Difference between revisions of "Assault (LWR)"
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|GunSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}} | |GunSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}} | ||
|GunSgt2={{ Tandem Warheads (LWR)|text=1|topbotpad=10}} | |GunSgt2={{ Tandem Warheads (LWR)|text=1|topbotpad=10}} | ||
− | |GunSgt3={{ Brawler | + | |GunSgt3={{ Brawler (LWR)|text=1|topbotpad=10}} |
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}} | |MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}} | ||
|MSgt2={{ Grit (LWR)|text=1|topbotpad=10}} | |MSgt2={{ Grit (LWR)|text=1|topbotpad=10}} |
Revision as of 23:37, 12 October 2020
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: Impact Vest, Shredder Ammo, Breaching Ammo.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Close Encounters
The first standard shot against an enemy within 4 tiles or destructive grenade thrown within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. | ||||||
Lance Corporal |
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless. |
Will To Survive
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. | ||||
Corporal |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. | ||||
Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
Killer Instinct
Critical hits deal 200% damage. |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | ||||
Tech Sergeant |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility. | ||||||
Gunnery Sergeant |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP. | ||||
Master Sergeant |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. |
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost. |
Stat Progression
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
Crit Flanker
This build focuses the Assault on being able to push aggressively through enemy overwatch and score powerful critical hits. Their main focus is on keeping the enemy AI out of position with strong flank attacks, as such perks are selected that maximise this. Run and Gun makes the Assault immune to overwatch and grants the Assault free reign to move as needed. Aggression and Killer Instinct makes critical hits more powerful and likely to occur. Sprinter simply helps the Assault gain a mobility boost.
Sample Crit Build: Run and Gun -> Extra Conditioning -> Killer Instinct -> Rapid Fire -> Sprinter -> Aggression.
Notes: If your Assaults are using SMGs instead of Shotguns, you can swap out Killer Instinct, as SMG's grant the user Killer Instinct for free.
Recommended Equipment: Laser Sight, Targeting Module, Breaching Ammo.