Difference between revisions of "Infantry (Long War)"

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[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]
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[[File: Class Infantry (Long War).png|left|frame|64px|   Infantry]]
<div style="float:right">{{Header (Long War)}}__TOC__</div>
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{{Toc (Long War)|28}}
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The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.
 
The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.
  
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:'''Class-Limited items''': None.
 
:'''Class-Limited items''': None.
  
== Abilities ==
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<div style="clear:both;"></div>
 +
 
 +
==Abilities==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
 
|Specialist1={{ Light Em Up (Long War)|text=1}}
 
|Specialist1={{ Light Em Up (Long War)|text=1}}
Line 24: Line 27:
 
|CorporalE3=''No other bonuses.''
 
|CorporalE3=''No other bonuses.''
 
|Sergeant1={{ Deadeye (Long War)|text=1}}
 
|Sergeant1={{ Deadeye (Long War)|text=1}}
|Sergeant2={{ Suppression (Long War)|text=1}}
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|Sergeant2=<span style="color:blue;">{{ Suppression (Long War)|text=1}}</span>
 
|Sergeant3={{ Ranger (Long War)|text=1}}
 
|Sergeant3={{ Ranger (Long War)|text=1}}
 
|SergeantE1=''No other bonuses.''
 
|SergeantE1=''No other bonuses.''
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|TechSgtE3='''+2 Aim.'''
 
|TechSgtE3='''+2 Aim.'''
 
|GunSgt1={{ Resilience (Long War)|text=1}}
 
|GunSgt1={{ Resilience (Long War)|text=1}}
|GunSgt2={{ Sentinel (Long War)|text=1}}
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|GunSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span>
 
|GunSgt3={{ Bring Em On (Long War)|text=1}}
 
|GunSgt3={{ Bring Em On (Long War)|text=1}}
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE1=''No other bonuses.''
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|MSgt1={{ Extra Conditioning (Long War)|text=1}}
 
|MSgt1={{ Extra Conditioning (Long War)|text=1}}
 
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}
 
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}
|MSgt3={{ Rapid Fire (Long War)|text=1}}
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|MSgt3=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span>
 
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''
 
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
 
}}
 
}}
 
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<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span>
== Stat Progression ==
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==Stat Progression==
{| class="wikitable"
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{{Stat Progression Table (Long War)
!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*
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| 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)
|-
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| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)
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| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)
|-
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| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)
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| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)
|-
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| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)
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| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)
|-
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}}
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)
 
|-
 
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)
 
|-
 
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)
 
|-
 
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 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 (<code>1 + rand(6)</code>).
 
* 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>).
  
== Tactical Advice ==
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==Tactical Advice==
 
'''Role''': Medium Range Offense
 
'''Role''': Medium Range Offense
  
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Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.
 
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.
  
== Sample Builds ==
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==Sample Builds==
===Team Leader/Crit Infantry===
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===Crit Infantry===
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon.  
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{{Class Build (Long War)|
 +
|LCL={{ Executioner (Long War)}}
 +
|CPL={{ Aggression (Long War)}}
 +
|SGT={{ Ranger (Long War)}}
 +
|TSG={{ Sharpshooter (Long War)}}
 +
|GSG={{ Bring Em On (Long War)}}
 +
|MSG={{ Extra Conditioning (Long War)}}
 +
|Boost=+6 aim, +4 will, +1 mobility
 +
|Strength=massive dmg output
 +
|Weakness=squishy until Extra Conditioning, relies heavily on allied support
 +
|Battles=All
 +
|Loadout=Scope/Neural Gunlink, Hi Cap Mags, Targeting Module, +1 Damage item
 +
|Power Ranks=SGT and GSG for dmg, MSG for survivability
 +
|Description=This build is a very straightforward mid-range damage dealer. Crit stacking guarantees crits on exposed enemies and gives you a coin flip to land them on Hardened or in cover enemies too. Executioner makes Infantry a very reliable cleanup option in the early game against weakened foes with its +10 aim bonus, especially since LEU gives them two shots for that +10 aim bonus to go to work on; it's less useful for its crit chance, though it can help against tough enemies with good HP and DR. Agg and BEO is core and forms the bulk of your damage output. SS can be dropped for LnL if you prefer having more shots over more consistent crits, though Ranger will mitigate some of the ammo issues you run into if you invest in a good sidearm in addition to its reliable +1 damage. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun.
 +
|Strategic Analysis=Like with all infantry, find a good spot to sit in pre-engagement so you can fire 2 shots a turn with LEU. Crit Infantry greatly appreciate holo targeting, shredder rockets, and cover destruction support from rocketeers, engineers, and Collateral Damage MECs. If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game).  When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest. One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two. Just don't put yourself in a situation where you have to rely on crits landing against Hardened or in Cover enemies. Make your attempts relatively early in the turn: if one or both crit, great. If it doesn't, use the rest of your squads actions to mitigate the threat, like deploying Smoke, Suppressing the target, and so on.
 +
}}
  
At Lance Cpl: '''Executioner''' for confirming kills. Periodically, you may want to grab '''Steadfast''' instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.
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===Overwatch Fire Support===
 
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{{Class Build (Long War)|
At Corporal: '''Aggression''' for confirming kills. OR '''Tactical Sense''' if the trooper has low mobility and thus can't always exploit full cover.
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|LCL={{ Covering Fire (Long War)}}
 
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|CPL={{ Opportunist (Long War)}}
At Sergeant: '''Ranger''' for up to 2 additional damage per turn. Pistols don't deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won't be from overwatch.
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|SGT={{ Deadeye (Long War)}}
 
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|TSG={{ Lock N Load (Long War)}}
At Tech Sgt: '''Sharpshooter''' for bonus overall crit chance and for confirming kills on full-cover targets. OR '''Lock N' Load''' on early officers when you don't have many ammo upgrades, although reloading provides a great excuse to change cover!
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|GSG={{ Sentinel (Long War)}}
 
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|MSG={{ Extra Conditioning (Long War)}}
At Gun Sgt: '''Resilience''' for the protection of the officer, especially if running the combat rush genemod over secondary heart. OR '''Bring 'Em On''' to help confirm kills when first fight a pod.
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|Boost=+4 aim, +4 will, +1 mobility
 
+
|Strength=good damage output, overwatch utility/dmg
At Master Sgt: '''Extra Conditioning''' if you're grooming a future Field Commander officer for the extra 4 will. OR '''Vital Point Targeting''' If you're happy with the infantry's movement and will and would rather increase potential damage by a further 4/turn.
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|Weakness=vulnerable until Extra Conditioning, somewhat inconsistent due to the nature of overwatch
 
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|Battles=All
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.
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|Loadout=Aim/crit item(s), Hi Cap Mags
 
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|Power Ranks=CPL and GSG for overwatching, TSG for consistent ammo availability
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).
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|Description=This build sacrifices some damage potential in exchange for Overwatch utility. Overwatch will lockdown some enemies and kill others who dare to run or act before it. Overwatch shots also have favorable interactions with some enemy mechanics, such as not activating intimidate from Berserkers or the shot reflection of Ethereals. Opportunist and Sentinel are core on Overwatch builds. Covering Fire is important to prevent the soldier from being too passive, as many enemies will avoid moving if they see an Overwatching soldier, but it can also bait your soldier into taking poor or unhelpful shots. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Deadeye helps prevent Flyers from wasting your Overwatch shots, as Flying targets gain a cover bonus as if they were in Low Cover. It can be dropped for Ranger if you prefer more damage overall.
 
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|Strategic Analysis=As with all Infantry, find a good spot to sit in pre-battle so you can take 2 actions per turn with LEU. Shoot or reload with your first action and then Overwatch/Sentinel with your second for up to 3 attacks per turn. Overwatch builds combo exceptionally well with Flush support, especially in conjunction with holo targeting, for good shots that will often crit due to the exposed bonus (+50% crit chance). Be wary of enemies that don’t care about Overwatch (such as drones) that might distract your infantry from more pressing threats. Also beware of any enemy that might have Lightning Reflexes such as Thin Men and Chrysalid's. In the long run consider converting Overwatch infantry into Valkyrie MECs.
===Fire Support===
+
}}
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).
 
 
 
At Lance Cpl: '''Covering Fire''' as a core perk, increasing overall aim and overwatch efficiency.
 
 
 
At Corporal: '''Opportunist''' as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn't get cover), and all other overwatch shots equivalent.
 
 
 
At Sergeant: '''Suppression''' is ok if you lack other troops with good suppression builds, since you'll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). '''Ranger''' will increase the damage output and help increase the odds a reaction shot will be a kill shot. '''Deadeye''' could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.
 
 
 
At Tech Sgt: '''Lock N' Load''' as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.
 
 
 
At Gun Sgt: '''Sentinel''' as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.
 
 
 
At Master Sgt: '''Vital Point Targeting''' is acceptable if you are content with your trooper's will and mobility and are ok with potentially losing them to a crit. '''Extra Conditioning''' for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.
 
 
 
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.
 
 
 
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you'll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.
 
  
 
===Tank Infantry===
 
===Tank Infantry===
''Suitable Recruits'': Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Defense can be a dump stat as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.
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{{Class Build (Long War)|
 
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|LCL={{ Steadfast (Long War)}}
LCPL: '''Steadfast'''. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other's wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.
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|CPL={{ Will To Survive (Long War)}}
 
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|SGT={{ Suppression (Long War)}}
CPL: '''Will to Survive'''. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.
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|TSG={{ Lock N Load (Long War)}}
 
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|GSG={{ Resilience (Long War)}}
SGT: '''Suppression'''. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there's an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.
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|MSG={{ Extra Conditioning (Long War)}}
 
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|Boost=+4 aim, +12 will, +1 mobility
TSGT: '''Lock 'N' Load'''. Lets the Infantry maintain continual suppression and not miss a turn of effective action.
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|Strength=very durable, good and consistent utility
 
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|Weakness=low dmg output, needs indestructible cover to draw aggro from
GSGT: '''Resilience'''. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).
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|Battles=Narrow maps where the risk of being outflanked: roadways and base assaults
 
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|Loadout=Reinforced Armor, Alloy Plating, and/or Chitin Plating
MSGT: '''Extra Conditioning'''. Makes for a nigh-indestructible soldier — as long as the rest of the squad doesn't abandon her. If you were already happy with the toughness and stats of your soldier, you could take Vital Point Targeting instead.
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|Power Ranks=CPL and MSG for tanking, SGT and TSG for utility
 
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|Description=Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences. The core perk is Suppression; in addition to its usual role in locking down a specific target, it also innately encourages attacks from both the target of the suppression as well as other aliens, who will attempt to break the Suppression and free up their comrade by attacking the user if they don't have a good kill or flank shot they can make. Suppression-based tanks are sometimes known as "Taunt" tanks as a result. Lock N'Load boosts the reliability of this Suppression by allowing you to maintain it every turn, even on the relatively low ammo capacity of an assault rifle. The bulk of the rest of their perk selections is devoted to improving their durability, in the hopefully unlikely event that they do take damage. Steadfast prevents them from panicking on hit, Will to Survive boosts their DR, Resilience negates crits, and Extra Conditioning gives a massive survivability boost.
''Role'': XCOM players know that firefights — multi-turn exchanges of fire between two sets of cover positions — are to be avoided at all costs. Use Snipers, use explosives, use flanks, use recon and ambush, use everything you've got to avoid getting stuck in firefights, where the aliens' raw power and special abilities favour them in the battle of attrition, while another pod could join the fun at any moment.
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|Strategic Analysis=Tank Infantry are the soldiers you want on the front-line. They should take an indestructible full cover position closest to the alien positions (but still at mid-range). It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction. Each turn, the soldier should shoot (or reload with LnL), and then suppress with their second action. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. For officers, Command is also a good choice for your second but you lose the taunting effect of Suppression if you do. Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. 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 they can grenade/acid spit, #4 foes using suppression, and #5 the highest accuracy shot they have. You must shore up #1, #2 and #3 with good positioning and play on your entire squad, leaving the Infantry as the main target for #4. Leaving aside Mechs and SHIVs, only Assaults can compete as main "tanks" or fire magnets: Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty but don't have access to suppression for taunting, and thus must make a deliberate attempt to make their Defense the lowest of the entire squad in order to tank with #5 instead of #4 (e.g. sit in Low Cover, use Reinforced Armor, build on a low base defense unit). You can do the same thing with Tank Infantry, of course, as a backup plan in case you can't Suppress this turn (and you need to pre Suppression), but it also means you get hit more often during Suppression, which is consequentially less reliable as a lockdown tool. Tank Infantry make solid officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.  
 
+
}}
However, if a firefight ''does'' happen, Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don't give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be ''indestructible'' than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won't do much damage, but will expose it to further shots against which it will have much less DR.
 
 
 
Each turn, the soldier should shoot once, and then suppress (they can also shoot and hunker down, shoot and reload, shoot and heal, etc, as needed). They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.
 
 
 
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.
 
 
 
''Gear'': Tank Infantry should be equipped with a Heavy/Battle Rifle: usually, the soldier will only take the single free shot from Light 'Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator).
 
 
 
''Limitations'': The Tank Infantry's weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it's over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes ''cause'' there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.
 
 
 
''Suitable Maps'': Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.
 
 
 
''Other Notes'': Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to ''kill'' as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.
 
 
 
Other classes are also capable of "tanking". Gunners are a common choice, but do not have Steadfast, and lack Lock 'N' Load for maintaining indefinite Suppression. Engineers are unsuitable as they can only get Will to Survive ''or'' Suppression (and lack Steadfast or LNL). Rocketeers can get Will to Survive and (Mayhem!) Suppression, but this means passing up improvements to the rockets that are their main feature (and they lack Steadfast or LNL). Medics, Scouts and Snipers all lack the essential Will to Survive.
 
 
 
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main "tanks" or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank. Assaults make good tanks in unpredictable situations, but contribute less in bogged down cover-to-cover firefights where all the enemy is in the same direction: they lack Light 'Em Up to take a free shot (except when it's possible to use H&R or CE), they cannot suppress and don't have LNL to sustain continual fire.
 
 
 
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.
 
  
 
==See also==
 
==See also==

Latest revision as of 23:05, 14 October 2021

   Infantry

The Infantry class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is Light 'Em Up, which behaves identically to the vanilla Heavy's Bullet Swarm perk.

Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine pistols, Sawed-off shotgun.
Class-Limited items: None.

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Light 'Em Up
Light 'Em Up
Standard shots no longer end the turn, if taken as the first action.
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.
Covering Fire
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
+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.
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
+3 Will. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Deadeye
Deadeye
Confers +15 aim against flying targets.
Suppression
Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.

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.
No other bonuses. No other bonuses. No other bonuses
RANK CAPTAIN.png
Tech Sergeant
Tactical Sense
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
No other bonuses. No other bonuses. +2 Aim.
RANK MAJOR.png
Gunnery Sergeant
Resilience
Resilience
Confers immunity to critical hits.
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.

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

+4 Aim, +4 Will, +1 Mobility. No other bonuses. No other bonuses.

*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 3 5(-6) 1 6 10(-12)
Corporal 0 3 3(-4) 1 9 13(-16)
Sergeant 1 3 3(-4) 2 12 16(-20)
Tech Sergeant 0 3 3(-4) 2 15 19(-24)
Gunnery Sergeant 0 3 3(-4) 2 18 22(-28)
Master Sergeant 1 3 3(-4) 3 21 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: Medium Range Offense

Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the Assault class. Infantrymen's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.

Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in Covering Fire, Opportunist and Sentinel.

Sample Builds

Crit Infantry

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
Executioner
Aggression
Ranger
Sharpshooter
Bring 'Em On
Extra Conditioning
Build Overview
Stat Boosts +6 aim, +4 will, +1 mobility
Strengths massive dmg output
Weaknesses squishy until Extra Conditioning, relies heavily on allied support
Preferred battle sites All
Most common Loadout Scope/Neural Gunlink, Hi Cap Mags, Targeting Module, +1 Damage item
Power Ranks SGT and GSG for dmg, MSG for survivability
Description This build is a very straightforward mid-range damage dealer. Crit stacking guarantees crits on exposed enemies and gives you a coin flip to land them on Hardened or in cover enemies too. Executioner makes Infantry a very reliable cleanup option in the early game against weakened foes with its +10 aim bonus, especially since LEU gives them two shots for that +10 aim bonus to go to work on; it's less useful for its crit chance, though it can help against tough enemies with good HP and DR. Agg and BEO is core and forms the bulk of your damage output. SS can be dropped for LnL if you prefer having more shots over more consistent crits, though Ranger will mitigate some of the ammo issues you run into if you invest in a good sidearm in addition to its reliable +1 damage. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun.
Strategic Analysis Like with all infantry, find a good spot to sit in pre-engagement so you can fire 2 shots a turn with LEU. Crit Infantry greatly appreciate holo targeting, shredder rockets, and cover destruction support from rocketeers, engineers, and Collateral Damage MECs. If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game). When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest. One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two. Just don't put yourself in a situation where you have to rely on crits landing against Hardened or in Cover enemies. Make your attempts relatively early in the turn: if one or both crit, great. If it doesn't, use the rest of your squads actions to mitigate the threat, like deploying Smoke, Suppressing the target, and so on.


Overwatch Fire Support

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
Covering Fire
Opportunist
Deadeye
Lock N' Load
Sentinel
Extra Conditioning
Build Overview
Stat Boosts +4 aim, +4 will, +1 mobility
Strengths good damage output, overwatch utility/dmg
Weaknesses vulnerable until Extra Conditioning, somewhat inconsistent due to the nature of overwatch
Preferred battle sites All
Most common Loadout Aim/crit item(s), Hi Cap Mags
Power Ranks CPL and GSG for overwatching, TSG for consistent ammo availability
Description This build sacrifices some damage potential in exchange for Overwatch utility. Overwatch will lockdown some enemies and kill others who dare to run or act before it. Overwatch shots also have favorable interactions with some enemy mechanics, such as not activating intimidate from Berserkers or the shot reflection of Ethereals. Opportunist and Sentinel are core on Overwatch builds. Covering Fire is important to prevent the soldier from being too passive, as many enemies will avoid moving if they see an Overwatching soldier, but it can also bait your soldier into taking poor or unhelpful shots. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Deadeye helps prevent Flyers from wasting your Overwatch shots, as Flying targets gain a cover bonus as if they were in Low Cover. It can be dropped for Ranger if you prefer more damage overall.
Strategic Analysis As with all Infantry, find a good spot to sit in pre-battle so you can take 2 actions per turn with LEU. Shoot or reload with your first action and then Overwatch/Sentinel with your second for up to 3 attacks per turn. Overwatch builds combo exceptionally well with Flush support, especially in conjunction with holo targeting, for good shots that will often crit due to the exposed bonus (+50% crit chance). Be wary of enemies that don’t care about Overwatch (such as drones) that might distract your infantry from more pressing threats. Also beware of any enemy that might have Lightning Reflexes such as Thin Men and Chrysalid's. In the long run consider converting Overwatch infantry into Valkyrie MECs.


Tank Infantry

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
Will to Survive
Suppression
Lock N' Load
Resilience
Extra Conditioning
Build Overview
Stat Boosts +4 aim, +12 will, +1 mobility
Strengths very durable, good and consistent utility
Weaknesses low dmg output, needs indestructible cover to draw aggro from
Preferred battle sites Narrow maps where the risk of being outflanked: roadways and base assaults
Most common Loadout Reinforced Armor, Alloy Plating, and/or Chitin Plating
Power Ranks CPL and MSG for tanking, SGT and TSG for utility
Description Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences. The core perk is Suppression; in addition to its usual role in locking down a specific target, it also innately encourages attacks from both the target of the suppression as well as other aliens, who will attempt to break the Suppression and free up their comrade by attacking the user if they don't have a good kill or flank shot they can make. Suppression-based tanks are sometimes known as "Taunt" tanks as a result. Lock N'Load boosts the reliability of this Suppression by allowing you to maintain it every turn, even on the relatively low ammo capacity of an assault rifle. The bulk of the rest of their perk selections is devoted to improving their durability, in the hopefully unlikely event that they do take damage. Steadfast prevents them from panicking on hit, Will to Survive boosts their DR, Resilience negates crits, and Extra Conditioning gives a massive survivability boost.
Strategic Analysis Tank Infantry are the soldiers you want on the front-line. They should take an indestructible full cover position closest to the alien positions (but still at mid-range). It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction. Each turn, the soldier should shoot (or reload with LnL), and then suppress with their second action. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. For officers, Command is also a good choice for your second but you lose the taunting effect of Suppression if you do. Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. 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 they can grenade/acid spit, #4 foes using suppression, and #5 the highest accuracy shot they have. You must shore up #1, #2 and #3 with good positioning and play on your entire squad, leaving the Infantry as the main target for #4. Leaving aside Mechs and SHIVs, only Assaults can compete as main "tanks" or fire magnets: Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty but don't have access to suppression for taunting, and thus must make a deliberate attempt to make their Defense the lowest of the entire squad in order to tank with #5 instead of #4 (e.g. sit in Low Cover, use Reinforced Armor, build on a low base defense unit). You can do the same thing with Tank Infantry, of course, as a backup plan in case you can't Suppress this turn (and you need to pre Suppression), but it also means you get hit more often during Suppression, which is consequentially less reliable as a lockdown tool. Tank Infantry make solid officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.


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