For anyone having problems fighting against the WGs or the Cult,I suggest the following tips/strategy.
In my particular game,I have 8 operational divisions,all for distinct puposes,and it works perfectly.
For Anti Cult missions I recommend a Heavy Infantry (HI) squad,composed of 7 humans in heavy armour,armed with Assault Rifles and AP rounds (for now).Generally speaking put the front line combatants in a line,to absorb the enemy attack,with the sniper close behind giving long range support,then have an Anti-Armour element (anti cyborg/heavy cultist in this case),to give explosion/incendiary support as needed.A dedicated Medic will also round up the squad.
1x Heavy Weapons Specialist (HWS)
1x Incinerator (incendiary rocket support)
1 Sniper (long range support,perfect for popping holes into those annoying Psionic snipers!)
1 Combat Medic (also acts as a 3rd Marine in emergencies).
For tackling the WGs (piss easy actually) I adopt a similar approach,however this team is comprised SOLELY of Cyborgs,I use no humans or Psi's as they are not that strong to confront the enemy here,at least not in my opinion.It is far safer to use a squad of Cyborgs that acts like a Mechanized Division,with tank/drone support up front to give extra armour and firepower.
My MI squad consists of :
4x Machine Gunners
1x Anti Armour (anti Wargot Power Armour,AWPA)
1x Repair Specialist , for patching the Cyborgs and Drones up.
Tip: Line your assault gunners up on the front line,with your AA close by,with your commander in the second line and your repair spec in the third.Wait for the WGs to appear,then CONCENTRATE your firepower on EACH single WG,dont spread your fire across the whole bunch,unless your CBs are VERY lethal.As the WGs begin to fall to your onslaught switch again to the next target,preferably the one closest to your assault force.By now you will probably have met a WPA.Take care,and switch ALL efforts now to the WPA,and now bring your AA to bear on it,and release missiles into the WPA.In time it will fall.Now patch up your men with your Repair Spec.
Carry on with this until the objective is complete.
Now you will probably want to add one or two Defender Drones to this squad (I do),in which case 1 or 2 Gunners will sadly have to be sacrificed,but the additional firepower of the drones is well worth it (or is it?).I have yet to give a verdict on this
The main thing is NOT to split your force up,but keep them tight yet not TOO close in case of incoming missiles,in which case you can minimize damage by putting your men in a sort of staggered formation.
On the Geographical globe you will at some point encounter increased Wargot and Cult aggression,in which case you simply form a 2nd or even 3rd Mechanized Division,so that as one squad becomes wounded you have another fresh squad to keep the fight on!
This strategy naturally takes longer for your men to gain XP ,but,do you really think Earth could be saved by 7 people?.Both my Mech Divs have Cyborgs ranging from L10s to L12s in my game,which is nice to say the least.
Also,when forming a new squad,it pays to create SPECIALISTS and not all-rounders,for then you will know instinctively who goes where and what job he/she does,ie,a Marine in my game is to go on each flank of the squad and provide flanking support,and they are experts at close range combat too,just in case the enemy makes it to my front line.My Heavy Weapons Specialist is also there as the first line of engagement,with the heaviest weapon and forms the centre of the front line,area effect weapons like the Plasma Cannon work great for this,if his skill (throwing) is high enough for the weapon as it is highly inaccurate and dangerous to operate if you mis-fire
Hope some of this helped some of the new players,or those new to the WGs and Cult.If you need images to show this check the mammoth screenshots section