Difference between revisions of "Shogun (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
<br/>!! NOT UPDATED TO LWR YET !!
 
  
[[File: Class Shogun (Long War).png|left|frame|64px|&nbsp;&nbsp;'''''Shogun''''']]
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[[File: Class Shogun (Long War).png|left|frame|64px|&nbsp;&nbsp;'''Shogun''']]
  
MEC variant of the '''Engineer''' class.
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The '''Shogun''' is the MEC variant of the '''Engineer''' and '''Medic''' classes.
  
 
:'''Primary Weapon:''' MEC Primary Weapons
 
:'''Primary Weapon:''' MEC Primary Weapons
 
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 
:'''Class-Limited items:''' MEC Equipment items
 
:'''Class-Limited items:''' MEC Equipment items
<br/>
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</br>
  
 
== Abilities ==
 
== Abilities ==
{{Class Tree (Long War)|
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{{Class Tree (LWR)|
|Specialist1={{ Collateral Damage (Long War)|text=1}}
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|Specialist1={{ Hit and Run (LWR)|text=1}}
|SpecialistE1=''No other bonuses.''
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|LCorporal1={{ Critical System Targeting (LWR)|text=1}}
|LCorporal1={{ Packmaster (Long War)|text=1}}
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|LCorporal2={{ First Aid (LWR)|text=1}}
|LCorporal2={{ Damage Control (Long War)|text=1}}
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|LCorporal3={{ Penetrator (LWR)|text=1}}
|LCorporal3={{ HEAT Ammo (Long War)|text=1}}
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|Corporal1={{ Collateral Damage (LWR)|text=1}}
|LCorporalE1=''No other bonuses.''
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|Corporal2={{ Vital Point Targeting (LWR)|text=1}}
|LCorporalE2=''No other bonuses.''
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|Corporal3={{ Grenadier (LWR)|text=1}}
|LCorporalE3=''No other bonuses.''
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|Sergeant1={{ Awareness (LWR)|text=1}}
|Corporal1={{ HEAT Warheads (Long War)|text=1}}
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|Sergeant2={{ Shadowstep (LWR)|text=1}}
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}
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|Sergeant3={{ HEAT Warheads (LWR)|text=1}}
|Corporal3={{ Deadeye (Long War)|text=1}}
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|TechSgt1={{ Jetboot Module (LWR)|text=1}}
|CorporalE1=''No other bonuses.''
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|GunSgt1={{ Snapshot (LWR)|text=1}}
|CorporalE2='''+2 Will.'''
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|GunSgt2={{ Killer Instinct (LWR)|text=1}}
|CorporalE3=''No other bonuses.''
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|GunSgt3={{ Sapper (LWR)|text=1}}
|Sergeant1={{ Mayhem (Long War)|text=1}}
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|MSgt1={{ Extra Conditioning (LWR)|text=1}}
|Sergeant2={{ Repair Servos (Long War)|text=1}}
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|MSgt2={{ Fragmentation (LWR)|text=1}}
|Sergeant3={{ Flush (Long War)|text=1}}
 
|SergeantE1=''No other bonuses.''
 
|SergeantE2=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
 
|TechSgt1={{ Sapper (Long War)|text=1}}
 
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}
 
|TechSgt3={{ Ranger (Long War)|text=1}}
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE3=''No other bonuses.''
 
|GunSgt1={{ Tandem Warheads (Long War)|text=1}}
 
|GunSgt2={{ Rapid Fire (Long War)|text=1}}
 
|GunSgt3={{ Light Em Up (Long War)|text=1}}
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
 
|MSgt1={{ Grenadier (Long War)|text=1}}
 
|MSgt2={{ Absorption Fields (Long War)|text=1}}
 
|MSgt3={{ Shredder Ammo (Long War)|text=1}}
 
|MSgtE1=''No other bonuses.''
 
|MSgtE2='''-1 Mobility'''
 
|MSgtE3=''No other bonuses.''
 
 
}}
 
}}
  
 
== Stat Progression ==
 
== Stat Progression ==
 
{| class="wikitable"
 
!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*
 
|-
 
|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)
 
|-
 
|Lance Corporal|| 0 || 1 || 2 || 5 || 2(3)|| 4(-6)
 
|-
 
|Corporal|| 1 || 2 || 2 || 7 || 2(3)|| 6(-9)
 
|-
 
|Sergeant|| 1 || 3 || 3 || 10 || 2(3)|| 8(-12)
 
|-
 
|Tech Sergeant|| 1 || 4 || 2 || 12 || 2(3)|| 10(-15)
 
|-
 
|Gunnery Sergeant|| 0 || 4 || 2 || 14 || 2(3)|| 12(-18)
 
|-
 
|Master Sergeant|| 1 || 5 || 3 || 17 || 2(3)|| 14(-21)
 
|}
 
 
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
 
  
 
== Tactical Advice ==
 
== Tactical Advice ==
 
'''Intended Role:''' Mid-range Offensive/Defensive Support
 
'''Intended Role:''' Mid-range Offensive/Defensive Support
  
Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using '''Collateral Damage''' and '''Sapper'''. Whilst it doesn't have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using '''HEAT Warheads''' and '''HEAT Ammo''' to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. '''Packmaster''' and '''Grenadier''' also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.
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Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using '''Collateral Damage''' and '''Sapper'''. Whilst it doesn't have the raw range of the Jaeger, the Shogun can also act as a highly effective antimech platform using '''HEAT Warheads''' and '''Critical System Targeting''' to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. '''Grenadier''' increases the number of grenade uses, allowing for sustained bombardment throughout longer missions. Like the Medic, the Shogun can provide healing throughout a mission using Restorative Mist with '''First Aid'''.
  
Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain '''HEAT Ammo''' via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.
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Unlike the Jaeger, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain anti-mech abilities; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.
  
 
Remember to pick up the '''Alien Grenades''' Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.
 
Remember to pick up the '''Alien Grenades''' Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.
  
 
==Sample Builds==
 
==Sample Builds==
===Anti-Mech Utili-Tank===
 
{{Class Build (Long War)|
 
|LCL={{ HEAT Ammo (Long War)}}
 
|CPL={{ Deadeye (Long War)}}
 
|SGT={{ Repair Servos (Long War)}}
 
|TSG={{ Shock Absorbent Armor (Long War)}}
 
|GSG={{ Rapid Fire (Long War)}}
 
|MSG={{ Absorption Fields (Long War)}}
 
|Strength=Killing large mechanical units from up close
 
|Weakness=Long range shootouts
 
|Loadout=Kinetic Strike Module, Flamethrower; Battle Computer, Core Armoring, AP ammo
 
|Power Ranks=GSG for DPS; MSG for tanking
 
|Description=This soldier specializes in dealing massive damage up close to large mech units, using Rapid Fire with HEAT Ammo and surviving with several tank perks (Kinetic Strike Module works with HEAT Ammo as well). This Shogun takes Deadeye to deal with pesky Cyberdisks as well. When not facing robots, the Shogun deploys unlimited cover destruction and tanks for your squad.
 
|Strategic Analysis=This MEC build is comparable to a HEAT gunner. Both have similar offensive ability, with Rapid Fire + HEAT ammo and similar aim growth (although a shogun will hit flying Cyberdisks more reliably). The primary difference is in tanking ability. A HEAT gunner has more DR if they are in cover, not flanked, and have DR increasing items. A Shogun has more DR if he is within 4 tiles of his aggressor, and is in a MEC-4 or MEC-5 suit. An Anti-Mech Shogun is most useful if you don't have HEAT gunners, find them difficult to keep safe, or find them too unreliable when faced with Cyberdisks.
 
}}
 
 
===Explosives Specialist===
 
{{Class Build (Long War)|
 
|LCL={{ Packmaster (Long War)}}
 
|CPL={{ HEAT Warheads (Long War)}}
 
|SGT={{ Mayhem (Long War)}}
 
|TSG={{ Sapper (Long War)}}
 
|GSG={{ Tandem Warheads (Long War)}}
 
|MSG={{ Grenadier (Long War)}}
 
|Strength=AOE damage, cover destruction
 
|Battles=Long missions: Alien Base Assaults, Landed Large UFOs
 
|Weakness=Brittle (for a MEC)
 
|Loadout=Grenade & Proximity Mine Launchers; Tactical Sensors, Core Armoring, either Hi Cap Mags or Flak Ammo (for synergy with Collateral Damage)
 
|Power Ranks=MSG, needs Grenadier for both grenade range and quantity
 
|Description=This MEC trooper overwhelms the enemy with a huge amount of explosives. With a total of 4 grenades per slot or 5 proximity mines per slot at MSGT, they can rain down cover destruction and AOE damage over the course of several engagements. During small engagements where a grenade is unnecessary, Collateral Damage can be used instead to save consumables. Take this MEC when you want lots of cover destruction and AOE damage, but the mission will be too long for a Rocketeer to fill this role. However, care must be taken with these MEC troopers due to their fragile nature. Always keep the Explosives Shogun in One For All mode, and try to place them behind obstacles such that enemies cannot see them, but the Shogun's explosives can still reach the enemy.
 
|Strategic Analysis=This Shogun build is very similar to a typical Archer build. The disadvantage of the Shogun is that they lack Danger Zone and Bombard, so explosives must be launched at medium range and they have a smaller area of effect. However, an Archer must sacrifice Collateral Damage and Tandem Warheads if they want Packmaster and Grenadier. Therefore, a Shogun excels in situations where the Archer would be out of explosives, and an Archer excels in situations where the Shogun would be too far back to use his explosives effectively.
 
}}
 
  
 
==See also==
 
==See also==
{{Soldiers (Long War) Navbar}}
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{{Soldiers (LWR) Navbar}}
[[Category:Soldiers (Long War)]]
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[[Category: Soldiers (LWR)]]
[[Category:MECs (Long War)]]
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[[Category: MECs (LWR)]]
[[Category:Long War]]
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[[Category: Long War Rebalance]]

Revision as of 23:41, 13 July 2020

Back To Main Page

  Shogun

The Shogun is the MEC variant of the Engineer and Medic classes.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Hit and Run
Hit and Run
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
RANK CORPORAL.png
Lance Corporal
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
First Aid
First Aid
Grants 2 medikits.
Penetrator
Penetrator
The primary weapon gains +2 penetration.
RANK SERGEANT.png
Corporal
Collateral Damage
Collateral Damage
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load.
Vital Point Targeting
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
RANK LIEUTENANT.png
Sergeant
Awareness
Awareness
Provides +30 defense.
Shadowstep
Shadowstep
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the application of any shred.
RANK CAPTAIN.png
Tech Sergeant
Jetboot Module
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).
RANK MAJOR.png
Gunnery Sergeant
Snap Shot
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Killer Instinct
Killer Instinct
Critical hits deal 200% damage.
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.


Stat Progression

Tactical Advice

Intended Role: Mid-range Offensive/Defensive Support

Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using Collateral Damage and Sapper. Whilst it doesn't have the raw range of the Jaeger, the Shogun can also act as a highly effective antimech platform using HEAT Warheads and Critical System Targeting to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. Grenadier increases the number of grenade uses, allowing for sustained bombardment throughout longer missions. Like the Medic, the Shogun can provide healing throughout a mission using Restorative Mist with First Aid.

Unlike the Jaeger, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain anti-mech abilities; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.

Remember to pick up the Alien Grenades Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.

Sample Builds

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: 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 Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
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