Difference between revisions of "Shogun (Long War)"

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MEC variant of the Engineer class
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[[File: Class Shogun (Long War).png|left|frame|64px|   Shogun]]
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{{Toc (Long War)|30}}
  
== Abilities ==
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MEC variant of the '''Engineer''' class.
 +
 
 +
:'''Primary Weapon:''' MEC Primary Weapons
 +
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 +
:'''Class-Limited items:''' MEC Equipment items
 +
 
 +
<div style="clear:both;"></div>
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 +
==Abilities==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br/>''''
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|Specialist1={{ Collateral Damage (Long War)|text=1}}
|SpecialistE1=''''
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|SpecialistE1=''No other bonuses.''
|LCorporal1=[[File:.png|32px|center]]''''''<br/>''''
+
|LCorporal1={{ Packmaster (Long War)|text=1}}
|LCorporal2=[[File:.png|32px|center]]''''''<br/>''''
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|LCorporal2={{ Damage Control (Long War)|text=1}}
|LCorporal3=[[File:.png|32px|center]]''''''<br/>''''
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|LCorporal3={{ HEAT Ammo (Long War)|text=1}}
|LCorporalE1=''''
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|LCorporalE1=''No other bonuses.''
|LCorporalE2=''''
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|LCorporalE2=''No other bonuses.''
|LCorporalE3=''''
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|LCorporalE3=''No other bonuses.''
|Corporal1=[[File:.png|32px|center]]''''''<br/>''''
+
|Corporal1={{ HEAT Warheads (Long War)|text=1}}
|Corporal2=[[File:.png|32px|center]]''''''<br/>''''
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|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}
|Corporal3=[[File:.png|32px|center]]''''''<br/>''''
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|Corporal3={{ Deadeye (Long War)|text=1}}
|CorporalE1=''''
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|CorporalE1=''No other bonuses.''
|CorporalE2=''''
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|CorporalE2='''+2 Will.'''
|CorporalE3=''''
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|CorporalE3=''No other bonuses.''
|Sergeant1=[[File:.png|32px|center]]''''''<br/>''''
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|Sergeant1={{ Mayhem (Long War)|text=1}}
|Sergeant2=[[File:.png|32px|center]]''''''<br/>''''
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|Sergeant2={{ Repair Servos (Long War)|text=1}}
|Sergeant3=[[File:.png|32px|center]]''''''<br/>''''
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|Sergeant3={{ Flush (Long War)|text=1}}
|SergeantE1=''''
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|SergeantE1=''No other bonuses.''
|SergeantE2=''''
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|SergeantE2=''No other bonuses.''
|SergeantE3=''''
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|SergeantE3=''No other bonuses.''
|TechSgt1=[[File:.png|32px|center]]''''''<br/>''''
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|TechSgt1={{ Sapper (Long War)|text=1}}
|TechSgt2=[[File:.png|32px|center]]''''''<br/>''''
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|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}
|TechSgt3=[[File:.png|32px|center]]''''''<br/>''''
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|TechSgt3={{ Ranger (Long War)|text=1}}
|TechSgtE1=''''
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|TechSgtE1=''No other bonuses.''
|TechSgtE2=''''
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|TechSgtE2=''No other bonuses.''
|TechSgtE3=''''
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|TechSgtE3=''No other bonuses.''
|GunSgt1=[[File:.png|32px|center]]''''''<br/>''''
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|GunSgt1={{ Tandem Warheads (Long War)|text=1}}
|GunSgt2=[[File:.png|32px|center]]''''''<br/>''''
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|GunSgt2={{ Rapid Fire (Long War)|text=1}}
|GunSgt3=[[File:.png|32px|center]]''''''<br/>''''
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|GunSgt3={{ Light Em Up (Long War)|text=1}}
|GunSgtE1=''''
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|GunSgtE1=''No other bonuses.''
|GunSgtE2=''''
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|GunSgtE2=''No other bonuses.''
|GunSgtE3=''''
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|GunSgtE3=''No other bonuses.''
|MSgt1=[[File:.png|32px|center]]''''''<br/>''''
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|MSgt1={{ Grenadier (Long War)|text=1}}
|MSgt2=[[File:.png|32px|center]]''''''<br/>''''
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|MSgt2={{ Absorption Fields (Long War)|text=1}}
|MSgt3=[[File:.png|32px|center]]''''''<br/>''''
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|MSgt3={{ Shredder Ammo (Long War)|text=1}}
|MSgtE1=''''
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|MSgtE1=''No other bonuses.''
|MSgtE2=''''
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|MSgtE2='''-1 Mobility'''
|MSgtE3=''''
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|MSgtE3=''No other bonuses.''
 +
}}
 +
 
 +
==Stat Progression==
 +
{{Stat Progression Table (Long War)
 +
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=2(-3)
 +
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=4(-6)
 +
| rank3-hp-add=1 || rank3-aim-add=2 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=7 || rank3-will-total=6(-9)
 +
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=2(-3) || rank4-hp-total=3 || rank4-aim-total=10 || rank4-will-total=8(-12)
 +
| rank5-hp-add=1 || rank5-aim-add=2 || rank5-will-add=2(-3) || rank5-hp-total=4 || rank5-aim-total=12 || rank5-will-total=10(-15)
 +
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=2(-3) || rank6-hp-total=4 || rank6-aim-total=14 || rank6-will-total=12(-18)
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| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=2(-3) || rank7-hp-total=5 || rank7-aim-total=17 || rank7-will-total=14(-21)
 
}}
 
}}
  
== Stat Progression ==
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* 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==
 +
'''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.
 +
 
 +
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.
 +
 
 +
Remember to pick up the '''Alien Grenades''' Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.
 +
 
 +
==Sample Builds==
 +
===Anti-Mech Utili-Tank===
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{{Class Build (Long War)|
 +
|LCL={{ HEAT Ammo (Long War)}}
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|CPL={{ Deadeye (Long War)}}
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|SGT={{ Repair Servos (Long War)}}
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|TSG={{ Shock Absorbent Armor (Long War)}}
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|GSG={{ Rapid Fire (Long War)}}
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|MSG={{ Absorption Fields (Long War)}}
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|Strength=Killing large mechanical units from up close
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|Weakness=Long range shootouts
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|Loadout=Kinetic Strike Module, Flamethrower; Battle Computer, Core Armoring, AP ammo
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|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.
 +
}}
  
{| class="wikitable"
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===Explosives Specialist===
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
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{{Class Build (Long War)|
|-
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|LCL={{ Packmaster (Long War)}}
|Specialist|| 1 || 1 || 3 || 3
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|CPL={{ HEAT Warheads (Long War)}}
|-
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|SGT={{ Mayhem (Long War)}}
|Lance Corporal|| 0 || 1 || 3 || 6
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|TSG={{ Sapper (Long War)}}
|-
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|GSG={{ Tandem Warheads (Long War)}}
|Corporal|| 1 || 2 || 2 || 8
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|MSG={{ Grenadier (Long War)}}
|-
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|Strength=AOE damage, cover destruction
|Sergeant|| 1 || 3 || 3 || 11
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|Battles=Long missions: Alien Base Assaults, Landed Large UFOs
|-
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|Weakness=Brittle (for a MEC)
|Tech Sergeant|| 1 || 4 || 2 || 13
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|Loadout=Grenade & Proximity Mine Launchers; Tactical Sensors, Core Armoring, either Hi Cap Mags or Flak Ammo (for synergy with Collateral Damage)
|-
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|Power Ranks=MSG, needs Grenadier for both grenade range and quantity
|Gunnery Sergeant|| 0 || 4 || 3 || 16
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|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.
|-
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|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.
|Master Sergeant|| 1 || 5 || 3 || 19
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}}
|}
 
  
 +
==See also==
 +
{{Soldiers (Long War) Navbar}}
 
[[Category:Soldiers (Long War)]]
 
[[Category:Soldiers (Long War)]]
 
[[Category:MECs (Long War)]]
 
[[Category:MECs (Long War)]]
 
[[Category:Long War]]
 
[[Category:Long War]]

Latest revision as of 16:58, 18 July 2020

   Shogun

MEC variant of the Engineer class.

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

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Collateral Damage
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
HEAT Ammo
HEAT Ammo
Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed.
No other bonuses. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
HEAT Warheads
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.
Automated Threat Assessment
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Deadeye
Deadeye
Confers +15 aim against flying targets.
No other bonuses. +2 Will. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Mayhem
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
Repair Servos
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Flush
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.
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Sapper
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment.
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
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 MAJOR.png
Gunnery Sergeant
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage to the maximum extent of their area of effect.
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Light 'Em Up
Light 'Em Up
Standard shots no longer end the turn, if taken as the first action.
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Grenadier
Grenadier
Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further.
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
Shredder Ammo
Shredder Ammo
The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
No other bonuses. -1 Mobility No other bonuses.


Stat Progression

Rank / Level Total
Health
Aim
Will
 *
Health
Aim
Will
 *
Specialist 1 3 2(-3) 1 3 2(-3)
Lance Corporal 0 2 2(-3) 1 5 4(-6)
Corporal 1 2 2(-3) 2 7 6(-9)
Sergeant 1 3 2(-3) 3 10 8(-12)
Tech Sergeant 1 2 2(-3) 4 12 10(-15)
Gunnery Sergeant 0 2 2(-3) 4 14 12(-18)
Master Sergeant 1 3 2(-3) 5 17 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

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.

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.

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

Sample Builds

Anti-Mech Utili-Tank

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
HEAT Ammo
Deadeye
Repair Servos
Shock-Absorbent Armor
Rapid Fire
Absorption Fields
Build Overview
Stat Boosts -
Strengths Killing large mechanical units from up close
Weaknesses Long range shootouts
Preferred battle sites -
Most common 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

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
Packmaster
HEAT Warheads
Mayhem
Sapper
Tandem Warheads
Grenadier
Build Overview
Stat Boosts -
Strengths AOE damage, cover destruction
Weaknesses Brittle (for a MEC)
Preferred battle sites Long missions: Alien Base Assaults, Landed Large UFOs
Most common 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

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