Difference between revisions of "Assault (LWR)"

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:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
 
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
 
:'''Secondary Weapons''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Secondary Weapons''': Pistols, Machine Pistols, Sawed-off shotgun.
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.  
+
:'''Class-Limited items''': None.
 +
:'''Attribute Growth''': Mob x3.  
 
<br/>
 
<br/>
 
   
 
   
Line 17: Line 18:
 
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
 
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
 
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
 
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
+
|Corporal3={{ Brawler (LWR)|text=1|topbotpad=10}}
 
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
 
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
 
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}
 
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}
+
|Sergeant3={{ Pistolero (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}
 
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
 
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
+
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Brawler (LWR)|text=1|topbotpad=10}}
+
|GunSgt3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
 
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}
 
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Opportunist (LWR)|text=1|topbotpad=10}}
+
|MSgt2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
}}
 
 
 
== Stat Progression ==
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+4-12
 
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3
 
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3
 
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3
 
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=+0-2
 
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=- | willtotal=+7-23
 
}}
 
 
 
'''Predictable Potential:'''
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=- | rank1-will=+8
 
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2
 
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2
 
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2
 
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+1
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+2 | aimtotal=+5 | mobtotal=- | willtotal=+15
 
 
}}
 
}}
  
Line 58: Line 33:
 
'''Role''': Mobile Offense, Tank
 
'''Role''': Mobile Offense, Tank
  
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|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.
+
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|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. They are specialist for close quarters urban maps, but also excel in UFOs where they can ignore Outsider ''Close Combat Specialist'' ability.
  
 
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 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==
 
==Sample Builds==
===Crit Flanker===
+
===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. 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; RnG Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.
  
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 maximize 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 Run and Gun Build:
 
+
''Run and Gun -> Extra Conditioning or Brawler ->  Killer Instinct or Ranger -> Rapid Fire -> Aggression or Tenacious Defense -> Any''
Sample Crit Build:
 
''Run and Gun -> Extra Conditioning ->  Killer Instinct -> Rapid Fire -> Sprinter -> Aggression.''
 
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}
 
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}}
+
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
|level5={{Aggression (LWR)|align=center|topbotpad=7}}
+
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}
+
|level6={{Sprinter (LWR)|align=center|topbotpad=7}} {{Lock n' Load (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
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 Weapons:''' Shotgun or SMG. Secondary Sawed-off/Autopistol if mobility allows<br>
 +
'''Recommended Equipment:''' High Cap Mags, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.
  
Recommended Equipment: Laser Sight, Targeting Module, Breaching Ammo.
+
Notes:  
 +
* Most ranks for a RnG Assault offer a choice between added damage and added survivability; it's up to you to figure out what mix of each you want.
 +
** Taking one of Brawler or Ranger is recommended to give the aim necessary to hit particularly evasive targets up close with either shotguns or autopistols.
 +
* Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items. Their high will growth helps make that more common.
 +
* Advanced Perception, Dual Heart and Regenesis will help reduce the high risk of harm and/or death inherent to the build. Muscle Amp offers greatly improved mobility on a large number of maps.
  
===Assault Grenadier===
+
===Grenadier Assault===
 
+
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class's forced close range playstyle thanks to Close Encounters lends itself well to deploying grenades which also need their user to be in close range of enemies. ''Fragmentation'', ''Ranger'', and ''Blast'' 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.
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The start of the build grants the mobility needed to flexibly drop cover destruction where necessary, and extends effective range of the shotgun/SMG. Ranger and Tandem Warheads adds range and damage to the Assault's grenades, maintaining their relevance as the campaign goes on. The Assault Grenadier strikes a positional balance between the Crit Flanker build's aggression and the Tank build's defensiveness. Its weakness is being slowed down by his own equipment without the mobility or defense perks to resist a bad situation, where the intent is to instead rely on limited grenades. The Assault Grenadier remains useful on longer missions if psionically trained.
 
  
 
Sample Grenadier Build:
 
Sample Grenadier Build:
''Grenadier -> Tandem Warheads -> Ranger -> Rapid Fire -> Mayhem -> Sprinter''
+
''Grenadier -> Fragmentation -> Ranger or Killer Instinct -> Rapid Fire -> Blast or Tenacious Defense -> Sprinter''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
 
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}
|level3={{Ranger (LWR)|align=center|topbotpad=7}}
+
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Killer Instinct (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}}
+
|level5={{Blast (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}
 
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}
 
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: HE/Alien Grenades, Ceramic Plating, SMG
+
'''Recommended Weapons:''' Shotgun or SMG.<br>
 +
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.
  
 
Notes:
 
Notes:
* Trading Extra Conditioning for Tenacious Defense ought to allow the use of low cover, at the cost of mobility.
+
* The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons' crits.
* Some of the risk associated with the close-range role can be mitigated with protective equipment (ceramic/alloy plating) at the cost of mobility and equipment slots, an affordable tradeoff given that the grenadier does not need to flank to fulfill his role.
+
* It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you're carrying.
* As this build somewhat emulates the flank-utility role of the 'Runner' build from LW 1.0, an SMG or carbine is recommended for additional mobility.
+
* Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.
  
 
===Tank Assault===
 
===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 high damage ''Pistolero'' hits 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. 
  
This build trades offense for defense, and builds strong bio tanks out of your assaults. The tanking perks are the first and second in the tree, with the rest of the tree building up to some offensive specialization. Keep in mind that the Tank Assault is a very passive build at first and lacks the mobility to push and deal damage up close. They will be sitting in front of the aliens taking fire without being able to effectively give any back until the aliens decide to push into your assault. The best way to mitigate the Assault Tank's weakness is to give them more utility through psionic training or by making making them officers.
+
Sample Tank Build:
 
+
''Will to Survive -> Brawler or Extra Conditioning -> Ranger or Close Combat Specialist -> Rapid Fire -> Tenacious Defense -> Lock n' Load or Sprinter''
Sample CCS Build:
 
''Will to Survive -> Tenacious Defense -> Close Combat Specialist -> Rapid Fire -> Brawler -> Opportunist''
 
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
 
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}
+
|level2={{Brawler (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}
+
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
 
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}
|level5={{Brawler (LWR)|align=center|topbotpad=7}}
+
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}
|level6={{Opportunist (LWR)|align=center|topbotpad=7}}
+
|level6={{Lock n' Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Ceramic Plating, Targeting Module, Breaching Ammo
+
'''Recommended Weapons:''' Shotgun<br>
 +
'''Recommended Equipment:''' Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.
  
 
Notes:  
 
Notes:  
*Extra Conditioning can be taken over Tenacious Defense for more offensive ability.
+
* As the sole source of ''Brawler'' on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chrysalids and other melee enemies may simply kill themselves on your brawling Assault. ''Extra Conditioning'' makes them more well rounded with a little of everything and is definitely competitive. Flashbang Crysalids prior to exposing Brawler Assault to minimize potential damage the soldier takes.
*Assaults that use shotguns are nearly helpless against hardened foes, and Assaults that use breaching ammo to defeat the Hardened perk suffer from the equipment's weight, especially because traditional flanking assaults don't have the tanking perks necessary to resist fire from the numerous flying hardened foes that XCOM faces throughout the entire game. As such, this build is the most capable of using the shotgun with breaching ammo, and dealing with overly aggressive drones/cyberdisks/seekers/elite floaters/etc.
+
* ''Lock n' Load'' allows a free reload while sprinting toward enemies for more uptime. Sprinter offers more flanking and repositioning potential with added mobility.  
 +
* Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.
 +
* Tank build is excellent Outsider counter in UFOs where he can go in, shoot twice for high damage crits and then tank close shots thanks to ''Close Encounter'' ability that stops critical hits fired from inside 4 tile radius.
  
 
</div>
 
</div>

Latest revision as of 11:34, 7 May 2024

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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.
Attribute Growth: Mob x3.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Close Encounters
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.
RANK CORPORAL.png
Lance Corporal
Run and Gun
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
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
Will To Survive
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
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
RANK SERGEANT.png
Corporal
Extra Conditioning
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
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
Brawler
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.
RANK LIEUTENANT.png
Sergeant
Ranger
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
Killer Instinct
Critical hits deal 200% damage.
Pistolero
Pistolero
Reaction shots from pistols gain +70% weapon damage and the ability to crit. If idle at the end of turn, this unit will switch to their pistol if it has ammo. If this unit is wielding a pistol, grants a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance >30]
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 -40 aim penalty (-20 for shotguns). Grants +0.6 mobility.
RANK MAJOR.png
Gunnery Sergeant
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the application of any shred.
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
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.


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. They are specialist for close quarters urban maps, but also excel in UFOs where they can ignore Outsider Close Combat Specialist ability.

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.

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. 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; RnG 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 Brawler -> Killer Instinct or Ranger -> Rapid Fire -> Aggression or Tenacious Defense -> Any

Recommended Weapons: Shotgun or SMG. Secondary Sawed-off/Autopistol if mobility allows
Recommended Equipment: High Cap Mags, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.

Notes:

  • Most ranks for a RnG Assault offer a choice between added damage and added survivability; it's up to you to figure out what mix of each you want.
    • Taking one of Brawler or Ranger is recommended to give the aim necessary to hit particularly evasive targets up close with either shotguns or autopistols.
  • Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items. Their high will growth helps make that more common.
  • Advanced Perception, Dual Heart and Regenesis will help reduce the high risk of harm and/or death inherent to the build. Muscle Amp offers greatly improved mobility on a large number of maps.

Grenadier Assault

This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class's forced close range playstyle thanks to Close Encounters lends itself well to deploying grenades which also need their user to be in close range of enemies. Fragmentation, Ranger, and Blast 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 or Killer Instinct -> Rapid Fire -> Blast or Tenacious Defense -> Sprinter

Recommended Weapons: Shotgun or SMG.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.

Notes:

  • The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons' crits.
  • It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you're carrying.
  • Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.

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 high damage Pistolero hits 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 -> Brawler or Extra Conditioning -> Ranger or Close Combat Specialist -> Rapid Fire -> Tenacious Defense -> Lock n' Load or Sprinter

Recommended Weapons: Shotgun
Recommended Equipment: Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.

Notes:

  • As the sole source of Brawler on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chrysalids and other melee enemies may simply kill themselves on your brawling Assault. Extra Conditioning makes them more well rounded with a little of everything and is definitely competitive. Flashbang Crysalids prior to exposing Brawler Assault to minimize potential damage the soldier takes.
  • Lock n' Load allows a free reload while sprinting toward enemies for more uptime. Sprinter offers more flanking and repositioning potential with added mobility.
  • Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.
  • Tank build is excellent Outsider counter in UFOs where he can go in, shoot twice for high damage crits and then tank close shots thanks to Close Encounter ability that stops critical hits fired from inside 4 tile radius.

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