Difference between revisions of "Assault (Long War)"
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|LCorporalE3='''' | |LCorporalE3='''' | ||
|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 2 bonus damage with pistols.'' | ||
− | |Corporal2=[[File: | + | |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%).'' | ||
|CorporalE1='''' | |CorporalE1='''' | ||
|CorporalE2='''' | |CorporalE2='''' | ||
|CorporalE3='''' | |CorporalE3='''' | ||
− | |Sergeant1=[[File: | + | |Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' |
− | |Sergeant2=[[File:ASSAULT | + | |Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.'' |
− | |Sergeant3=[[File:ASSAULT | + | |Sergeant3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' |
|SergeantE1='''' | |SergeantE1='''' | ||
|SergeantE2='''' | |SergeantE2='''' | ||
|SergeantE3='''' | |SergeantE3='''' | ||
− | |TechSgt1=[[File: | + | |TechSgt1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.'' |
− | |TechSgt2=[[File:ASSAULT | + | |TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.'' |
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.'' | |TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.'' | ||
|TechSgtE1='''' | |TechSgtE1='''' | ||
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|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.'' | |GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.'' | ||
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' | |GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' | ||
− | |GunSgt3= | + | |GunSgt3='''Deep Pockets'''<br/>'''' |
|GunSgtE1='''' | |GunSgtE1='''' | ||
|GunSgtE2='''' | |GunSgtE2='''' | ||
|GunSgtE3='''' | |GunSgtE3='''' | ||
− | |MSgt1=[[File:ASSAULT | + | |MSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.'' |
− | |MSgt2=[[File:ASSAULT | + | |MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.'' |
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.'' | |MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.'' | ||
|MSgtE1='''' | |MSgtE1='''' |
Revision as of 12:27, 8 July 2014
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: Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
- Secondary Weapons: Sidearm
Abilities
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 competes with the highly useful Resilience perk.
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.