Assault (Long War)
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. |
Killer Instinct Activating Run and Gun grants +50% critical damage for the rest of the turn. |
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.
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 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.
Sample Builds
Tank Psi Assault
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning Medic (40-47 will growth vs 39-46 will on Psi Medic).
At Lance Corporal: Close Combat Specialist for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, Steadfast can be chosen for the +5 bonus will for soldiers you're grooming for psi.
At Corporal: Will to Survive is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits.
At Sergeant: Close Encounters for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won't be using as much Run & Gun and flanking, so Rapid Fire and Hit and Run are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with Close Combat Specialist, allowing up to 3 shots a turn on a target.
At Tech Sergeant: Resilience is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability.
At Gunnery Sergeant: Sprinter to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. Tactical Sense is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.
At Master Sergeant: Extra Conditioning to provide extra HP, aim, will, and mobility, increasing tanking and versatility.
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items. Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.
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. Chop into a Marauder once EXALT is out of the game.
At Lance Corporal: Steadfast In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.
At Corporal: Ranger as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.
At Sergeant: Rapid Fire works with Run & Gun, which is key to chaining transmitters on covert ops. With Ranger, Rapid Fire allows good pistol damage even on a Covert Extraction. Be careful that you don't empty your magazine, or else you can't use Run & Gun the next turn to hit a transmitter! Alternatively, Close Encounters synergizes well with Close Combat Specialist to allow your covert op to deal decent amounts of damage or shoot and then reload to allow Run & Gun the next turn.
At Tech Sergeant: Resilience to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.
At Gunnery Sergeant: Sprinter to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.
At Master Sergeant: Extra Conditioning for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits Rapid Fire outside of Covert Operation missions.
Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. 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 visibility 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.)