
I actually found that Long War was a bit more forgiving in this regard - soldiers were more expendable overall, and there were missions that were explicitly made to be possible to skip.

Plus, "wanted to punish you if you screwed up at all on any single part of that system" is honestly a pretty good description of vanilla XCOM, which treated even a single failed mission or a couple of dead soldiers as a crippling blow that was hard to recover from. When it worked, it REALLY worked - I found myself faced with nigh impossible odds against monstrously terrifying opponents, only to find - after a few turns of utter madness - that I had somehow won. But when I did, I found a pretty fantastic experience. Notably, halved the campaign time, I dialled the interceptor repair times way down (so that damage to the interceptors is not as crippling) and I upgraded the Arc Thrower's hit rate. Now, I will admit that I tinkered with the sliders in Long War to make things easier on myself.

With the aliens' motives uncertain, factions emerge, driven by hope, fear or greed. With Earth’s nations unable to form a coherent plan to address the alien arrival, transnational groups of like-minded political, military and scientific leaders develop covert channels to coordinate a response. Its first ships carry infiltrators who will subvert Earth’s governments to prevent them from mounting a joint defense against the impending attack. Unknown to humanity, an alien force has arrived in the far reaches of the icy Kuiper Belt and has begun mining a dwarf planet to prepare for an invasion.

An extraterrestrial probe is detected approaching present-day Earth.
