Difference between revisions of "Assault (Long War)"
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|CPL={{ Ranger (Long War)}} | |CPL={{ Ranger (Long War)}} | ||
|SGT={{ Hit And Run (Long War)}} | |SGT={{ Hit And Run (Long War)}} | ||
− | |TSG={{ Executioner (Long War)}} | + | |TSG={{ Executioner (Long War)}} or {{Resilience (Long War)}} |
|GSG={{ Sprinter (Long War)}} | |GSG={{ Sprinter (Long War)}} | ||
− | |MSG={{ Extra Conditioning (Long War)}} | + | |MSG={{ Extra Conditioning (Long War)}} or {{Lightning Reflexes (Long War)}} |
|Boost=+6 aim, +11 will, +1 mobility | |Boost=+6 aim, +11 will, +1 mobility | ||
|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy | |Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy | ||
Line 108: | Line 108: | ||
|Loadout=Reinforced Armor, other tank items, Alien Trophy | |Loadout=Reinforced Armor, other tank items, Alien Trophy | ||
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling | |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 overwatch | + | |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. | |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. | ||
}} | }} | ||
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|TSG={{Executioner (Long War)}} | |TSG={{Executioner (Long War)}} | ||
|GSG={{Bring Em On (Long War)}} | |GSG={{Bring Em On (Long War)}} | ||
− | |MSG={{Vital Point Targeting (Long War)}} or {{ | + | |MSG={{Vital Point Targeting (Long War)}} or {{Extra Conditioning (Long War)}} |
|Boost=+2 aim, +2 will | |Boost=+2 aim, +2 will | ||
|Strength=great mix of utility and damage | |Strength=great mix of utility and damage |
Latest revision as of 22:03, 14 October 2021
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 | |||
---|---|---|---|---|
Specialist |
Run & Gun Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown. | |||
No other bonuses. | ||||
Lance Corporal |
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. |
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 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. | ||
Corporal |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
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. | ||
Sergeant |
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 Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
|
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. | ||
Tech Sergeant |
Resilience Confers immunity to critical hits. |
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. | ||
Gunnery Sergeant |
Tactical Sense
Confers +5 Defense per enemy in sight (max +20). |
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
Grants +4 mobility (roughly 3 tiles movement). | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
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 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
- 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
Covert Operative
Anti-EXALT
Stormtrooper