Soldiers (Long War)

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Long War Main Page

It doesn't really matter from where or how you examine the entire Long War roster of Soldiers -aka Troopers.

All you will find is a very tight group of incredibly talented and skilled people from all over the world. Sure, they all have to go through horrific encounters with the Alien invaders. Fighting their ways back to the SkyRanger for swift extractions -- many times over. Returning to XCom-HQ for debriefing and possibly hard earned promotions.

Some will die, others will even live to assault the alien Temple Ship where a volunteer should be able to help defeat some monstruous creature and its closeby group of cyber-bio-freako thugs.

  • Such rare military potential can be turned into amazing capacities; namely, Psionic minds or Cybernetic killing machines.
  • All of them heading for a variety of Ranks & Classes, with Perk driven abilities.
  • A few might somehow get as high as Officers.

Indeed - Like a precious blue Marble in space, planet Earth is in extremely capable hands and well trained at that.

Good Luck Commanders, you'll need it!

Squad

Long War's starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.

Classes

Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:

If you don't want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.

The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works will with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault's destination doesn't have extra enemies hiding nearby.

Fatigue

In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can push a soldier out while fatigued if you must, but then they'll need a longer rest session afterwards that you can't skip. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.

Ideally, you should have about four full teams of soldiers (24-32), ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier's rank.

By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. "Do I really want to assault it?" Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.

Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren't damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.

Stats

The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening will give your soldiers fixed starting stats.

In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers' starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.

The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper's +40, for a 30 aim difference. In comparison, the Long War Engineer gains 18 aim to the Sniper's 28, a much smaller, though still significant, 10 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.

Hidden Potential

With the Second Wave option "Hidden Potential" enabled, stat gain will be as follows:

Chance to get +1 HP
Assault Infantry Rocketeer Gunner Sniper Scout Medic Engineer
Specialist 60% 60% 60% 70% 20% 20% 60% 70%
Lance Corporal 30% 30% 30% 40% 20% 20% 30% 40%
Corporal 30% 30% 30% 70% 50% 50% 30% 70%
Sergeant 60% 60% 60% 40% 20% 20% 60% 40%
Tech Sergeant 30% 30% 30% 70% 20% 20% 30% 70%
Gunnery Sergeant 30% 30% 30% 40% 20% 20% 30% 40%
Master Sergeant 60% 60% 60% 70% 50% 50% 60% 70%
Average at max rank +3 +3 +3 +4 +2 +2 +3 +4
Aim per level
Assault Infantry Rocketeer Gunner Sniper Scout Medic Engineer
Specialist 1-5 2-6 2-6 1-5 2-8 2-6 1-3 1-3
Lance Corporal 1-5 2-6 2-6 1-5 2-8 2-6 1-3 1-3
Corporal 1-5 2-6 2-6 1-5 2-8 2-6 1-3 1-3
Sergeant 1-5 2-6 1-5 1-5 2-8 2-6 1-3 1-3
Tech Sergeant 1-5 1-5 1-3 1-5 2-6 1-5 1-3 1-3
Gunnery Sergeant 1-5 1-5 1-3 1-5 2-6 1-5 1-3 1-3
Master Sergeant 1-5 1-5 1-3 1-5 2-6 1-5 1-3 1-3
Average at max rank +21 +25 +21 +21 +32 +25 +14 +14

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