Assault (LWR)

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  Assault

The Long War Rebalance Assault is similar to the vanilla Assault. Their signature ability is Close Encounters.

Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapons: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Close Encounters
Close Encounters
The first standard shot or destructive grenade throw made within 4 tiles will leave this unit with 1 AP but movement is reduced by 50% if the next action is a move. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. Activating Run and Gun disables the AP discount.
RANK CORPORAL.png
Lance Corporal
Run and Gun
Run and Gun
Upon activation: Allows shooting or overwatching at 0 AP if the last AP was spent moving. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. Grants Low Profile.
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.
Grenadier
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use. Increases throw range by 10%.
Will To Survive
Will To Survive
When protected by cover: This unit receives +40% DR and -10 defense. For XCOM only: Reduces injury time by 50% and grants Steadfast.
Steadfast
Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower.
RANK SERGEANT.png
Corporal
Extra Conditioning
Extra Conditioning
Grants +1 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Fragmentation
Fragmentation
Explosives gain +1 penetration and a 35% chance to deal double damage.
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +40% crit resistance when protected by cover.
RANK LIEUTENANT.png
Sergeant
Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. Removes the sidearm long-range aim penalty and doubles the sidearm close-range aim bonus.
Killer Instinct
Killer Instinct
Critical hits from the primary weapon deal 175% damage.
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts or moves >1 tile. Basic reaction shots bypass half of cover def and cannot crit. One shot per enemy each turn. Only activates on the enemy's turn.
RANK CAPTAIN.png
Tech Sergeant
Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -5 aim penalty per tile away.
RANK MAJOR.png
Gunnery Sergeant
Aggression
Aggression
Grants +15 crit per enemy in sight.
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration.
Brawler
Brawler
Attacks from enemies within 4 tiles graze, dealing only half of their original damage.
RANK COLONEL.png
Master Sergeant
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (50%) +2-6 +0.6 +3-9
RANK CORPORAL.png   Lance Corporal +0-1 (50%) +0-2 - +1-3
RANK SERGEANT.png   Corporal +0-1 (20%) - - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (20%) - - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (20%) - - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (20%) - - -
RANK COLONEL.png   Master Sergeant +0-1 (20%) - - -
Total Health
+0-7
Aim
+2-8
Mobility
+0.6
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +4 +0.6 +6
RANK CORPORAL.png   Lance Corporal +1 +1 - +2
RANK SERGEANT.png   Corporal - - - +2
RANK LIEUTENANT.png   Sergeant - - - -
RANK CAPTAIN.png   Tech Sergeant - - - -
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+2
Aim
+5
Mobility
+0.6
Will
+10

Tactical Advice

Role: Mobile Offense, Tank

Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than Infantry and capable of much greater burst damage output at close range. Since their innate ability is Close Encounters, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.

Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.

Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.

Sample Builds

Run and Gun Assault

The R&G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. Low Profile (bundled with Run and Gun) coupled with the close range crit nullification of Close Encounters alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.

Sample Run and Gun Build: Run and Gun -> Extra Conditioning or Tenacious Defense-> Killer Instinct or Ranger -> Rapid Fire -> Aggression -> Sprinter.

Recommended Weapons: Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows
Recommended Equipment: High Cap Mags, Targeting Module/Reaper Ammo, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).

Notes:

  • The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.
  • Killer instinct allows for some beefy crits. Ranger gives unconditionnal damage with a small boost to mobility and no aim penalties for your secondaries.
  • A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).
  • Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.

Grenadier Assault

This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. Fragmentation, Ranger, and HEAT Warheads add range and damage to the Assault's grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the Packmaster perk, psi abilities are thus a good choice to increase the available options of this build.

Sample Grenadier Build: Grenadier -> Fragmentation -> Ranger -> Rapid Fire -> Heat Warheads-> Sprinter

Recommended Weapons: Shotgun or SMG.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.

Notes:

  • The AP grenades can arguably be switched out for another item of choice if needed.
  • Psi is a strong option for this build to add utility after grenades inevitably run out.

Tank Assault

This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with Close Combat Specialist to good effect. This does severely limit its effective fighting range however, and on an open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.

Sample Tank Build: Will to Survive -> Tenacious Defense -> Close Combat Specialist -> Rapid Fire -> Brawler -> Lock n' Load or Sprinter

Recommended Weapons: Shotgun
Recommended Equipment: Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).

Notes:

  • Lock n' Load allows a free reload while sprinting toward ennemies for more uptime on Close Combat Specialist. Sprinter offers more flanking and repositioning potential with added mobility.
  • Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build's capabilities

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s