every which way during the alien turn as the base's defenders move about.
Turn 2: In the north, the plasma tank takes a look first - nobody visible. David Corperial follows and checks his motion scanner.
There's one signature eight tiles south and three tiles east...that's the doorway out of this very chamber!
Indeed, a rocket from RefSteel finds a Celatid lurking right there. The rest of the squad moves up as best it can.
Down south, rho26 is the first down the elevator. Peeking around a corner, he finds a giant mech walking around.
This is a Sectopod, the terror unit of Ethereals. They have a devastating laser cannon and are encased in the heaviest armor of any unit in the game; even Heavy Plasmas can barely scratch their paint. Their one weakness is to laser weapons, hence the Heavy Lasers El Grillo and DaveV have been carrying around.
That said, they fall to Blaster Launchers just like anything else.
Dreylin, El Grillo and Whosit remain in the elevator in case some disaster strikes below.
On the alien turn, a barrage of psionic attacks begin, panicking RefSteel - him with the 78 Psi Strength - but something even worse happens:
Dp is once again ripped apart by a Chryssalid. He does take at least five blows before dying, which prevents the Chryssalid from knocking up anybody else.
Turn 3: rho shoots the bug, leaving it unconscious but not quite dead, and sheds Dp104's zombie skin. With some actions to spare El Grillo attempts to mind control Dp's latest child, but to no avail - Whosit has to gun it down.
In the north, the tanks uncover an unpleasant surprise: an Ethereal with a Blaster Launcher. If he's not killed this turn, he might bomb the luster of soldier up north and kill a good slice of them.
The only one with enough TUs to get a firing angle is DaveV; he runs behind the Ethereal, pulls out his Plasma Pistol, and drops it in one burst.
This leaves him terribly exposed, but there's nothing to do about it other than throw a smoke grenade courtesy of AdrienIer and pray.
This alien turn proves to be an unfortunate one. Dreylin falls under alien control...
novice is once again flattened by a Stun Bomb...
...and rho is also subverted by an Ethereal. That leaves just two able-bodied soldiers in the south.
Turn 4: Make that one; when Whosit descends the elevator, a trio of plasma bolts vaporize him from the side.
El Grillo attempts to mind-un-control Dreylin but again can't manage it.
In the north, the launcher tank has eyes on a launcher Ethereal. It's an easy kill.
The other tank finds a Celatid, which DaveV disposes of.
During the alien turn, a Celatid dissolves rho26 while Dreylin remains under alien influence. The south team is not having very good luck, is it?
Turn 5: Meanwhile DaveV is sent into a panic, and a third Blaster Launcher Ethereal flattens the launcher tank.
Bob heads south and finds a Chryssalid watching him from a lookout post. Unfortunately Bob's aimed shot hits the near wall, blowing it up and giving the Chryssalid a shorter path to him. That's not ideal, Bob.
El Grillo manages to break the alien control of Dreylin, who knocks out the nearby Celatid. This frees up El Grillo to descend and make his way to novice, to hopefully revive him next turn.
AdrienIer spots an Ethereal, but doesn't have enough time to shoot it and hides around the corner. RefSteel ends up shooting it later.
The plasma hovertank manages to make Bob's mistake good, killing the Chryssalid in one shot.
The aliens control Adrien and Dreylin again.
Turn 6: They even have Adrien shoot RefSteel! Thankfully the shot glances off.
DaveV shakes off his panic and picks his weapons back up; turning around, he sees the Ethereal that Blaster Bombed the launcher tank. One burst from his plasma pistol doesn't bring the alien down, but RefSteel is close enough to finish the job with his Heavy Plasma.
But moving forward, the plasma tank finds another Ethereal with a Blaster Launcher; all the nearby soldier take shots, but although some hit the Ethereal is left standing/
In the south, El Grillo revives novice and looks around for Dreylin; not seeing him anywhere he ducks behind cover.
Now it's Quagma Blast's turn to be controlled (along with Dreylin of course - he's spending more time under alien power than his own). At least no Blaster Bombs came flying in.
Turn 7: RefSteel guns down the Blaster Ethereal close to where he was first spotted. Maybe he was the one controlling Quagma Blast?
At any rate, the coast seems clear for now. Quagma shoots at the plasma tank as it passes by, but otherwise there's no incidents. Even the alien turn produces nothing but the customary Dreylin mind control.
Turn 8: Adrien investigates this little pillbox and finds a Silacoid lurking within. A few Heavy Plasma shots do it in.
Down south, El Grillo comes face to face with another Sectopod.
With novice awake, there's nothing to fear. Another one bites the dust.
RefSteel comes across the unpleasant sight of a Chryssalid. He retreats, and the plasma tank moves up to act as bait - hopefully it can keep the insect occupied.
Further east, REM finds yet another Blaster Launcher-equipped alien. His plasma pistol makes no impression, but Bobchillingworth makes it close enough to cook the Ethereal with his Heavy Plasma. That's one disaster averted.
The plasma tank serves its purpose well - the Chryssalid tears it apart, but no human falls victim to its claws.