
Taking the high ground will also sometimes bait a pod into patrolling its way up there with you: twice the not-dealing-with-exploding-cars fun! High ground that isn't littered with explosives, at that. Fortunately, you can just wander off to the sides, and that's what I personally recommend doing: among other points, often one side is a stretch of high ground running alongside most of the convoy, so that's high ground you can leverage against the enemy. If you choose to stick inside the convoy, you'll find that your best Cover tends to be up against dynamite piles trucks, making this mission the absolute closest XCOM 2 comes to one of EU/EW's horrible highway maps. That other end is the objective zone: it's where Alien Rulers, Chosen, Sectopods, and Gatekeepers will start by default. Your squad will start at one end of the map, which is one end of the convoy, and work its way to nearly the other side of the map, where the other end of the convoy is. Raid The ADVENT Convoy is another Corridor: The Map sort of mission. (Or more precisely, their AI makes it almost impossible: a player-controlled Sectopod could deliberately path for maximum destruction, but the AI won't do that) Their ability to devastate your income in these missions has no equal: a Gatekeeper or Sectopod might do worse over the course of a mission by passing through and exploding near crates, but it's just about impossible for them to do more in a single turn. Fortunately, Frenzy means you can often get away with just injuring them -their melee attack can't damage terrain- but if you're used to putting off an Archon for a turn because you can just dodge Blazing Pinions, do not do that in a Supply Raid. Archons, meanwhile, are actually arguably your number one priority for not letting get a turn, as Blazing Pinions can easily smash half the map's crates in one use. Special mention to Archons and Faceless: Faceless are technically able to smash terrain, but really easy to manipulate into not smashing crates, so you probably have no one but yourself to blame if they do break a crate.

(You'd think Berserkers could -the EU/EW Berserkers could and were smaller- but no) If you get Savage, Berserkers and Chryssalids are also positives, as they can't break terrain at all. Stun Lancers, Codices, Spectres, Priests, Vipers, and Shieldbearers are all great to see because they disdain their rifles and their special abilities can't damage terrain.

(Their Stun Rod can't break crates directly) Broadly, the more prone an enemy is to terrain destruction, the more you hate to see it in these Supply Raids: the Wall Smash trio are still top priorities (And incredibly aggravating for their tendency to smash supplies while inactive with essentially nothing you can do to prevent it: shut up, Bradford, my people don't need to 'watch their fire', they haven't even broken Concealment yet!), Mecs and Heavy Mecs are priority targets because Micromissiles are incredibly destructive to terrain, Purifiers are hugely irritating since they spread fires and explode on death.

Stun Lancers are actually a relief to encounter, because their obsession with meleeing your people means they will virtually never break a crate if they get a turn. Fifth, your enemy priorities are skewed very differently from other missions.
