Difference between revisions of "Assault (Long War)"

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{{CheckOutdated (Long War)|b14}}
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[[File: CLASS ASSAULT.png|left|frame|64px|   Assault]]
{{Header (Long War)}}
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{{Toc (Long War)|18}}
[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]
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<div style="float:right">__TOC__</div>
 
 
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.
 
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.
  
 
:'''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''': Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.
+
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.
 +
 
 +
<div style="clear:both;"></div>
  
== Abilities ==
+
==Abilities==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
 
|Specialist1={{ Run and Gun (Long War)|text=1}}
 
|Specialist1={{ Run and Gun (Long War)|text=1}}
 
|SpecialistE1=''No other bonuses.''
 
|SpecialistE1=''No other bonuses.''
|LCorporal1={{ Flush (Long War)|text=1}}
+
|LCorporal1={{ Steadfast (Long War)|text=1}}
 
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}
 
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}
|LCorporal3={{ Steadfast (Long War)|text=1}}
+
|LCorporal3={{ Flush (Long War)|text=1}}
|LCorporalE1='''Provides +2 Aim.'''
+
|LCorporalE1='''+5 Will.'''
 
|LCorporalE2=''No other bonuses.''
 
|LCorporalE2=''No other bonuses.''
|LCorporalE3='''Provides +5 Will.'''
+
|LCorporalE3=''No other bonuses.''
|Corporal1={{ Gunslinger (Long War)|text=1}}
+
|Corporal1={{ Will To Survive (Long War)|text=1}}
|Corporal2={{ Tactical Sense (Long War)|text=1}}
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|Corporal2={{ Aggression (Long War)|text=1}}
|Corporal3={{ Aggression (Long War)|text=1}}
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|Corporal3={{ Ranger (Long War)|text=1}}
|CorporalE1='''Provides +1 Aim.'''
+
|CorporalE1='''+3 Will.'''
 
|CorporalE2=''No other bonuses.''
 
|CorporalE2=''No other bonuses.''
|CorporalE3='''Provides +1 Will.'''
+
|CorporalE3=''No other bonuses.''
|Sergeant1={{ Hit And Run (Long War)|text=1}}
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|Sergeant1=<span style="color:blue;">{{ Close Encounters (Long War)|text=1}}</span>
|Sergeant2={{ Close Encounters (Long War)|text=1}}
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|Sergeant2=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span>
|Sergeant3={{ Rapid Fire (Long War)|text=1}}
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|Sergeant3=<span style="color:blue;">{{ Hit And Run (Long War)|text=1}}</span>
|SergeantE1=''No other bonuses.''
+
|SergeantE1='''+3 Will.'''
|SergeantE2='''Provides +5 Will.'''
+
|SergeantE2=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
|TechSgt1={{ Extra Conditioning (Long War)|text=1}}
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|TechSgt1={{ Resilience (Long War)|text=1}}
|TechSgt2={{ Killer Instinct (Long War)|text=1}}
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|TechSgt2=<span style="color:blue;">{{ Killer Instinct (Long War)|text=1}}</span>
|TechSgt3={{ Ranger (Long War)|text=1}}
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|TechSgt3={{ Executioner (Long War)|text=1}}
|TechSgtE1='''Provides +1 Mobility, +2 Aim, +2 Will.'''
+
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
|TechSgtE3='''Provides +2 aim.'''
+
|TechSgtE3='''+2 Aim, +2 Will.'''
|GunSgt1={{ Will To Survive (Long War)|text=1}}
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|GunSgt1={{ Tactical Sense (Long War)|text=1}}
 
|GunSgt2={{ Bring Em On (Long War)|text=1}}
 
|GunSgt2={{ Bring Em On (Long War)|text=1}}
 
|GunSgt3={{ Sprinter (Long War)|text=1}}
 
|GunSgt3={{ Sprinter (Long War)|text=1}}
|GunSgtE1='''Provides +3 Will.'''
+
|GunSgtE1=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
|MSgt1={{ Vital Point Targeting (Long War)|text=1}}
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|MSgt1={{ Extra Conditioning (Long War)|text=1}}
|MSgt2={{ Resilience (Long War)|text=1}}
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|MSgt2={{ Vital Point Targeting (Long War)|text=1}}
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}
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|MSgt3=<span style="color:blue;">{{ Lightning Reflexes (Long War)|text=1}}</span>
|MSgtE1='''Provides +2 Aim.'''
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|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
 +
}}
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*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.
 +
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span>
 +
==Stat Progression==
 +
{{Stat Progression Table (Long War)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 
}}
 
}}
  
== Stat Progression ==
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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>).
  
{| class="wikitable"
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==Tactical Advice==
!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*
 
|-
 
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)
 
|-
 
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6) || 10(-12)
 
|-
 
|Corporal|| 1 || 2 || 3 || 9 || 3(4)|| 13(-16)
 
|-
 
|Sergeant|| 0 || 2 || 3 || 12 ||3(4) || 16(-20)
 
|-
 
|Tech Sergeant|| 1 || 3 || 3 || 15 || 3(4)|| 19(-25)
 
|-
 
|Gunnery Sergeant|| 0 || 3 || 3 || 18 || 3(4)|| 22(-28)
 
|-
 
|Master Sergeant|| 1 || 4 || 3 || 21 ||3(4) || 25(-32)
 
|}
 
 
 
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.
 
 
 
== Tactical Advice ==
 
 
'''Role''': Mobile Offense
 
'''Role''': Mobile Offense
  
 
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.
 
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.
  
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 and it can't be combined with the highly useful '''Resilience''' perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.
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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.
  
 
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.
 
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.
  
 
==Sample Builds==
 
==Sample Builds==
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===Tank Psi Assault===
 +
{{Class Build (Long War)|
 +
|LCL={{ Close Combat Specialist (Long War)}} or {{Steadfast (Long War)}}
 +
|CPL={{ Will To Survive (Long War)}}
 +
|SGT={{ Close Encounters (Long War)}}
 +
|TSG={{ Resilience (Long War)}}
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|GSG={{ Sprinter (Long War)}}
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|MSG={{ Extra Conditioning (Long War)}}
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|Boost=+10-15 will, +4 Aim, +4 Mobility
 +
|Strength=very tanky, good will for psi training
 +
|Weakness=must get close with shotgun to attack reliably
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|Battles=All
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|Loadout=Reinforced Armor, Alloy Plating/Chitin Plating/Impact Vest, Alien Trophy/Mind Shield/Psi Screen
 +
|Power Ranks=CPL and MSG for tanking, SGT and GSG for shotgun brawling
 +
|Description=A durable, tanky assault for early-mid game, especially before you get MECs. With the right build and equipment, can be about as good as MECs at tanking even in the lategame while also being a lot cheaper to field, though MECs can bring flamethrowers for CC as well as significantly higher base damage. 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 likely 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.
 +
|Strategic Analysis=Assaults tank by baiting attacks towards them by dropping their Defense as low as possible while increasing their flat DR and HP as high as possible. The AIs targeting priority is roughly as follows: #1 potential one shot kills (including but not limited to flanks), #2 flank shots (even if unlikely to kill), #3 groups of 2 or more they can grenade/acid spit, #4 foes using suppression that they can get LoS on, and #5 the highest accuracy shot they have. You must avoid presenting them with #1, #2, #3, and #4 with good play and positioning (LMG squadsight suppression is good here if you want to use an assault tank while also using Suppression), then drop your defense lower than all nearby allies in order to be the main target for #5. 0 (or worse) base defense and Reinforced Armor are essential here, and the Psi ability Distortion Field (+10 def to nearby allies except the Assault) is useful as well. You should also be in low cover as well, unless all of your allies are in high cover or outside line-of-sight. Stack Will to Survive (perk), Cover (low or high), Fortiores Una (officer perk), Iron Skin (gene mod), Reinforced Armor (item), and Titan Armor (armor) for 5.3-7.5 flat DR depending on the circumstance; you can optionally add Psi Screen (item), and/or Mind Merge (psi perk) on top of this for up to ~11 flat DR. This build should always be fitted out with a shotgun, its massive range bonus in close proximity make starting aim and 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 or supporting 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.
 +
}}
  
'''Line Assault''' - Balanced damage build for early assaults with balanced stats (particularly good mobility). Deploy with most squads, particularly on missions where you expect close quarters combat to either be advantageous or necessary (council missions, terror missions)
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===Covert Operative===
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{{Class Build (Long War)|
 +
|LCL={{ Steadfast (Long War)}}
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|CPL={{ Ranger (Long War)}}
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|SGT={{ Hit And Run (Long War)}}
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|TSG={{ Executioner (Long War)}} or {{Resilience (Long War)}}
 +
|GSG={{ Sprinter (Long War)}}
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|MSG={{ Extra Conditioning (Long War)}} or {{Lightning Reflexes (Long War)}}
 +
|Boost=+6 aim, +11 will, +1 mobility
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|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy
 +
|Weakness=lacks intel from Battle Scanners and Concealment
 +
|Battles=Covert Deployments
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|Loadout=Reinforced Armor, other tank items, Alien Trophy
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|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling
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|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 safety vs. overwatch.
 +
|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.
 +
}}
  
At Lance Cpl: '''Close Combat Specialist''' for situations where enemies will close to point blank range in attempts to flank or melee your Assault. As for Steadfast: consider ranking the assault for later MEC conversion if their base will is perilously low; refer to another build for tanky psi assaults that can make use of Steadfast's bonus will.
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===Anti-EXALT===
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{{Class Build (Long War)|
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|LCL={{ Close Combat Specialist (Long War)}}
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|CPL={{ Ranger (Long War)}}
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|SGT={{ Hit And Run (Long War)}}
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|TSG={{ Resilience (Long War)}}
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|GSG={{ Sprinter (Long War)}}
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|MSG={{ Vital Point Targeting (Long War)}}
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|Boost=N/A
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|Strength=high dmg output, great mobility
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|Weakness=limited effectiveness at long-range, and vs flying and/or armoured targets
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|Battles=Covert Extractions and Data Recoveries, Terror missions
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|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun
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|Power Ranks=SGT for dmg, GSG for mobility
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|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.
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|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.
 +
}}
  
At Corporal: '''Tactical Sense''' for the bonus defense, which Assaults will need, as they will draw plenty of fire. Only grab '''Gunslinger''' for a line assault if your pistol production is advanced enough.
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===Stormtrooper===
 
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{{Class Build (Long War)|
At Sergeant: '''Close Encounters''' for maximum flexibility and the bonus Will. Since Run and Gun is more of a problem solver than a build focus, Rapid Fire will only be more efficient than Close Encounters once every three turns. You will also usually be operating a close range, and sometimes will not be able to muster a flanking shot at close range, making Hit & Run more useful for rifle assaults and covert operatives.
+
|LCL={{Flush (Long War)}} or {{Close Combat Specialist (Long War)}}
 
+
|CPL={{Aggression (Long War)}}
At Tech Sgt: '''Extra Conditioning''' to improve survivability and overall stats. Killer Instinct-fueled crits only come up ever three or more turns, making it a less efficient buy. Assaults usually deal enough raw damage via double-shots and crits that Ranger isn't necessary.
+
|SGT={{Hit And Run (Long War)}}
 
+
|TSG={{Executioner (Long War)}}
At Gun Sgt: '''Sprinter''' to improve ability to close to Close Encounters range and carry heavy armor/lots of heavy items. This assault build doesn't make heavy use of expanded crit chance, and Extra Conditioning with Resilience at MSGT should be sufficient tankiness.
+
|GSG={{Bring Em On (Long War)}}
 
+
|MSG={{Vital Point Targeting (Long War)}} or {{Extra Conditioning (Long War)}}
At Master Sgt: '''Resilience''' to complete the durability package. OR '''Vital Point Targeting''' to help confirm kills. Only take Lightning Reflexes for this build if you're low on effective Scouts in the organization.
+
|Boost=+2 aim, +2 will
 
+
|Strength=great mix of utility and damage
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.
+
|Weakness=requires tech and soldier development to unlock build's potential
 
+
|Battles=All
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.
+
|Loadout=Gauss Stuttergun, Shredder Ammo, Targeting Module, situational items
 
+
|Power Ranks=SGT for performance, GSGT for damage
 
+
|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.)
'''R&G Operative''' - 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.
+
|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.
 
+
}}
At Lance Cpl: '''Flush''' if you want to use your operative/assault as utility while waiting for R&G to come off cool-down. OR '''Close Combat Specialist''' when you want to use your operative as a close-in damage threat for alien missions (be wary, as this can backfire on covert operatives if CCS procs deplete all your ammo before a turn which you planned to use R&G to trip a comm relay). Take '''Steadfast''' if your assault operative has low will and you do not want to risk them panicking to a light wound.
 
 
 
At Corporal: '''Gunslinger''' as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have a consistent secondary damage source on alien missions.
 
 
 
At Sergeant: '''Hit and Run''' for shots of opportunity, OR '''Rapid Fire''', as Run and Gun is central to this covert operative's strategy and Rapid Fire can be used with it.
 
 
 
At Tech Sgt: '''Killer Instinct''' to make Rapid Fire R&G crits seriously hurt. Consider '''Extra Conditioning''' if you need the slight bonus mobility. Ranger does not enhance pistols.
 
 
 
At Gun Sgt: '''Sprinter''' to hit relays on the far opposite side of the map with Run and Gun. OR '''Bring 'Em On''' for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.
 
 
 
At Master Sgt: '''Lightning Reflexes''' if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&G cooldown). Any perk is a good choice here otherwise.
 
 
 
Equip Completed build with: Operative builds are generally self explanatory (machine pistol, alloy plating and a grenade). 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.
 
 
 
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 visiblity 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.)
 
  
 
==See also==
 
==See also==

Latest revision as of 22:03, 14 October 2021

   Assault

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.

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
RANK SQUADDIE.png
Specialist
Run & Gun
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Close Combat Specialist
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
Flush
Flush
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
+5 Will. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
Will to Survive
Will to Survive
Gain 1.5 Damage Reduction (DR) if in cover and not flanked.
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
+3 Will. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Close Encounters
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.

Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.

Hit and Run
Hit and Run
Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.

+3 Will. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Resilience
Resilience
Confers immunity to critical hits.
Killer Instinct
Killer Instinct
Activating Run and Gun grants +50% critical damage for the rest of the turn.

Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
No other bonuses. No other bonuses. +2 Aim, +2 Will.
RANK MAJOR.png
Gunnery Sergeant
Tactical Sense
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Bring 'Em On
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Sprinter
Sprinter
Grants +4 mobility (roughly 3 tiles movement).
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Lightning Reflexes
Lightning Reflexes
The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.

+1 Mobility, +4 Aim, +4 Will. No other bonuses. No other bonuses.
  • If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.

*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled

Stat Progression

Rank / Level Total
Health
Aim
Will
 *
Health
Aim
Will
 *
Specialist 1 3 5(-6) 1 3 5(-6)
Lance Corporal 0 2 5(-6) 1 5 10(-12)
Corporal 1 3 3(-4) 2 8 13(-16)
Sergeant 0 2 3(-4) 2 10 16(-20)
Tech Sergeant 1 3 3(-4) 3 13 19(-24)
Gunnery Sergeant 0 2 3(-4) 3 15 22(-28)
Master Sergeant 1 3 3(-4) 4 18 25(-32)
  • 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 (1 + rand(6)).

Tactical Advice

Role: Mobile Offense

Long War Assaults are quite similar to vanilla Assaults. They are more mobile than 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.

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.

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.

Sample Builds

Tank Psi Assault

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Close Combat Specialist
Will to Survive
Close Encounters
Resilience
Sprinter
Extra Conditioning
Build Overview
Stat Boosts +10-15 will, +4 Aim, +4 Mobility
Strengths very tanky, good will for psi training
Weaknesses must get close with shotgun to attack reliably
Preferred battle sites All
Most common Loadout Reinforced Armor, Alloy Plating/Chitin Plating/Impact Vest, Alien Trophy/Mind Shield/Psi Screen
Power Ranks CPL and MSG for tanking, SGT and GSG for shotgun brawling
Description A durable, tanky assault for early-mid game, especially before you get MECs. With the right build and equipment, can be about as good as MECs at tanking even in the lategame while also being a lot cheaper to field, though MECs can bring flamethrowers for CC as well as significantly higher base damage. 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 likely 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.
Strategic Analysis Assaults tank by baiting attacks towards them by dropping their Defense as low as possible while increasing their flat DR and HP as high as possible. The AIs targeting priority is roughly as follows: #1 potential one shot kills (including but not limited to flanks), #2 flank shots (even if unlikely to kill), #3 groups of 2 or more they can grenade/acid spit, #4 foes using suppression that they can get LoS on, and #5 the highest accuracy shot they have. You must avoid presenting them with #1, #2, #3, and #4 with good play and positioning (LMG squadsight suppression is good here if you want to use an assault tank while also using Suppression), then drop your defense lower than all nearby allies in order to be the main target for #5. 0 (or worse) base defense and Reinforced Armor are essential here, and the Psi ability Distortion Field (+10 def to nearby allies except the Assault) is useful as well. You should also be in low cover as well, unless all of your allies are in high cover or outside line-of-sight. Stack Will to Survive (perk), Cover (low or high), Fortiores Una (officer perk), Iron Skin (gene mod), Reinforced Armor (item), and Titan Armor (armor) for 5.3-7.5 flat DR depending on the circumstance; you can optionally add Psi Screen (item), and/or Mind Merge (psi perk) on top of this for up to ~11 flat DR. This build should always be fitted out with a shotgun, its massive range bonus in close proximity make starting aim and 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 or supporting 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.


Covert Operative

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Steadfast
Ranger
Hit and Run
Executioner
Sprinter
Extra Conditioning
or
Lightning Reflexes
Build Overview
Stat Boosts +6 aim, +11 will, +1 mobility
Strengths Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy
Weaknesses lacks intel from Battle Scanners and Concealment
Preferred battle sites Covert Deployments
Most common Loadout Reinforced Armor, other tank items, Alien Trophy
Power Ranks CPL and MSG for tanking, SGT for shotgun brawling
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 safety vs. overwatch.
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.


Anti-EXALT

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Close Combat Specialist
Ranger
Hit and Run
Resilience
Sprinter
Vital Point Targeting
Build Overview
Stat Boosts N/A
Strengths high dmg output, great mobility
Weaknesses limited effectiveness at long-range, and vs flying and/or armoured targets
Preferred battle sites Covert Extractions and Data Recoveries, Terror missions
Most common Loadout Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun
Power Ranks SGT for dmg, GSG for mobility
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.
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.


Stormtrooper

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier
Flush
Aggression
Hit and Run
Executioner
Bring 'Em On
Vital Point Targeting
or
Extra Conditioning
Build Overview
Stat Boosts +2 aim, +2 will
Strengths great mix of utility and damage
Weaknesses requires tech and soldier development to unlock build's potential
Preferred battle sites All
Most common Loadout Gauss Stuttergun, Shredder Ammo, Targeting Module, situational items
Power Ranks SGT for performance, GSGT for damage
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.)
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.


See also

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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