Difference between revisions of "Overwatch (EU2012)"

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A soldier or alien with a remaining action can enter Overwatch (default hotkey Y).  This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any cover into their vision range during the enemy turn, albeit at a -20 Aim penalty and without dealing critical hits. Firing on Overwatch at Dashing units also adds another -20 Aim penalty.  
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A soldier or alien with a remaining action can enter Overwatch (default hotkey Y).  This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any [[Cover (EU2012)|cover]] into their vision range during the enemy turn, albeit at a -20 Aim penalty and without dealing critical hits. Firing on Overwatch at Dashing units also adds another -20 Aim penalty.  
  
Some class abilities alter or improve various aspects and properties of Overwatch. These include Close Combat Specialist (Assault), Rapid Reaction (Heavy), Squad Sight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support). While using Suppression the unit will also be given an Overwatch shot if the target tries to move.  
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Some [[Classes_(EU2012)|class abilities]] alter or improve various aspects and properties of Overwatch. These include Close Combat Specialist ([[Assault_(EU2012)|Assault]]), Rapid Reaction ([[Heavy (EU2012)|Heavy]]), Squad Sight ([[Sniper (EU2012)|Sniper]]), Opportunist ([[Sniper (EU2012)|Sniper]]), Covering Fire ([[Support (EU2012)|Support]]), and Sentinel ([[Support (EU2012)|Support]]). While using Suppression the unit will also be given an Overwatch shot if the target tries to move.  
  
==Proposes==
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==Purposes==
Overwatch can serve two tactical proposes:
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Overwatch can serve two tactical purposes:
 
*'''To keep an enemy unit pinned down or risk a reaction shot'''
 
*'''To keep an enemy unit pinned down or risk a reaction shot'''
 
**To keep them from occupying key positions that allow them to flank your own units or better firing positions.  
 
**To keep them from occupying key positions that allow them to flank your own units or better firing positions.  
 
*'''To ambush unseen enemy units as they walk into the soldier's field of vision'''
 
*'''To ambush unseen enemy units as they walk into the soldier's field of vision'''
 
**To cover chokepoints such as corridors and flanks.
 
**To cover chokepoints such as corridors and flanks.
**To shoot at just activated alien packs before they reach cover after opening doors or stepping (with another unit) into their line of sight.  
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**To shoot at just-activated alien packs before they reach cover after opening doors or stepping (with another unit) into their line of sight.  
  
 
==Overwatch and Reaction Fire==
 
==Overwatch and Reaction Fire==
 
The differences between Overwatch and the [[Reaction fire triggers|Reaction Fire]] mechanic from the older games are:
 
The differences between Overwatch and the [[Reaction fire triggers|Reaction Fire]] mechanic from the older games are:
* Overwatch is only triggered by enemy movement, not attacks, unless the overwatcher is a Support with the Covering Fire ability. On Reaction Fire the unit would fire at all sorts of actions (firing, moving, kneeling, etc.)
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* A unit must be specifically ordered to enter Overwatch every turn you want it used - simply leaving units with spare actions when ending turn will not allow them to fire on enemies (the only exception being when an enemy moves within the four-tile range needed to trigger a Close Combat Specialist [[Assault_(EU2012)|Assault]], who will then fire ''even if'' his weapon is empty). Reaction Fire, on the other hand, can only be prevented by draining a unit of [[Time Units]], moving it where it can't see enemies off-turn, or by specifically disarming it.
* Overwatch will only fire once, regardless of how many actions the unit still had left and it needs to be specifically activated. On Reaction Fire unit would automatically fire as many shots as long as they had Time Units left. On Overwatch it is required for the soldier to have any of these abilities to be able to fire more than 1 shot: Sentinel (Support class), Rapid Reaction (Heavy) or Close Combat Specialist (Assault).  
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* Overwatch is only triggered by enemy movement, not attacks, unless the overwatcher is a [[Support (EU2012)|Support]] with the Covering Fire ability. On Reaction Fire the unit would fire at all sorts of actions (firing, moving, kneeling, etc.)
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* Overwatch will only fire once, regardless of how many actions the unit still had left and it needs to be specifically activated. On Reaction Fire unit could automatically fire as many shots as long as they had Time Units left. On Overwatch it is required for the soldier to have any of these abilities to be able to fire more than one shot: Sentinel ([[Support (EU2012)|Support]] class), Rapid Reaction ([[Heavy (EU2012)|Heavy]]) or Close Combat Specialist ([[Assault_(EU2012)|Assault]]).
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* Overwatch, when active, will always fire the very moment an enemy moves into a valid position to fire at. Reaction Fire, on the other hand, may not occur if the moving unit has higher [[Time_Units|TU]] and/or [[Reactions]] figures (keeping in mind Time Units were reduced with every tile travelled). It also allowed most forms of movement to be made safely behind a guarding unit so long as he wasn't facing in the required direction to see it.
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* All available units on Overwatch will fire on an enemy the moment they see it - at once. This is only time in the game multiple units may perform simultaneous attacks. Reaction Fire may only be performed by one unit at a time, meaning multiple shots are never "wasted" on units who only need one to go down.
  
 
==Tips==
 
==Tips==
* When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn't worth the risk.
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* When Overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risk missing with a 20% shot. Especially early on, when fielding rookies with low accuracy and weak weapons, it isn't worth the risk.
* The Opportunist perk turns a Squad Sight Sniper into of the deadliest units in the game by removing the Aim penalty and allowing for critical hits and also a great lookout to stop enemy thrusts with 1 shot.  
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* The Opportunist perk turns a Squad Sight [[Sniper (EU2012)|Sniper]] into of the deadliest units in the game by removing the Aim penalty and allowing for critical hits, and is also a great lookout for stopping enemy thrusts with one shot.  
* Close Combat Specialist gives as many shots as enemies step into less than 4 squares of the Assault. This ability gives Overwatch shots also during your turn so it can be used by shooting at [[Muton (EU2012)|Bezerkers]] and lead them into the direction of the Assault.
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* Close Combat Specialist gives as many shots as enemies step into less than four squares of the [[Assault_(EU2012)|Assault]]. This ability also gives Overwatch shots during your turn so it can be used by shooting at [[Muton (EU2012)#Muton Berserker|Beserkers]] (who get to take an instant, free non-attack move upon taking damage) and lead them in the direction of a unit with the perk.
* The most efficient way to deploy a wall of Overwatch shooters is to place them staggered so that they'll fire separately at the alien rather than all of them spotting it and shooting at the same time. This also allows to fire at different aliens rather than only engaging 1 of multiple attackers. However in some situations it may be more worthwhile to focus all shots at the same time to drop better armored targets.  
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* The most efficient way to deploy a wall of Overwatch shooters is to place them staggered so that they'll fire separately at the alien rather than all of them spotting it and shooting at the same time. This also allows them to fire at different aliens rather than only engaging one out of a set of multiple attackers. However, in some situations it may be more worthwhile to focus all shots at the same time to drop better-armored targets (such as [[Sectopod_(EU2012)|Sectopods]]).  
* Due to the aim penalty, overwatch can be more effectively used to "pin down" aliens while your squad maneuvers, rather than for direct damage. An aliens will never, or very rarely move if it sees an agent enter overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into overwatch will still freely move, and will more than likely trigger the reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting up overwatch for this tactic.
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* Due to the aim penalty, Overwatch can be more effectively used to "pin down" aliens while your squad manoeuvres, rather than for direct damage. An aliens will never (or very rarely) move if it sees an agent enter Overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into Overwatch will still freely move, and will more than likely trigger a reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting them up for this tactic.
  
 
==See Also==  
 
==See Also==  

Revision as of 22:35, 2 January 2013

A soldier or alien with a remaining action can enter Overwatch (default hotkey Y). This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any cover into their vision range during the enemy turn, albeit at a -20 Aim penalty and without dealing critical hits. Firing on Overwatch at Dashing units also adds another -20 Aim penalty.

Some class abilities alter or improve various aspects and properties of Overwatch. These include Close Combat Specialist (Assault), Rapid Reaction (Heavy), Squad Sight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support). While using Suppression the unit will also be given an Overwatch shot if the target tries to move.

Purposes

Overwatch can serve two tactical purposes:

  • To keep an enemy unit pinned down or risk a reaction shot
    • To keep them from occupying key positions that allow them to flank your own units or better firing positions.
  • To ambush unseen enemy units as they walk into the soldier's field of vision
    • To cover chokepoints such as corridors and flanks.
    • To shoot at just-activated alien packs before they reach cover after opening doors or stepping (with another unit) into their line of sight.

Overwatch and Reaction Fire

The differences between Overwatch and the Reaction Fire mechanic from the older games are:

  • A unit must be specifically ordered to enter Overwatch every turn you want it used - simply leaving units with spare actions when ending turn will not allow them to fire on enemies (the only exception being when an enemy moves within the four-tile range needed to trigger a Close Combat Specialist Assault, who will then fire even if his weapon is empty). Reaction Fire, on the other hand, can only be prevented by draining a unit of Time Units, moving it where it can't see enemies off-turn, or by specifically disarming it.
  • Overwatch is only triggered by enemy movement, not attacks, unless the overwatcher is a Support with the Covering Fire ability. On Reaction Fire the unit would fire at all sorts of actions (firing, moving, kneeling, etc.)
  • Overwatch will only fire once, regardless of how many actions the unit still had left and it needs to be specifically activated. On Reaction Fire unit could automatically fire as many shots as long as they had Time Units left. On Overwatch it is required for the soldier to have any of these abilities to be able to fire more than one shot: Sentinel (Support class), Rapid Reaction (Heavy) or Close Combat Specialist (Assault).
  • Overwatch, when active, will always fire the very moment an enemy moves into a valid position to fire at. Reaction Fire, on the other hand, may not occur if the moving unit has higher TU and/or Reactions figures (keeping in mind Time Units were reduced with every tile travelled). It also allowed most forms of movement to be made safely behind a guarding unit so long as he wasn't facing in the required direction to see it.
  • All available units on Overwatch will fire on an enemy the moment they see it - at once. This is only time in the game multiple units may perform simultaneous attacks. Reaction Fire may only be performed by one unit at a time, meaning multiple shots are never "wasted" on units who only need one to go down.

Tips

  • When Overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risk missing with a 20% shot. Especially early on, when fielding rookies with low accuracy and weak weapons, it isn't worth the risk.
  • The Opportunist perk turns a Squad Sight Sniper into of the deadliest units in the game by removing the Aim penalty and allowing for critical hits, and is also a great lookout for stopping enemy thrusts with one shot.
  • Close Combat Specialist gives as many shots as enemies step into less than four squares of the Assault. This ability also gives Overwatch shots during your turn so it can be used by shooting at Beserkers (who get to take an instant, free non-attack move upon taking damage) and lead them in the direction of a unit with the perk.
  • The most efficient way to deploy a wall of Overwatch shooters is to place them staggered so that they'll fire separately at the alien rather than all of them spotting it and shooting at the same time. This also allows them to fire at different aliens rather than only engaging one out of a set of multiple attackers. However, in some situations it may be more worthwhile to focus all shots at the same time to drop better-armored targets (such as Sectopods).
  • Due to the aim penalty, Overwatch can be more effectively used to "pin down" aliens while your squad manoeuvres, rather than for direct damage. An aliens will never (or very rarely) move if it sees an agent enter Overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into Overwatch will still freely move, and will more than likely trigger a reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting them up for this tactic.

See Also