https://www.ufopaedia.org/api.php?action=feedcontributions&user=Pac230&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T09:50:30ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=101106Assault (Long War)2021-06-02T17:20:09Z<p>Pac230: </p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Assault]]<br />
{{Toc (Long War)|18}}<br />
<br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1=<span style="color:blue;">{{ Close Encounters (Long War)|text=1}}</span><br />
|Sergeant2=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{ Hit And Run (Long War)|text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2=<span style="color:blue;">{{ Killer Instinct (Long War)|text=1}}</span><br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Lightning Reflexes (Long War)|text=1}}</span><br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Will To Survive (Long War)}} <br />
|SGT={{ Close Encounters (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+10 will, +1 mobility<br />
|Strength=very tanky, good will for psi training<br />
|Weakness=must get close with shotgun to attack reliably<br />
|Battles=All<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will want to carry a mind shield which grants steadfast anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.<br />
|Strategic Analysis=This build should always be fitted out with a shotgun, its massive range bonus in close proximity make aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.<br />
}}<br />
<br />
===Covert Operative===<br />
{{Class Build (Long War)|<br />
|LCL={{ Steadfast (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+6 aim, +11 will, +1 mobility<br />
|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy<br />
|Weakness=lacks intel from Battle Scanners and Concealment<br />
|Battles=Covert Deployments<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want overwatch safety.<br />
|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger. Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it. Try to spoonfeed kills whenever possible, especially on Data Recovery missions.<br />
}}<br />
<br />
===Anti-EXALT===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=high dmg output, great mobility<br />
|Weakness=limited effectiveness at long-range, and vs flying and/or armoured targets<br />
|Battles=Covert Extractions and Data Recoveries, Terror missions<br />
|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun<br />
|Power Ranks=SGT for dmg, GSG for mobility<br />
|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire. The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back. After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn. Keep in mind you can use the Ranger-boosted machine pistol to hit long range flanks. EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.<br />
}}<br />
<br />
===Stormtrooper===<br />
{{Class Build (Long War)|<br />
|LCL={{ Flush (Long War)}} <br />
|CPL={{ Aggression (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=+2 aim, +2 will<br />
|Strength=great mix of utility and damage<br />
|Weakness=requires tech and soldier development to unlock build's potential<br />
|Battles=All<br />
|Loadout=Gauss Stuttergun, Shredder Ammo, situational items<br />
|Power Ranks=SGT for performance, GSGT for damage<br />
|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)<br />
|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230https://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=100829Infantry (Long War)2021-05-25T19:18:32Z<p>Pac230: </p>
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<div>[[File: Class Infantry (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;Infantry]]<br />
{{Toc (Long War)|28}}<br />
<br />
The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': None.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Light Em Up (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Executioner (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3={{ Aggression (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Deadeye (Long War)|text=1}}<br />
|Sergeant2=<span style="color:blue;">{{ Suppression (Long War)|text=1}}</span><br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses''<br />
|TechSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|TechSgt2={{ Lock N Load (Long War)|text=1}}<br />
|TechSgt3={{ Sharpshooter (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim.'''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|GunSgt3={{ Bring Em On (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)<br />
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)<br />
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)<br />
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense<br />
<br />
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.<br />
<br />
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.<br />
<br />
==Sample Builds==<br />
===Crit Infantry===<br />
{{Class Build (Long War)|<br />
|LCL={{ Executioner (Long War)}} <br />
|CPL={{ Aggression (Long War)}} <br />
|SGT={{ Ranger (Long War)}} <br />
|TSG={{ Sharpshooter (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+6 aim, +4 will, +1 mobility<br />
|Strength=massive dmg output<br />
|Weakness=vulnerable until Extra Conditioning, relies somewhat on cover destruction support<br />
|Battles=All<br />
|Loadout=Aim/crit item(s), Hi Cap Mags<br />
|Power Ranks=SGT and GSG for dmg, MSG for survivability<br />
|Description=This build is a very straightforward mid-range damage dealer. Crit stacking guarantees crits on exposed enemies and can even land powerful crits on hardened enemies with a bit of luck. Sharpshooter can be dropped for Lock N’ Load if you prefer having more shots over more consistent crits. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun.<br />
|Strategic Analysis=Crit Infantry greatly appreciate holo targeting support and cover destruction support from rocketeers, engineers, and Collateral Damage MECs. If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game). When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest. One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two.<br />
}}<br />
<br />
===Overwatch Fire Support===<br />
{{Class Build (Long War)|<br />
|LCL={{ Covering Fire (Long War)}} <br />
|CPL={{ Opportunist (Long War)}} <br />
|SGT={{ Deadeye (Long War)}} <br />
|TSG={{ Lock N Load (Long War)}} <br />
|GSG={{ Sentinel (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+4 aim, +4 will, +1 mobility<br />
|Strength=good damage output, overwatch utility/dmg<br />
|Weakness=vulnerable until Extra Conditioning, somewhat inconsistent due to the nature of overwatch<br />
|Battles=All<br />
|Loadout=Aim/crit item(s), Hi Cap Mags<br />
|Power Ranks=CPL and GSG for overwatching, TSG for consistent ammo availability<br />
|Description=This build sacrifices some damage potential in exchange for Overwatch utility. Overwatch will lockdown some enemies and kill others who dare to run or act before it. Overwatch shots also have favorable interactions with some enemy mechanics, such as not activating intimidate from Berserkers or the shot reflection of Ethereals. Covering Fire importantly prevents the soldier from being too passive, but can also bait your soldier into taking poor or unhelpful shots. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Deadeye can be dropped for Ranger if you prefer more damage overall instead of better shots against flyers.<br />
|Strategic Analysis=Overwatch builds combo exceptionally well with Flush support, especially in conjunction with holo targeting, for good shots that will often crit. Be wary of enemies that don’t care about Overwatch (such as drones) that might distract your infantry from more pressing threats. Also beware of any enemy that might have Lightning Reflexes such as Thin Men and Chryssalids.<br />
}}<br />
<br />
===Tank Infantry===<br />
{{Class Build (Long War)|<br />
|LCL={{ Steadfast (Long War)}} <br />
|CPL={{ Will To Survive (Long War)}} <br />
|SGT={{ Suppression (Long War)}} <br />
|TSG={{ Lock N Load (Long War)}} <br />
|GSG={{ Resilience (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+4 aim, +12 will, +1 mobility<br />
|Strength=very durable, good and consistent utility<br />
|Weakness=low dmg output, needs indestructible cover to draw aggro from<br />
|Battles=Narrow maps where the risk of being outflanked: roadways and base assaults<br />
|Loadout=Reinforced armor, other tank items<br />
|Power Ranks=CPL and MSG for tanking, SGT and TSG for utility<br />
|Description=Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences. Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to kill as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits. Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main "tanks" or fire magnets. Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty but don't have access to suppression.<br />
|Strategic Analysis=Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). Similarly, don't give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too. It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction. Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption. Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=100565Assault (Long War)2021-05-09T21:00:07Z<p>Pac230: </p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Assault]]<br />
{{Toc (Long War)|18}}<br />
<br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1=<span style="color:blue;">{{ Close Encounters (Long War)|text=1}}</span><br />
|Sergeant2=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{ Hit And Run (Long War)|text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2=<span style="color:blue;">{{ Killer Instinct (Long War)|text=1}}</span><br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Lightning Reflexes (Long War)|text=1}}</span><br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Will To Survive (Long War)}} <br />
|SGT={{ Close Encounters (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+10 will, +1 mobility<br />
|Strength=very tanky, good will for psi training<br />
|Weakness=must get close with shotgun to attack reliably<br />
|Battles=All<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will want to carry a mind shield which grants steadfast anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.<br />
|Strategic Analysis=This build should always be fitted out with a shotgun, its massive range bonus in close proximity make aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.<br />
}}<br />
<br />
===Covert Operative===<br />
{{Class Build (Long War)|<br />
|LCL={{ Steadfast (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+6 aim, +11 will, +1 mobility<br />
|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy<br />
|Weakness=lacks intel from Battle Scanners and Concealment<br />
|Battles=Covert Deployments<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want overwatch safety.<br />
|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger. Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it. Try to spoonfeed kills whenever possible, especially on Data Recovery missions.<br />
}}<br />
<br />
===Anti-EXALT===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=high dmg output, great mobility<br />
|Weakness=limited effectiveness at long-range, and vs flying and/or armoured targets<br />
|Battles=Covert Extractions and Data Recoveries, Terror missions<br />
|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun<br />
|Power Ranks=SGT for dmg, GSG for mobility<br />
|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire. The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back. After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn. Keep in mind you can use the Ranger-boosted machine pistol to hit long range flanks. EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.<br />
}}<br />
<br />
===Stormtrooper===<br />
{{Class Build (Long War)|<br />
|LCL={{ Flush (Long War)}} <br />
|CPL={{ Aggression (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=+2 aim, +2 will<br />
|Strength=great mix of utility and damage<br />
|Weakness=requires tech and soldier development to unlock build's potential<br />
|Battles=All<br />
|Loadout=Gauss Stuttergun, Shredder Ammo, situational items<br />
|Power Ranks=SGT for damage, GSG for mobility<br />
|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)<br />
|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230https://www.ufopaedia.org/index.php?title=Jaeger_(Long_War)&diff=100516Jaeger (Long War)2021-05-03T03:07:51Z<p>Pac230: </p>
<hr />
<div>[[File: Class Jaeger (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;Jaeger]]<br />
{{Toc (Long War)|40}}<br />
<br />
MEC variant of the '''Sniper''' class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.<br />
<br />
:'''Primary Weapon:''' MEC Primary Weapons<br />
:'''Secondary Weapon:''' MEC Secondary Weapon Systems<br />
:'''Class-Limited items:''' MEC Equipment items<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{In The Zone (Long War) |text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{Damn Good Ground (Long War) |text=1}}<br />
|LCorporal2={{Platform Stability (Long War) |text=1}}<br />
|LCorporal3={{Sharpshooter (Long War) |text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{Executioner (Long War) |text=1}}<br />
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}<br />
|Corporal3={{Flush (Long War) |text=1}}<br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2='''+2 Will.'''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{Lone Wolf (Long War) |text=1}}<br />
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}<br />
|Sergeant3={{Ranger (Long War) |text=1}}<br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2='''+2 Aim.'''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{Aggression (Long War) |text=1}}<br />
|TechSgt2={{Damage Control (Long War) |text=1}}<br />
|TechSgt3={{Squadsight (Long War) |text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+2 Will.'''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Repair Servos (Long War) |text=1}}<br />
|GunSgt2={{Bring Em On (Long War) |text=1}}<br />
|GunSgt3={{Shredder Ammo (Long War) |text=1}}<br />
|GunSgtE1='''+2 Will.'''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{Lock N Load (Long War) |text=1}}<br />
|MSgt2={{Absorption Fields (Long War) |text=1}}<br />
|MSgt3={{Vital Point Targeting (Long War) |text=1}}<br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2='''-1 Mobility.'''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=4 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=4 || rank1-will-total=2(-3)<br />
| rank2-hp-add=0 || rank2-aim-add=4 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=8 || rank2-will-total=4(-6)<br />
| rank3-hp-add=0 || rank3-aim-add=4 || rank3-will-add=2(-3) || rank3-hp-total=1 || rank3-aim-total=12 || rank3-will-total=6(-9)<br />
| rank4-hp-add=1 || rank4-aim-add=4 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=16 || rank4-will-total=8(-12)<br />
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=2(-3) || rank5-hp-total=2 || rank5-aim-total=20 || rank5-will-total=10(-15)<br />
| rank6-hp-add=0 || rank6-aim-add=4 || rank6-will-add=2(-3) || rank6-hp-total=2 || rank6-aim-total=24 || rank6-will-total=12(-18)<br />
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=3 || rank7-aim-total=28 || rank7-will-total=14(-21)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).<br />
<br />
==Tactical Advice==<br />
While Jaegers are not designed for front-line combat roles like the Goliath, there is no reason that they have to be in any way 'squishy', vulnerable or fragile. Like all other MECs, Jaegers have access to the core MEC defensive perks: ATA*, Damage Control, Repair Servos and Absorption Fields. Like any other MEC, they can use heavier MEC suits, and defensive equipment choices. In addition, as long as the commander judges carefully and the Jaeger doesn't fail to kill, In the Zone can be used in much the same way as Hit&Run on the Pathfinder: moving out to take one or more shots on exposed (or flying) targets, before moving back into a position where it can't be seen. In other words, with the right build and equipment, a Jaeger can be just as capable of operating within enemy sight range, and weathering enemy fire, as any other MEC. (The 'Mid-Range ITZ Tank' build detailed below is an example of this approach.)<br />
<br />
That being said, the Jaeger's access to Squadsight at TSGT mean that a very powerful choice can be to drop defensive perks and gear and rely on being out of enemy range for this MEC's safety. The combination of '''Squadsight''' and '''In The Zone''' make for an extremely effective damage dealer at mid to long(ish) ranges, especially supplemented with other damage and crit perks, and equipment choices like SCOPEs, AP ammo, etc. If a commander decides to go for a specialised build such as this, they should take the utmost care not to expose the Jaeger to significant fire: it would be especially inadvisable to bring such a Jaeger to small maps that are dense with aliens, like Urban Close Quarters maps.<br />
<br />
The Jaeger has the best aim progression of all MECs.<br />
<br />
(*The Pathfinder being the one exception in not having access to ATA.)<br />
<br />
==Sample Builds==<br />
===Long-Range ITZ Cannon===<br />
{{Class Build (Long War)|<br />
|LCL={{ Platform Stability (Long War)}} <br />
|CPL={{ Executioner (Long War)}} <br />
|SGT={{ Ranger (Long War)}} <br />
|TSG={{ Squadsight (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=good damage, ITZ cleanup potential<br />
|Weakness=somewhat lackluster single target dmg<br />
|Battles=All<br />
|Loadout=Battle Computer, SCOPE, Tactical Sensors<br />
|Power Ranks=TSG for range and safety, MSG for dmg<br />
|Description=Functions similarly to an ITZ sniper, but with more damage and no need for cover. VPT gives very nice damage for ITZ chains, but Lock N Load can also be taken for potentially longer chains and more ammo overall. Bring Em On can give some clutch damage to chain off of, but is generally unreliable for chaining since ITZ lowers crit chance and the build lacks Aggression. Consider taking Shredder Ammo for utility on turns where chaining isn’t possible or even Repair Servos for some durability.<br />
|Strategic Analysis=This build is pure glass cannon, so it should engage from the rear of the battlefield. Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles). Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ. Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for some supportive utility or a Grenade Launcher to help with cover destruction (or just don't equip anything at all).<br />
}}<br />
<br />
===Short-Range ITZ Flanker===<br />
{{Class Build (Long War)|<br />
|LCL={{ Sharpshooter (Long War)}} <br />
|CPL={{ Executioner (Long War)}} <br />
|SGT={{ Lone Wolf (Long War)}} <br />
|TSG={{ Aggression (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=great damage, ITZ cleanup potential<br />
|Weakness=vulnerable if caught out<br />
|Battles=All<br />
|Loadout=Mobile Exo Suit, Battle Computer, SCOPE, Tactical Sensors<br />
|Power Ranks=TSG for crits, GSG and MSG for dmg<br />
|Description=This build is an agile glass cannon which operates on the principle that everything it shoots must die. It can move for multiple flanking kills, and then move back out of the remaining enemies’ sight. Be prepared to bail it out with smoke or an officer Command if a shot fails to kill while dangerous enemies are around.<br />
|Strategic Analysis=Ensuring kills with Bring Em On crits is extremely important for this build to get the extra actions from ITZ. Fully activated Aggression, Sharpshooter, and a crit item gives 98% crit chance on a flank. Lone Wolf, Executioner, and more crit from items will keep the crit chance going through the ITZ chain. As always, keep ammo topped off whenever possible.<br />
}}<br />
<br />
===Mid-Range ITZ Tank===<br />
{{Class Build (Long War)|<br />
|LCL={{ Platform Stability (Long War)}} <br />
|CPL={{ Executioner (Long War)}} <br />
|SGT={{ Advanced Fire Control (Long War)}} <br />
|TSG={{ Damage Control (Long War)}} <br />
|GSG={{ Repair Servos (Long War)}} <br />
|MSG={{ Absorption Fields (Long War)}}<br />
|Boost=+2 will, +2 aim, -1 mobility<br />
|Strength=good tank, ITZ cleanup potential, Overwatch Potential<br />
|Weakness=lackluster single target dmg, ITZ chains less reliable<br />
|Battles=All<br />
|Loadout=Heavy Exo Suit, Core Armoring, Battle Computer or SCOPE, Alien Trophy, Explosive Launcher(s)<br />
|Power Ranks=SGT for overwatch capability, MSG for tanking<br />
|Description=This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks. This unit operates within enemy sight range (no Squadsight) and it can take quite a beating. Advanced Fire Control gives it decent overwatch utility, but can be dropped for Ranger to get more dmg. Grenade launchers and proxy mines are useful for when you need to hunker into One for All position to tank but still need to contribute to the fight.<br />
|Strategic Analysis=Generally this soldier will want to finish off as many enemies with ITZ as possible then either reload, use a secondary weapon, or if you have good ammo left simply Overwatch. Battle Computer can be given without making enemies completely ignore the tank while on Overwatch due to the lack of Automated Threat Assessment.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Pac230https://www.ufopaedia.org/index.php?title=Jaeger_(Long_War)&diff=100515Jaeger (Long War)2021-05-03T03:03:18Z<p>Pac230: Jaegers not 'squishy'!</p>
<hr />
<div>[[File: Class Jaeger (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;Jaeger]]<br />
{{Toc (Long War)|40}}<br />
<br />
MEC variant of the '''Sniper''' class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.<br />
<br />
:'''Primary Weapon:''' MEC Primary Weapons<br />
:'''Secondary Weapon:''' MEC Secondary Weapon Systems<br />
:'''Class-Limited items:''' MEC Equipment items<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{In The Zone (Long War) |text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{Damn Good Ground (Long War) |text=1}}<br />
|LCorporal2={{Platform Stability (Long War) |text=1}}<br />
|LCorporal3={{Sharpshooter (Long War) |text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{Executioner (Long War) |text=1}}<br />
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}<br />
|Corporal3={{Flush (Long War) |text=1}}<br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2='''+2 Will.'''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{Lone Wolf (Long War) |text=1}}<br />
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}<br />
|Sergeant3={{Ranger (Long War) |text=1}}<br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2='''+2 Aim.'''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{Aggression (Long War) |text=1}}<br />
|TechSgt2={{Damage Control (Long War) |text=1}}<br />
|TechSgt3={{Squadsight (Long War) |text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+2 Will.'''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Repair Servos (Long War) |text=1}}<br />
|GunSgt2={{Bring Em On (Long War) |text=1}}<br />
|GunSgt3={{Shredder Ammo (Long War) |text=1}}<br />
|GunSgtE1='''+2 Will.'''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{Lock N Load (Long War) |text=1}}<br />
|MSgt2={{Absorption Fields (Long War) |text=1}}<br />
|MSgt3={{Vital Point Targeting (Long War) |text=1}}<br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2='''-1 Mobility.'''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=4 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=4 || rank1-will-total=2(-3)<br />
| rank2-hp-add=0 || rank2-aim-add=4 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=8 || rank2-will-total=4(-6)<br />
| rank3-hp-add=0 || rank3-aim-add=4 || rank3-will-add=2(-3) || rank3-hp-total=1 || rank3-aim-total=12 || rank3-will-total=6(-9)<br />
| rank4-hp-add=1 || rank4-aim-add=4 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=16 || rank4-will-total=8(-12)<br />
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=2(-3) || rank5-hp-total=2 || rank5-aim-total=20 || rank5-will-total=10(-15)<br />
| rank6-hp-add=0 || rank6-aim-add=4 || rank6-will-add=2(-3) || rank6-hp-total=2 || rank6-aim-total=24 || rank6-will-total=12(-18)<br />
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=3 || rank7-aim-total=28 || rank7-will-total=14(-21)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).<br />
<br />
==Tactical Advice==<br />
While Jaegers are not designed for front-line combat roles like the Goliath, there is no reason that they have to be in any way 'squishy', vulnerable or fragile. Like all other MECs, Jaegers have access to the core MEC defensive perks: ATA, Damage Control, Repair Servos and Absorption Fields. Like any other MEC, they can use heavier MEC suits, and defensive equipment choices. In addition, as long as the commander judges carefully and the Jaeger doesn't fail to kill, In the Zone can be used in much the same way as Hit&Run on the Pathfinder: moving out to take one or more shots on exposed (or flying) targets, before moving back into a position where it can't be seen. In other words, with the right build and equipment, a Jaeger can be just as capable of weathering enemy fire as any other MEC. (The 'Mid-Range ITZ Tank' build detailed below is an example of this.)<br />
<br />
That being said, the Jaeger's access to Squadsight at TSGT mean that a very powerful choice can be to drop defensive perks and gear and rely on being out of enemy range for this MEC's safety. The combination of '''Squadsight''' and '''In The Zone''' make for an extremely effective damage dealer at mid to long(ish) ranges, especially supplemented with other damage and crit perks, and equipment choices like SCOPEs, AP ammo, etc. If a commander decides to go for an extreme build such as this, they should take the utmost care not to expose the Jaeger to heavy fire: it would be especially inadvisable to bring such a Jaeger to small maps that are dense with aliens, like Urban Close Quarters maps.<br />
<br />
The Jaeger has the best aim progression of all MECs.<br />
<br />
==Sample Builds==<br />
===Long-Range ITZ Cannon===<br />
{{Class Build (Long War)|<br />
|LCL={{ Platform Stability (Long War)}} <br />
|CPL={{ Executioner (Long War)}} <br />
|SGT={{ Ranger (Long War)}} <br />
|TSG={{ Squadsight (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=good damage, ITZ cleanup potential<br />
|Weakness=somewhat lackluster single target dmg<br />
|Battles=All<br />
|Loadout=Battle Computer, SCOPE, Tactical Sensors<br />
|Power Ranks=TSG for range and safety, MSG for dmg<br />
|Description=Functions similarly to an ITZ sniper, but with more damage and no need for cover. VPT gives very nice damage for ITZ chains, but Lock N Load can also be taken for potentially longer chains and more ammo overall. Bring Em On can give some clutch damage to chain off of, but is generally unreliable for chaining since ITZ lowers crit chance and the build lacks Aggression. Consider taking Shredder Ammo for utility on turns where chaining isn’t possible or even Repair Servos for some durability.<br />
|Strategic Analysis=This build is pure glass cannon, so it should engage from the rear of the battlefield. Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles). Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ. Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for some supportive utility or a Grenade Launcher to help with cover destruction (or just don't equip anything at all).<br />
}}<br />
<br />
===Short-Range ITZ Flanker===<br />
{{Class Build (Long War)|<br />
|LCL={{ Sharpshooter (Long War)}} <br />
|CPL={{ Executioner (Long War)}} <br />
|SGT={{ Lone Wolf (Long War)}} <br />
|TSG={{ Aggression (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=great damage, ITZ cleanup potential<br />
|Weakness=vulnerable if caught out<br />
|Battles=All<br />
|Loadout=Mobile Exo Suit, Battle Computer, SCOPE, Tactical Sensors<br />
|Power Ranks=TSG for crits, GSG and MSG for dmg<br />
|Description=This build is an agile glass cannon which operates on the principle that everything it shoots must die. It can move for multiple flanking kills, and then move back out of the remaining enemies’ sight. Be prepared to bail it out with smoke or an officer Command if a shot fails to kill while dangerous enemies are around.<br />
|Strategic Analysis=Ensuring kills with Bring Em On crits is extremely important for this build to get the extra actions from ITZ. Fully activated Aggression, Sharpshooter, and a crit item gives 98% crit chance on a flank. Lone Wolf, Executioner, and more crit from items will keep the crit chance going through the ITZ chain. As always, keep ammo topped off whenever possible.<br />
}}<br />
<br />
===Mid-Range ITZ Tank===<br />
{{Class Build (Long War)|<br />
|LCL={{ Platform Stability (Long War)}} <br />
|CPL={{ Executioner (Long War)}} <br />
|SGT={{ Advanced Fire Control (Long War)}} <br />
|TSG={{ Damage Control (Long War)}} <br />
|GSG={{ Repair Servos (Long War)}} <br />
|MSG={{ Absorption Fields (Long War)}}<br />
|Boost=+2 will, +2 aim, -1 mobility<br />
|Strength=good tank, ITZ cleanup potential, Overwatch Potential<br />
|Weakness=lackluster single target dmg, ITZ chains less reliable<br />
|Battles=All<br />
|Loadout=Heavy Exo Suit, Core Armoring, Battle Computer or SCOPE, Alien Trophy, Explosive Launcher(s)<br />
|Power Ranks=SGT for overwatch capability, MSG for tanking<br />
|Description=This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks. This unit operates within enemy sight range (no Squadsight) and it can take quite a beating. Advanced Fire Control gives it decent overwatch utility, but can be dropped for Ranger to get more dmg. Grenade launchers and proxy mines are useful for when you need to hunker into One for All position to tank but still need to contribute to the fight.<br />
|Strategic Analysis=Generally this soldier will want to finish off as many enemies with ITZ as possible then either reload, use a secondary weapon, or if you have good ammo left simply Overwatch. Battle Computer can be given without making enemies completely ignore the tank while on Overwatch due to the lack of Automated Threat Assessment.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Pac230https://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=100512Gunner (Long War)2021-05-02T05:24:28Z<p>Pac230: </p>
<hr />
<div>[[File: CLASS HEAVY.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Gunner]]<br />
{{Toc (Long War)|75}}<br />
<br />
The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': None.<br />
:'''Class-Limited items''': Armor-Piercing Ammo.<br />
<br />
<div style="clear:both;"></div><br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Suppression (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Flush (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Holo-Targeting (Long War)|text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+ 2 Aim.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ HEAT Ammo (Long War)|text=1}}</span><br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Will To Survive (Long War)|text=1}}<br />
|Sergeant2={{ Executioner (Long War)|text=1}}<br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1='''+3 Will'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{ Ready For Anything (Long War)|text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+ 2 Aim.'''<br />
|TechSgtE3=''No others bonuses.''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2={{ Platform Stability (Long War)|text=1}}<br />
|GunSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense / Offensive Support<br />
<br />
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.<br />
<br />
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG's full range.<br />
<br />
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.<br />
<br />
==Sample Builds==<br />
===HEAT Gunner===<br />
{{Class Build (Long War)|<br />
|LCL={{ Flush (Long War)}} <br />
|CPL={{ HEAT Ammo (Long War)}} <br />
|SGT={{ Will To Survive (Long War)}} <br />
|TSG={{ Rapid Fire (Long War)}} <br />
|GSG={{ Resilience (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+7 will, +4 aim, +1 mobility<br />
|Strength=shreds mechanical units, very durable<br />
|Weakness=limited offense and utility against non-mechanicals<br />
|Battles=All except EXALT missions<br />
|Loadout=SAW, AP ammo, armor plating, SCOPE<br />
|Power Ranks=CPL and TSG for dmg, SGT and MSG for durability<br />
|Description=Early on, HEAT Gunners make short work of drones and seekers with HEAT Flush shots just when other soldiers are struggling to get through their DR. Against flying Cyberdiscs they may struggle somewhat to score hits reliably, but they really come into their own against Mechtoids and Sectopods, being the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. Only the advent of MECs threatens to challenge the HEAT Gunner's dominance of the anti-robot role, but MEC suits and troopers are very expensive compared with TSGT Gunners.<br />
|Strategic Analysis=In addition to making short work of mechanical units, Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.<br />
}}<br />
<br />
===Bullet Wizard===<br />
{{Class Build (Long War)|<br />
|LCL={{ Holo-Targeting (Long War)}} <br />
|CPL={{ Shredder Ammo (Long War)}} <br />
|SGT={{ Will To Survive (Long War)}} <br />
|TSG={{ Double Tap (Long War)}} <br />
|GSG={{ Danger Zone (Long War)}} <br />
|MSG={{ Mayhem (Long War)}}<br />
|Boost=+3 will<br />
|Strength=High utility, especially late game<br />
|Weakness=limited/inconsistent offense, needs MSG rank badly<br />
|Battles=All<br />
|Loadout=LMG, armor plating, utility item(s) as needed<br />
|Power Ranks=TSG for damage, MSG for AOE suppression shredding<br />
|Description=With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills. Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units.<br />
|Strategic Analysis=Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can't do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.<br />
}}<br />
<br />
===Overwatch Gunner===<br />
{{Class Build (Long War)|<br />
|LCL={{ Covering Fire (Long War)}} <br />
|CPL={{ Opportunist (Long War)}} <br />
|SGT={{ Ranger (Long War)}} <br />
|TSG={{ Ready For Anything (Long War)}} <br />
|GSG={{ Platform Stability (Long War)}} <br />
|MSG={{ Sentinel (Long War)}}<br />
|Boost=+4 aim<br />
|Strength=high damage output<br />
|Weakness=discourages use of suppression, vulnerable<br />
|Battles=All<br />
|Loadout=LMG, SCOPE, AP ammo<br />
|Power Ranks=CPL and MSG for overwatch, TSG for overall damage<br />
|Description=This gunner build forgoes utility and anti-mech specialization to focus on simply dealing high damage with overwatch. You may want to build another soldier for Suppressing since this gunner will usually not have time to do so. Ranger can be dropped for Will to Survive for a bit of survivability if desired, but the LMG’s range should usually keep this soldier far enough away from danger.<br />
|Strategic Analysis=Cover with good sightlines is extremely important for this soldier. Try to position your squad around this unit so that when aliens charge in or go for flanks they are severely punished. Consider giving Officer or Psionic training so something can still be done even when a minor reposition is necessary.<br />
}}<br />
<br />
===Jack of All Trades===<br />
{{Class Build (Long War)|<br />
|LCL={{ Holo-Targeting (Long War)}} <br />
|CPL={{ HEAT Ammo (Long War)}} <br />
|SGT={{ Will To Survive (Long War)}} <br />
|TSG={{ Rapid Fire (Long War)}} <br />
|GSG={{ Danger Zone (Long War)}} <br />
|MSG={{ Mayhem (Long War)}}<br />
|Boost=+3 will<br />
|Strength=shreds mechanical units, good utility<br />
|Weakness=somewhat vulnerable<br />
|Battles=All<br />
|Loadout=SAW, armor plating, SCOPE<br />
|Power Ranks=TSG for damage, MSG for AOE suppression shredding<br />
|Description=A compromise between a HEAT gunner and a Bullet Wizard, this build brings part of the magic of the Bullet Wizard to your primary robot killer. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage and late game it comes online again with massive utility. Consider taking Double Tap if you plan on primarily using an LMG series weapon.<br />
|Strategic Analysis=Plays similarly to a HEAT gunner, except with the option to hang back and suppress multiple targets later in the game (especially against non-mechanicals). As it doesn't take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Running forward for a range bonus on Rapid Fire shots should only be done when needed.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Pac230https://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=100511Gunner (Long War)2021-05-02T05:21:39Z<p>Pac230: </p>
<hr />
<div>[[File: CLASS HEAVY.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Gunner]]<br />
{{Toc (Long War)|75}}<br />
<br />
The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': None.<br />
:'''Class-Limited items''': Armor-Piercing Ammo.<br />
<br />
<div style="clear:both;"></div><br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Suppression (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Flush (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Holo-Targeting (Long War)|text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+ 2 Aim.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ HEAT Ammo (Long War)|text=1}}</span><br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Will To Survive (Long War)|text=1}}<br />
|Sergeant2={{ Executioner (Long War)|text=1}}<br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1='''+3 Will'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{ Ready For Anything (Long War)|text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+ 2 Aim.'''<br />
|TechSgtE3=''No others bonuses.''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2={{ Platform Stability (Long War)|text=1}}<br />
|GunSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense / Offensive Support<br />
<br />
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.<br />
<br />
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG's full range.<br />
<br />
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.<br />
<br />
==Sample Builds==<br />
===HEAT Gunner===<br />
{{Class Build (Long War)|<br />
|LCL={{ Flush (Long War)}} <br />
|CPL={{ HEAT Ammo (Long War)}} <br />
|SGT={{ Will To Survive (Long War)}} <br />
|TSG={{ Rapid Fire (Long War)}} <br />
|GSG={{ Resilience (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+7 will, +4 aim, +1 mobility<br />
|Strength=shreds mechanical units, very durable<br />
|Weakness=limited offense and utility against non-mechanicals<br />
|Battles=All except EXALT missions<br />
|Loadout=SAW, AP ammo, armor plating, SCOPE<br />
|Power Ranks=CPL and TSG for dmg, SGT and MSG for durability<br />
|Description=Early on, HEAT Gunners make short work of drones and seekers with HEAT Flush shots just when other soldiers are struggling to get through their DR. Unfortunately they struggle somewhat against Cyberdiscs, which they struggle to score hits on reliably without Flush which reduces damage. However they really come into their own against Mechtoids and Sectopods, being the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. Only the advent of MECs threatens to challenge the HEAT Gunner's dominance of the anti-robot role, but MEC suits and troopers are very expensive compared with TSGT Gunners.<br />
|Strategic Analysis=In addition to making short work of mechanical units, Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.<br />
}}<br />
<br />
===Bullet Wizard===<br />
{{Class Build (Long War)|<br />
|LCL={{ Holo-Targeting (Long War)}} <br />
|CPL={{ Shredder Ammo (Long War)}} <br />
|SGT={{ Will To Survive (Long War)}} <br />
|TSG={{ Double Tap (Long War)}} <br />
|GSG={{ Danger Zone (Long War)}} <br />
|MSG={{ Mayhem (Long War)}}<br />
|Boost=+3 will<br />
|Strength=High utility, especially late game<br />
|Weakness=limited/inconsistent offense, needs MSG rank badly<br />
|Battles=All<br />
|Loadout=LMG, armor plating, utility item(s) as needed<br />
|Power Ranks=TSG for damage, MSG for AOE suppression shredding<br />
|Description=With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills. Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units.<br />
|Strategic Analysis=Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can't do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.<br />
}}<br />
<br />
===Overwatch Gunner===<br />
{{Class Build (Long War)|<br />
|LCL={{ Covering Fire (Long War)}} <br />
|CPL={{ Opportunist (Long War)}} <br />
|SGT={{ Ranger (Long War)}} <br />
|TSG={{ Ready For Anything (Long War)}} <br />
|GSG={{ Platform Stability (Long War)}} <br />
|MSG={{ Sentinel (Long War)}}<br />
|Boost=+4 aim<br />
|Strength=high damage output<br />
|Weakness=discourages use of suppression, vulnerable<br />
|Battles=All<br />
|Loadout=LMG, SCOPE, AP ammo<br />
|Power Ranks=CPL and MSG for overwatch, TSG for overall damage<br />
|Description=This gunner build forgoes utility and anti-mech specialization to focus on simply dealing high damage with overwatch. You may want to build another soldier for Suppressing since this gunner will usually not have time to do so. Ranger can be dropped for Will to Survive for a bit of survivability if desired, but the LMG’s range should usually keep this soldier far enough away from danger.<br />
|Strategic Analysis=Cover with good sightlines is extremely important for this soldier. Try to position your squad around this unit so that when aliens charge in or go for flanks they are severely punished. Consider giving Officer or Psionic training so something can still be done even when a minor reposition is necessary.<br />
}}<br />
<br />
===Jack of All Trades===<br />
{{Class Build (Long War)|<br />
|LCL={{ Holo-Targeting (Long War)}} <br />
|CPL={{ HEAT Ammo (Long War)}} <br />
|SGT={{ Will To Survive (Long War)}} <br />
|TSG={{ Rapid Fire (Long War)}} <br />
|GSG={{ Danger Zone (Long War)}} <br />
|MSG={{ Mayhem (Long War)}}<br />
|Boost=+3 will<br />
|Strength=shreds mechanical units, good utility<br />
|Weakness=somewhat vulnerable<br />
|Battles=All<br />
|Loadout=SAW, armor plating, SCOPE<br />
|Power Ranks=TSG for damage, MSG for AOE suppression shredding<br />
|Description=A compromise between a HEAT gunner and a Bullet Wizard, this build brings part of the magic of the Bullet Wizard to your primary robot killer. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage and late game it comes online again with massive utility. Consider taking Double Tap if you plan on primarily using an LMG series weapon.<br />
|Strategic Analysis=Plays similarly to a HEAT gunner, except with the option to hang back and suppress multiple targets later in the game (especially against non-mechanicals). As it doesn't take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Running forward for a range bonus on Rapid Fire shots should only be done when needed.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=100510Assault (Long War)2021-05-02T05:12:58Z<p>Pac230: Ditto: Anti-EXALT</p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Assault]]<br />
{{Toc (Long War)|18}}<br />
<br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1=<span style="color:blue;">{{ Close Encounters (Long War)|text=1}}</span><br />
|Sergeant2=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{ Hit And Run (Long War)|text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2=<span style="color:blue;">{{ Killer Instinct (Long War)|text=1}}</span><br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Lightning Reflexes (Long War)|text=1}}</span><br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Will To Survive (Long War)}} <br />
|SGT={{ Close Encounters (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+10 will, +1 mobility<br />
|Strength=very tanky, good will for psi training<br />
|Weakness=must get close with shotgun to attack reliably<br />
|Battles=All<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will want to carry a mind shield which grants steadfast anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.<br />
|Strategic Analysis=This build should always be fitted out with a shotgun, its massive range bonus in close proximity make aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.<br />
}}<br />
<br />
===Covert Operative===<br />
{{Class Build (Long War)|<br />
|LCL={{ Steadfast (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+6 aim, +11 will, +1 mobility<br />
|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy<br />
|Weakness=lacks intel from Battle Scanners and Concealment<br />
|Battles=Covert Deployments<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want overwatch safety.<br />
|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger. Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it. Try to spoonfeed kills whenever possible, especially on Data Recovery missions.<br />
}}<br />
<br />
===Anti-EXALT===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=high dmg output, great mobility<br />
|Weakness=vulnerable if EXALT ever gets to shoot back or uses their explosives<br />
|Battles=Covert Extractions and Data Recoveries, Terror missions<br />
|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun<br />
|Power Ranks=SGT for dmg, GSG for mobility<br />
|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire. The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back. After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn. Keep in mind you can use the Ranger-boosted machine pistol to hit long range flanks. EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.<br />
}}<br />
<br />
===Stormtrooper===<br />
{{Class Build (Long War)|<br />
|LCL={{ Flush (Long War)}} <br />
|CPL={{ Aggression (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=+2 aim, +2 will<br />
|Strength=great mix of utility and damage<br />
|Weakness=requires tech and soldier development to unlock build's potential<br />
|Battles=All<br />
|Loadout=Gauss Stuttergun, Shredder Ammo, situational items<br />
|Power Ranks=SGT for damage, GSG for mobility<br />
|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)<br />
|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=100509Assault (Long War)2021-05-02T05:06:02Z<p>Pac230: Fixing up odd changes to Stormtrooper build (build does not use Sprinter!!)</p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Assault]]<br />
{{Toc (Long War)|18}}<br />
<br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1=<span style="color:blue;">{{ Close Encounters (Long War)|text=1}}</span><br />
|Sergeant2=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{ Hit And Run (Long War)|text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2=<span style="color:blue;">{{ Killer Instinct (Long War)|text=1}}</span><br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Lightning Reflexes (Long War)|text=1}}</span><br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Will To Survive (Long War)}} <br />
|SGT={{ Close Encounters (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+10 will, +1 mobility<br />
|Strength=very tanky, good will for psi training<br />
|Weakness=must get close with shotgun to attack reliably<br />
|Battles=All<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will want to carry a mind shield which grants steadfast anyways. Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.<br />
|Strategic Analysis=This build should always be fitted out with a shotgun, its massive range bonus in close proximity make aim perks unnecessary even when firing at enemies in cover. If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling with psi abilities while the rest of the squad dispatches of the first wave of enemies. Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.<br />
}}<br />
<br />
===Covert Operative===<br />
{{Class Build (Long War)|<br />
|LCL={{ Steadfast (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Extra Conditioning (Long War)}}<br />
|Boost=+6 aim, +11 will, +1 mobility<br />
|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy<br />
|Weakness=lacks intel from Battle Scanners and Concealment<br />
|Battles=Covert Deployments<br />
|Loadout=Reinforced Armor, other tank items, Alien Trophy<br />
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling<br />
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults. Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want overwatch safety.<br />
|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger. Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it. Try to spoonfeed kills whenever possible, especially on Data Recovery missions.<br />
}}<br />
<br />
===Anti-EXALT===<br />
{{Class Build (Long War)|<br />
|LCL={{ Close Combat Specialist (Long War)}} <br />
|CPL={{ Ranger (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Resilience (Long War)}} <br />
|GSG={{ Sprinter (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=N/A<br />
|Strength=high dmg output, great mobility<br />
|Weakness=vulnerable if EXALT ever gets to shoot back or uses their explosives<br />
|Battles=Covert Extractions and Data Recoveries, Terror missions<br />
|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun<br />
|Power Ranks=SGT for dmg, GSG for mobility<br />
|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions assaults with this build supported by a few other soldiers should effortlessly rip and tear through the enemy, often not even giving them a single turn of effective fire. The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies and lack of tank not usually being a major concern due to the alien AI’s tendency to shoot at civilians whenever possible. Resilience can be dropped for Executioner if you aren’t worried about any retaliatory fire and want to maximize damage dealing instead.<br />
|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back. After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn. Keep in mind you can use the Ranger boosted machine pistol to hit long range flanks. EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.<br />
}}<br />
<br />
===Stormtrooper===<br />
{{Class Build (Long War)|<br />
|LCL={{ Flush (Long War)}} <br />
|CPL={{ Aggression (Long War)}} <br />
|SGT={{ Hit And Run (Long War)}} <br />
|TSG={{ Executioner (Long War)}} <br />
|GSG={{ Bring Em On (Long War)}} <br />
|MSG={{ Vital Point Targeting (Long War)}}<br />
|Boost=+2 aim, +2 will<br />
|Strength=great mix of utility and damage<br />
|Weakness=requires tech and soldier development to unlock build's potential<br />
|Battles=All<br />
|Loadout=Gauss Stuttergun, Shredder Ammo, situational items<br />
|Power Ranks=SGT for damage, GSG for mobility<br />
|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game SMGs are severely limited by their low ammunition (2), poor base damage, and poor crit rate. However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Aggression and Executioner compensate for the lack of base crit rate, resulting in a mobile soldier that can contribute in all types of engagement. (At MSGT, VPT can be dropped for Extra Conditioning for a more survivable soldier.)<br />
|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Also note that, even with flanks and Aggression, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=85169Assault (Long War)2017-07-24T22:30:45Z<p>Pac230: </p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Close Encounters (Long War)|text=1}}<br />
|Sergeant2={{ Rapid Fire (Long War)|text=1}}<br />
|Sergeant3={{ Hit And Run (Long War)|text=1}}<br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2={{ Killer Instinct (Long War)|text=1}}<br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}<br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<br />
== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)<br />
|}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
== Tactical Advice ==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning '''Medic''' (40-47 will growth vs 39-46 will on Psi Medic).<br />
<br />
At Lance Corporal: '''Close Combat Specialist''' for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, '''Steadfast''' can be chosen for the +5 bonus will for soldiers you're grooming for psi. <br />
<br />
At Corporal: '''Will to Survive''' is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. <br />
<br />
At Sergeant: '''Close Encounters''' for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won't be using as much '''Run & Gun''' and flanking, so '''Rapid Fire''' and '''Hit and Run''' are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with '''Close Combat Specialist''', allowing up to 3 shots a turn on a target. <br />
<br />
At Tech Sergeant: '''Resilience''' is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. <br />
<br />
At Gunnery Sergeant: '''Sprinter''' to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. '''Tactical Sense''' is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.<br />
<br />
At Master Sergeant: '''Extra Conditioning''' to provide extra HP, aim, will, and mobility, increasing tanking and versatility. <br />
<br />
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items. Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.<br />
<br />
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.<br />
<br />
===R&G Operative=== <br />
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire. Chop into a Marauder once EXALT is out of the game.<br />
<br />
At Lance Corporal: '''Steadfast''' In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.<br />
<br />
At Corporal: '''Ranger''' as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.<br />
<br />
At Sergeant: '''Rapid Fire''' works with '''Run & Gun''', which is key to chaining transmitters on covert ops. With '''Ranger''', '''Rapid Fire''' allows good pistol damage even on a Covert Extraction. Be careful that you don't empty your magazine, or else you can't use '''Run & Gun''' the next turn to hit a transmitter! Alternatively, '''Close Encounters''' synergizes well with '''Close Combat Specialist''' to allow your covert op to deal decent amounts of damage or shoot and then reload to allow '''Run & Gun''' the next turn. <br />
<br />
At Tech Sergeant: '''Resilience''' to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.<br />
<br />
At Gunnery Sergeant: '''Sprinter''' to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.<br />
<br />
At Master Sergeant: '''Extra Conditioning''' for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits '''Rapid Fire''' outside of Covert Operation missions.<br />
<br />
Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.<br />
<br />
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT's Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)<br />
<br />
===Anti-EXALT=== <br />
Specialises in slaughtering helpless EXALT as fast as possible, but also useful in some other missions, especially Terror missions.<br />
<br />
''Suitable Recruits'': High Mobility is important, as the soldier will usually be burdened with a shotgun and heavy pistol, and EXALT missions often require covering a lot of ground.<br />
<br />
LCPL: '''Close Combat Specialist'''. Essential perk that will provide the large number of extra shots needed to whittle down EXALT numbers, and the high Health of some higher level EXALT.<br />
<br />
CPL: '''Ranger'''. Essential perk as it will slightly boost the damage of every shot, and this build will take an awful lot of shots. The bonus to pistol accuracy is also useful, so that the soldier has an effective long-range alternative to its shotgun. At the same rank, Aggression is not useful to this build, as its CCS reaction shots cannot crit.<br />
<br />
SGT: '''Hit & Run''' or '''Close Encounters'''. Either option can work for this build. H&R has the advantage that it can be used with longer-range pistol shots. CE that it can be used despite cover (and against flyers, though this is not relevant to EXALT missions).<br />
<br />
TSGT: '''Resilience'''. EXALT missions often involve abandoning cover to advance as fast as possible, and getting in among the enemy. Usually, this is made safe by keeping EXALT's main guns deactivated, but Resilience helps to keep a soldier safe if there is a slip-up. If you are confident in your ability to keep the soldier safe, ''Executioner'' makes for a good alternative. (Killer Instinct is not effective as it does not combine well with Hit & Run or CE from SGT rank, above.)<br />
<br />
GSGT: '''Sprinter'''. Helps to cover ground, without needing to use Run & Gun, on EXALT missions.<br />
<br />
MSGT: '''Vital Point Targeting'''. Like Ranger, affects all shots taken. And no Autopsies are needed for it to affect EXALT!<br />
<br />
''Role'': EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions, two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire.<br />
<br />
The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
<br />
''Gear'': These Assaults should be armed with shotgun-type weapons and heavy pistols (Machine Pistol-type). On EXALT missions, use light armour to maximise Mobility (as long as the Assault's Health is not so low that you are worried about being taken out by a single grenade). Also on EXALT missions, take Hi-Cap Mags, and Alien Trophies to ensure that a turn of fire isn't missed to panic if the Assault gets grenaded. On Terror missions, take heavier armour and Chitin Plating.<br />
<br />
''Limitations'': On regular missions, where it is not practical to get in among the enemy for fear of activating more pods, this build is less effective. Although it can still contribute a bit at longer ranges with its pistol thanks to Ranger, many other types of soldier (including other Assault builds) would offer more. Therefore, you may not want to develop more than two or three of these Assaults, and may want to chop one or more of them into MECs once EXALT is no longer a going concern.<br />
<br />
===Stormtrooper===<br />
This is a mid-game build that comes into its own when Gauss Stutterguns, plus the Ammo Conservation Foundry project, have been obtained. Its role is as an Assault that can provide effective firepower in all firefights, not just close-range shotgun work, can break enemy lines and cause massive damage on flanks.<br />
<br />
''Suitable Recruits'': Above average Mobility and decent Aim.<br />
<br />
LCPL: '''Flush'''. The kind of mid-game squads a Stormtrooper should be accompanying should include one or more excellent Overwatchers (appropriate Infantry, Medic, Rocketeer or Gunner builds) who can take advantage of an enemy flushed into their fire. Also has general utility for finishing off weakened enemies.<br />
<br />
CPL: '''Aggression'''. Essential perk for boosting this build's crit rate.<br />
<br />
SGT: '''Hit & Run'''. This build prefers to operate with an SMG, whose much longer effective range than a shotgun's means that H&R is preferred over Close Encounters.<br />
<br />
TSGT: '''Executioner'''.<br />
<br />
GSGT: '''Bring 'Em On'''. Essential perk that gives this build much-increased damage potential.<br />
<br />
MSGT: '''Extra Conditioning''' or '''Vital Point Targeting'''. This build takes no other defensive perk choices, so Extra Conditioning can be a good cautious choice for keeping the investment alive. On the other hand, VPT will further boost damage capacity.<br />
<br />
''Role'': This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. However, at the start of the game they are severely limited by their low ammunition (2), poor base damage (25% worse than Assault Rifles, 50% worse than Shotguns) and poor crit rate (no crit bonus at all). (Another advantage is that Gauss Stutterguns are very cheap, while more advanced shotguns increasingly become very expensive specialist weapons.) Early on, SMGs should only see use on soldiers not expected to contribute much from their shooting at all.<br />
<br />
However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Its lack of crit bonus can now be compensated for through perks like Aggression and Executioner. The result is a highly mobile Assault who can contribute in all types of engagement: Flushing enemies into Overwatch fire when bogged down into cover-to-cover firefights; and taking high-damage flanks (or shots against targets with destroyed cover) when feasible.<br />
<br />
''Gear'': Gauss Stuttergun. When Pulse Lasers are researched, higher-ranking Stormtroopers can take Pulse Stenguns for the boosted crit chance. Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Either heavy or light armour can be used depending on mission and expected level of resistance. Shredder Ammo is recommended: it combines well with Flush, and also allows the build to contribute more against very high Health enemies. The other slot is relatively free, and may be used for armour plating, a crit bonus item, or an Alien grenade or support grenade.<br />
<br />
''Limitations'': Before the Gauss Stuttergun (with Ammo Conservation) becomes available, this build will likely be outperformed by Assault builds that use Close Combat Specialist and shotguns. Equally, when most squads do not have one or more reliable Overwatchers (and when you don't yet have Shredder Ammo), their Flush will not be especially useful. It is suggested that later recruits (reward soldiers who start at CPL or SGT) be used to make most Stormtroopers.<br />
<br />
A major use of this build is to break cover-to-cover stalemates by flanking the enemy position. As always, be aware that such moves may activate more enemy pods: it is wise to check the situation with a Battlescanner before making an aggressive flanking move.<br />
<br />
Also note that, even with flanks and Aggression, and relying on crits for its high damage rate, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230https://www.ufopaedia.org/index.php?title=Scout_(Long_War)&diff=85168Scout (Long War)2017-07-24T18:36:40Z<p>Pac230: Added Runner build</p>
<hr />
<div>[[File: Class Scout (Long War).png|left|frame|64px|Scout]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The '''Scout''' is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is '''Lightning Reflexes''', greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.<br />
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off Shotgun.<br />
:'''Class-Limited items''': Marksman Scope, Chameleon Suit.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{Lightning Reflexes (Long War) |text=1}}<br />
|SpecialistE1= '''+1 Mobility.'''<br />
|LCorporal1={{Holo-Targeting (Long War) |text=1}}<br />
|LCorporal2={{Damn Good Ground (Long War) |text=1}}<br />
|LCorporal3={{Lone Wolf (Long War) |text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{Low Profile (Long War) |text=1}}<br />
|Corporal2={{Ranger (Long War) |text=1}}<br />
|Corporal3={{Deadeye (Long War) |text=1}}<br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2='''+1 Aim.'''<br />
|CorporalE3='''+1 Aim.'''<br />
|Sergeant1={{Flush (Long War) |text=1}}<br />
|Sergeant2={{Aggression (Long War) |text=1}}<br />
|Sergeant3={{Battle Scanner (Long War) |text=1}}<br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{Concealment (Long War) |text=1}}<br />
|TechSgt2={{In The Zone (Long War) |text=1}}<br />
|TechSgt3={{Hit And Run (Long War) |text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Tactical Sense (Long War) |text=1}}<br />
|GunSgt2={{Bring Em On (Long War) |text=1}}<br />
|GunSgt3={{Sprinter (Long War) |text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{Extra Conditioning (Long War) |text=1}}<br />
|MSgt2={{Vital Point Targeting (Long War) |text=1}}<br />
|MSgt3={{Smoke And Mirrors (Long War) |text=1}}<br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*<br />
<br />
|-<br />
|Specialist|| 0 || 0 || 4 || 4|| 5(6) || 5(-6)<br />
|-<br />
|Lance Corporal|| 0 || 0 || 3 || 7|| 5(6)|| 10(-12)<br />
|-<br />
|Corporal|| 1 || 1 || 4 || 11||3(4) || 13(-16)<br />
|-<br />
|Sergeant|| 0 || 1 || 3 || 14||3(4) || 16(-20)<br />
|-<br />
|Tech Sergeant|| 0 || 1 || 4 || 18||3(4) || 19(-24)<br />
|-<br />
|Gunnery Sergeant|| 0 || 1 || 3 || 21||3(4) || 22(-28)<br />
|-<br />
|Master Sergeant|| 1 || 2 || 4 || 25|| 2(3)|| 24(-31)<br />
|}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
== Tactical Advice ==<br />
'''Role''': Scout / Mobile Offense<br />
<br />
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of reconnaissance, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it's only use; potent damage dealing perks like ''Hit and Run'' or ''In The Zone'' (gained relatively early at Tech Sergeant) make the Scout mobile & lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.<br />
<br />
Scouts have a great deal of flexibility, able to be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:<br />
* '''Scout''': A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping relatively safely using the core class perk ''Lightning Reflexes'' if any major threats choose to Overwatch. Even better is advancing under ''Concealment'', which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may be supplemented with Smoke & Mirrors later on for an extra charge.<br />
* '''Mobile DPS / Off-DPS''': The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks ''Hit and Run'' or ''In The Zone'' combined with other potent damage increasing abilities (''Aggression'', ''Bring Em On'', ''Ranger'', ''Vital Point Targeting'', and even ''Lone Wolf''), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder. Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters ''In The Zone'' build.<br />
* '''Utility / Fire Support''': The Scout class contains a veritable toolbox of utility skills that can round out any squad. ''Concealment'' and ''Smoke & Mirrors'' can make for a decent Support Grenadier, able to Flashbang or Chem enemies from close range without breaking concealment; this is especially potent when combined with support psionics like ''Mind Merge'' or ''Psychokinetic Strike''. ''Holo-targeting'', ''Battle Scanners'', and ''Flush'' offer utility value in various circumstances as well.<br />
<br />
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. ''Concealment'' is particularly valuable for mid-to-late game Covert Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.<br />
<br />
==Sample Builds==<br />
===Concealment Recon===<br />
Role: Recon <br />
<br />
Pure information and utility build. Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.<br />
<br />
Sample Scout:<br />
''Holo-Targeting -> Ranger -> Battle Scanner -> Concealment -> Sprinter -> Extra Conditioning.''<br />
<br />
Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.<br />
<br />
Equipment: Motion Scanner, Armor plating, or Chameleon Suit.<br />
<br />
===Flanking Marksman===<br />
Role: Extreme-mobility sniper<br /><br />
Preferred Rookie stats: 15 mobility (16 if playing Nigeria start) and 70+ aim.<br />
<br />
This build is a compromise between the damage output of a Sniper, and the utility of a highly mobile Scout. It features some of the best of both worlds, and combines them to fill an interesting niche which neither no other class or build can truly claim. It does, however, sacrifice some of the utility of other Scout builds, and still lacks the incredible range (and therefore safety) of a traditional Sniper build.<br />
<br />
This build relies on extreme mobility and long-range flanking. This is good for some maps, namely wide open maps with good line-of-sight in all directions, and is poor on maps without these traits (such as most urban maps). Additionally, this encourages a play style which is risky due to the potential activation of pods during flanking maneuvers. As such, it should only be used with extreme caution, or not at all, particularly if playing ironman.<br />
<br />
Sample Scout:<br />
''Lone Wolf -> Ranger -> Aggression -> Hit and Run -> Sprinter -> Vital Point Targeting.''<br />
<br />
Note: This build can be varied in several ways.<br />
* ITZ can be taken instead of HaR if you can consistently get 2 or more shots with it. Otherwise HaR is the more reliable and higher damage choice here.<br />
* If ITZ is taken, Deadeye can be taken as well to thin out flyer pods. However, a traditional ITZ sniper build is superior in this role.<br />
* Bring 'Em On can be taken if you don't feel you need the extra mobility from Sprinter. Remember though, that squadsight ruins crit chance.<br />
* Extra Conditioning can be taken instead of VPT, particularly if you are behind on autopsies and/or Bring 'Em On was taken.<br />
<br />
Equipment: Strike Rifle. Marksman's Scope (unless Bring 'Em On was taken), Chameleon suit, and/or SCOPE. A solid pistol for short range engagements.<br />
<br />
===Covert Operator===<br />
Role: Covert Ops against EXALT<br />
<br />
To serve as your covert operator, this soldier must work with a smaller weapon and item pool and therefore is geared around the idea.<br />
<br />
Tree: Lone Wolf -> Ranger -> Battle Scanner -> In the Zone -> Sprinter -> Vital Point Targeting<br />
<br />
Use: Your operative is likely to start away from your squad with lower health than all of them. Lone Wolf, Ranger and Vital Point Targeting will help when the operative needs to fight it out (or stall), while In The Zone will allow him or her to clean up after your main operatives. Additionally, the Battle Scanner will help keep eyes on and Sprinter will allow even easier mobility aiding with In the Zone.<br />
<br />
Equipment: The best handgun you have, otherwise have the waist empty or filled with zero weight items. When brought to level up in a non-covert mission, bring a light weapon/armor.<br />
<br />
===Runner===<br />
This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don't expect to need Scout features such as Concealment/Battlescanners or an In The Zone build, that instead provides broader utility in general firefights.<br />
<br />
''Suitable Recruits'': High Mobility, Health, Defence, as far as possible. Lower Aim is acceptable as Scouts have good Aim growth.<br />
<br />
LCPL: '''Holo-Targeting'''. Works well with Flush, below, and generally helps the Scout contribute more towards squad firepower.<br />
<br />
CPL: '''Low Profile'''. Lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.<br />
<br />
SGT: '''Flush'''. Holo+Flush will set up easy shots for squad-mates who are good Overwatchers.<br />
<br />
TSGT: '''Hit & Run'''. Now the Scout can provide considerably more with his own firepower, with the option to slip back to a position fully out of sight after the first shot.<br />
<br />
GSGT: '''Tactical Sense'''. Helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations. (Sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!)<br />
<br />
MSGT: '''Extra Conditioning'''. Toughens and improves the soldier across the board.<br />
<br />
''Role'': This build has no one outstanding feature and is intended to contribute as much as possible to the squad throughout the game and across the board.<br />
<br />
''Gear'': Early on, an Assault or Laser Rifle. When they become available, a Gauss Stuttergun. Light or heavy armour depending on level of resistance expected. Armour plating item and utility grenade (flashbang) are typical choices. Chameleon Suit later in game improves the safety of drawing Overwatch fire considerably.<br />
<br />
''Limitations'': Compared with other Scouts, this build does not offer the battlefield information of a Concealment/Battlescanner build (very important on missions such as Large UFOs), or the clean-up capability of an In The Zone build (handy on Terror missions). You may also find that they don't offer that much compared to other types of soldier if you are unwilling, for whatever reason, to make heavy use of Lightning Reflexes to clear Overwatch fire. Their main unique (or rare, as SHIVs and some MECs can also do it) feature is Holo+Flush.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=85167Assault (Long War)2017-07-24T18:05:47Z<p>Pac230: Added Stormtrooper build</p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Close Encounters (Long War)|text=1}}<br />
|Sergeant2={{ Rapid Fire (Long War)|text=1}}<br />
|Sergeant3={{ Hit And Run (Long War)|text=1}}<br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2={{ Killer Instinct (Long War)|text=1}}<br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}<br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<br />
== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)<br />
|}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
== Tactical Advice ==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning '''Medic''' (40-47 will growth vs 39-46 will on Psi Medic).<br />
<br />
At Lance Corporal: '''Close Combat Specialist''' for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, '''Steadfast''' can be chosen for the +5 bonus will for soldiers you're grooming for psi. <br />
<br />
At Corporal: '''Will to Survive''' is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. <br />
<br />
At Sergeant: '''Close Encounters''' for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won't be using as much '''Run & Gun''' and flanking, so '''Rapid Fire''' and '''Hit and Run''' are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with '''Close Combat Specialist''', allowing up to 3 shots a turn on a target. <br />
<br />
At Tech Sergeant: '''Resilience''' is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. <br />
<br />
At Gunnery Sergeant: '''Sprinter''' to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. '''Tactical Sense''' is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.<br />
<br />
At Master Sergeant: '''Extra Conditioning''' to provide extra HP, aim, will, and mobility, increasing tanking and versatility. <br />
<br />
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items. Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.<br />
<br />
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.<br />
<br />
===R&G Operative=== <br />
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire. Chop into a Marauder once EXALT is out of the game.<br />
<br />
At Lance Corporal: '''Steadfast''' In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.<br />
<br />
At Corporal: '''Ranger''' as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.<br />
<br />
At Sergeant: '''Rapid Fire''' works with '''Run & Gun''', which is key to chaining transmitters on covert ops. With '''Ranger''', '''Rapid Fire''' allows good pistol damage even on a Covert Extraction. Be careful that you don't empty your magazine, or else you can't use '''Run & Gun''' the next turn to hit a transmitter! Alternatively, '''Close Encounters''' synergizes well with '''Close Combat Specialist''' to allow your covert op to deal decent amounts of damage or shoot and then reload to allow '''Run & Gun''' the next turn. <br />
<br />
At Tech Sergeant: '''Resilience''' to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.<br />
<br />
At Gunnery Sergeant: '''Sprinter''' to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.<br />
<br />
At Master Sergeant: '''Extra Conditioning''' for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits '''Rapid Fire''' outside of Covert Operation missions.<br />
<br />
Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.<br />
<br />
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT's Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)<br />
<br />
===Anti-EXALT=== <br />
Specialises in slaughtering helpless EXALT as fast as possible, but also useful in some other missions, especially Terror missions.<br />
<br />
''Suitable Recruits'': High Mobility is important, as the soldier will usually be burdened with a shotgun and heavy pistol, and EXALT missions often require covering a lot of ground.<br />
<br />
LCPL: '''Close Combat Specialist'''. Essential perk that will provide the large number of extra shots needed to whittle down EXALT numbers, and the high Health of some higher level EXALT.<br />
<br />
CPL: '''Ranger'''. Essential perk as it will slightly boost the damage of every shot, and this build will take an awful lot of shots. The bonus to pistol accuracy is also useful, so that the soldier has an effective long-range alternative to its shotgun. At the same rank, Aggression is not useful to this build, as its CCS reaction shots cannot crit.<br />
<br />
SGT: '''Hit & Run''' or '''Close Encounters'''. Either option can work for this build. H&R has the advantage that it can be used with longer-range pistol shots. CE that it can be used despite cover (and against flyers, though this is not relevant to EXALT missions).<br />
<br />
TSGT: '''Resilience'''. EXALT missions often involve abandoning cover to advance as fast as possible, and getting in among the enemy. Usually, this is made safe by keeping EXALT's main guns deactivated, but Resilience helps to keep a soldier safe if there is a slip-up. If you are confident in your ability to keep the soldier safe, ''Executioner'' makes for a good alternative. (Killer Instinct is not effective as it does not combine well with Hit & Run or CE from SGT rank, above.)<br />
<br />
GSGT: '''Sprinter'''. Helps to cover ground, without needing to use Run & Gun, on EXALT missions.<br />
<br />
MSGT: '''Vital Point Targeting'''. Like Ranger, affects all shots taken. And no Autopsies are needed for it to affect EXALT!<br />
<br />
''Role'': EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions, two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire.<br />
<br />
The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
<br />
''Gear'': These Assaults should be armed with shotgun-type weapons and heavy pistols (Machine Pistol-type). On EXALT missions, use light armour to maximise Mobility (as long as the Assault's Health is not so low that you are worried about being taken out by a single grenade). Also on EXALT missions, take Hi-Cap Mags, and Alien Trophies to ensure that a turn of fire isn't missed to panic if the Assault gets grenaded. On Terror missions, take heavier armour and Chitin Plating.<br />
<br />
''Limitations'': On regular missions, where it is not practical to get in among the enemy for fear of activating more pods, this build is less effective. Although it can still contribute a bit at longer ranges with its pistol thanks to Ranger, many other types of soldier (including other Assault builds) would offer more. Therefore, you may not want to develop more than two or three of these Assaults, and may want to chop one or more of them into MECs once EXALT is no longer a going concern.<br />
<br />
===Stormtrooper===<br />
This is a mid-game build that comes into its own when Gauss Stutterguns, plus the Ammo Conservation Foundry project, have been obtained. Its role is as an Assault that can provide effective firepower in all firefights, not just close-range shotgun work, can break enemy lines and cause massive damage on flanks.<br />
<br />
''Suitable Recruits'': Above average Mobility and decent Aim.<br />
<br />
LCPL: '''Flush'''. The kind of mid-game squads a Stormtrooper should be accompanying should include one or more excellent Overwatchers (appropriate Infantry, Medic, Rocketeer or Gunner builds) who can take advantage of an enemy flushed into their fire. Also has general utility for finishing off weakened enemies.<br />
<br />
CPL: '''Aggression'''. Essential perk for boosting this build's crit rate.<br />
<br />
SGT: '''Hit & Run'''. This build prefers to operate with an SMG, whose much longer effective range than a shotgun's means that H&R is preferred over Close Encounters.<br />
<br />
TSGT: '''Executioner'''.<br />
<br />
GSGT: '''Bring 'Em On'''. Essential perk that gives this build much-increased damage potential.<br />
<br />
MSGT: '''Extra Conditioning''' or '''Vital Point Targeting'''. This build takes no other defensive perk choices, so Extra Conditioning can be a good cautious choice for keeping the investment alive. On the other hand, VPT will further boost damage capacity.<br />
<br />
''Role'': This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. However, at the start of the game they are severely limited by their low ammunition (2), poor base damage (25% worse than Assault Rifles, 50% worse than Shotguns) and poor crit rate (no crit bonus at all). Early on, SMGs should only see use on soldiers not expected to contribute much from their shooting at all.<br />
<br />
However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Its lack of crit bonus can now be compensated for through perks like Aggression and Executioner. The result is a highly mobile Assault who can contribute in all types of engagement: Flushing enemies into Overwatch fire when bogged down into cover-to-cover firefights; and taking high-damage flanks (or shots against targets with destroyed cover) when feasible.<br />
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''Gear'': Gauss Stuttergun. When Pulse Lasers are researched, higher-ranking Stormtroopers can take Pulse Stenguns for the boosted crit chance. Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Either heavy or light armour can be used depending on mission and expected level of resistance. Shredder Ammo is recommended: it combines well with Flush, and also allows the build to contribute more against very high Health enemies. The other slot is relatively free, and may be used for armour plating, a crit bonus item, or an Alien grenade or support grenade.<br />
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''Limitations'': Before the Gauss Stuttergun (with Ammo Conservation) becomes available, this build will likely be outperformed by Assault builds that use Close Combat Specialist and shotguns. Equally, when most squads do not have one or more reliable Overwatchers (and when you don't yet have Shredder Ammo), their Flush will not be especially useful. It is suggested that later recruits (reward soldiers who start at CPL or SGT) be used to make most Stormtroopers.<br />
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A major use of this build is to break cover-to-cover stalemates by flanking the enemy position. As always, be aware that such moves may activate more enemy pods: it is wise to check the situation with a Battlescanner before making an aggressive flanking move.<br />
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Also note that, even with flanks and Aggression, and relying on crits for its high damage rate, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
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==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230https://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=85166Assault (Long War)2017-07-24T17:20:05Z<p>Pac230: Added Anti-EXALT build</p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
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:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
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== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Close Encounters (Long War)|text=1}}<br />
|Sergeant2={{ Rapid Fire (Long War)|text=1}}<br />
|Sergeant3={{ Hit And Run (Long War)|text=1}}<br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2={{ Killer Instinct (Long War)|text=1}}<br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}<br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
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== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)<br />
|}<br />
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* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
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== Tactical Advice ==<br />
'''Role''': Mobile Offense<br />
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Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
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Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
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Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
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==Sample Builds==<br />
===Tank Psi Assault===<br />
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning '''Medic''' (40-47 will growth vs 39-46 will on Psi Medic).<br />
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At Lance Corporal: '''Close Combat Specialist''' for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, '''Steadfast''' can be chosen for the +5 bonus will for soldiers you're grooming for psi. <br />
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At Corporal: '''Will to Survive''' is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. <br />
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At Sergeant: '''Close Encounters''' for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won't be using as much '''Run & Gun''' and flanking, so '''Rapid Fire''' and '''Hit and Run''' are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with '''Close Combat Specialist''', allowing up to 3 shots a turn on a target. <br />
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At Tech Sergeant: '''Resilience''' is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. <br />
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At Gunnery Sergeant: '''Sprinter''' to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. '''Tactical Sense''' is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.<br />
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At Master Sergeant: '''Extra Conditioning''' to provide extra HP, aim, will, and mobility, increasing tanking and versatility. <br />
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Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items. Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.<br />
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Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.<br />
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===R&G Operative=== <br />
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire. Chop into a Marauder once EXALT is out of the game.<br />
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At Lance Corporal: '''Steadfast''' In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.<br />
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At Corporal: '''Ranger''' as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.<br />
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At Sergeant: '''Rapid Fire''' works with '''Run & Gun''', which is key to chaining transmitters on covert ops. With '''Ranger''', '''Rapid Fire''' allows good pistol damage even on a Covert Extraction. Be careful that you don't empty your magazine, or else you can't use '''Run & Gun''' the next turn to hit a transmitter! Alternatively, '''Close Encounters''' synergizes well with '''Close Combat Specialist''' to allow your covert op to deal decent amounts of damage or shoot and then reload to allow '''Run & Gun''' the next turn. <br />
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At Tech Sergeant: '''Resilience''' to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.<br />
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At Gunnery Sergeant: '''Sprinter''' to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.<br />
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At Master Sergeant: '''Extra Conditioning''' for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits '''Rapid Fire''' outside of Covert Operation missions.<br />
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Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.<br />
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For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT's Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)<br />
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===Anti-EXALT=== <br />
Specialises in slaughtering helpless EXALT as fast as possible, but also useful in some other missions, especially Terror missions.<br />
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''Suitable Recruits'': High Mobility is important, as the soldier will usually be burdened with a shotgun and heavy pistol, and EXALT missions often require covering a lot of ground.<br />
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LCPL: '''Close Combat Specialist'''. Essential perk that will provide the large number of extra shots needed to whittle down EXALT numbers, and the high Health of some higher level EXALT.<br />
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CPL: '''Ranger'''. Essential perk as it will slightly boost the damage of every shot, and this build will take an awful lot of shots. The bonus to pistol accuracy is also useful, so that the soldier has an effective long-range alternative to its shotgun. At the same rank, Aggression is not useful to this build, as its CCS reaction shots cannot crit.<br />
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SGT: '''Hit & Run''' or '''Close Encounters'''. Either option can work for this build. H&R has the advantage that it can be used with longer-range pistol shots. CE that it can be used despite cover (and against flyers, though this is not relevant to EXALT missions).<br />
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TSGT: '''Resilience'''. EXALT missions often involve abandoning cover to advance as fast as possible, and getting in among the enemy. Usually, this is made safe by keeping EXALT's main guns deactivated, but Resilience helps to keep a soldier safe if there is a slip-up. If you are confident in your ability to keep the soldier safe, ''Executioner'' makes for a good alternative. (Killer Instinct is not effective as it does not combine well with Hit & Run or CE from SGT rank, above.)<br />
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GSGT: '''Sprinter'''. Helps to cover ground, without needing to use Run & Gun, on EXALT missions.<br />
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MSGT: '''Vital Point Targeting'''. Like Ranger, affects all shots taken. And no Autopsies are needed for it to affect EXALT!<br />
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''Role'': EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions, two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire.<br />
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The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
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''Gear'': These Assaults should be armed with shotgun-type weapons and heavy pistols (Machine Pistol-type). On EXALT missions, use light armour to maximise Mobility (as long as the Assault's Health is not so low that you are worried about being taken out by a single grenade). Also on EXALT missions, take Hi-Cap Mags, and Alien Trophies to ensure that a turn of fire isn't missed to panic if the Assault gets grenaded. On Terror missions, take heavier armour and Chitin Plating.<br />
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''Limitations'': On regular missions, where it is not practical to get in among the enemy for fear of activating more pods, this build is less effective. Although it can still contribute a bit at longer ranges with its pistol thanks to Ranger, many other types of soldier (including other Assault builds) would offer more. Therefore, you may not want to develop more than two or three of these Assaults, and may want to chop one or more of them into MECs once EXALT is no longer a going concern.<br />
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==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Pac230