OBS hates doxbox, so we might have to put a pin in this for now. >>596586
But I can give some general tips.
The big one is that crouching is amazingly powerful. (Right then left click on your own merc). It’s 2 AP, massively increases the effect of cover, and also helps with stealth. At the beginning of the game, your mercs are too inexperienced to stealth move, but crouching in place is fine as long as you use crappy disposable mercs to draw enemies into the ambush sites where you hid your good mercs in ambush crouch.
My go-to day 1 team for Normal Ironman: Ice, Snake, Carp (Ice gets his armor, But carp is decently accurate in his own right, just slow), Beth (she trains in medical day 1 and off days and then is basically just a cheaper Fox that will never ever quit, Biff (for his canteen, but also because it’s super easy to get him to quit once he’s outlived his usefulness as ambush bait), Speck (early lockpicks + guaranteed pipe mod on a colt for Ice with no damage to it), also like Biff he’s easy to make quit once your done with him and want to upgrade. Grunty (free helmet + cheap with good growth potential). 8th spot is Larry or Hurl as field medic, your choice. Hurl is better but Larry is more disposable.
The basic thrust of my day 1 is to take three sectors. Some damage early game is unavoidable, but you control who takes it. I crouch my good shooters in places with good sight lines and then send my scrubs out to draw aggro and then run away/crouch in good cover while Ice snipes and Snake and Grunty flank.
Ivan is amazing but I prefer to wait till I can get him good armor before I buy him and subject him to risk. Same with Fidel.
For new players, I suggest you go for a more standard: Ice, Ivan, Hector, Grunty, Vinny, Hurl, +2 whoever’s.
Med kits and doc kits can both be used for the doctoring @ camp action, and both can also bandage in the field.
Also I highly recommend installing the 1.15 bugfix mod.