Difference between revisions of "Assault (Long War)"

From UFOpaedia
Jump to navigation Jump to search
(Updated for beta 13)
m
Line 17: Line 17:
 
|LCorporalE2=''No other bonuses.''
 
|LCorporalE2=''No other bonuses.''
 
|LCorporalE3='''Provides +5 Will.'''
 
|LCorporalE3='''Provides +5 Will.'''
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''
+
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.''
 
|Corporal2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
 
|Corporal2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
 
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
 
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''

Revision as of 16:19, 12 August 2014

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: Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
ASSAULT RUNGUN.png
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
ASSAULT CLOSECOMBAT.png
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Defenders Medal 1 (EU2012).png
Steadfast
Immune to panic, except Psi Panic.
Provides +2 Aim. No other bonuses. Provides +5 Will.
RANK SERGEANT.png
Corporal
SNIPER GUNSLINGER.png
Gunslinger
Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Provides +1 Aim. No other bonuses. Provides +1 Will.
RANK LIEUTENANT.png
Sergeant
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
ASSAULT CLOSEPERSONAL.png
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Provides +1 Mobility. Provides +1 Mobility. Provides +1 Aim, +1 Will, +1 Mobility.
RANK CAPTAIN.png
Tech Sergeant
HEAVY WILLTOSURVIVE.png
Will To Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
ASSAULT KILLERINSTINCT.png
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
ALIEN CANNONFIRE.png
Ranger
Primary weapons do one additional damage.
Provides +1 Will. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
SUPPORT DEEPPOCKETS.png
Packmaster
Limited-use items in your inventory receive additional uses.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
SUPPORT SPRINTER.png
Sprinter
Allows the soldier to move 3 additional tiles.
No other bonuses. Provides +2 Will. No other bonuses.
RANK COLONEL.png
Master Sergeant
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
MEC VITAL POINT TARGETING.png
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
ASSAULT LIGHTNINGREFLEXES.png
Lightning Reflexes
Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.
No other bonuses. Provides +3 Aim. Provides +3 Aim, +3 Will, +1 Mobility.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 0 1 3 6
Corporal 1 2 3 9
Sergeant 0 2 3 12
Tech Sergeant 1 3 3 15
Gunnery Sergeant 0 3 3 18
Master Sergeant 1 4 3 21

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 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.

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.