Difference between revisions of "Tactics (Long War)"

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(move battle scanner recommendation in to new section. otherwise this paragraph is all covered elsewhere or basic common sense tbh.)
(Re-formatted and deleted parts of the guide, instead focusing on the smaller tips, that people might have.)
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As many other XCOM titles, there are no right or wrong way to play Long war. What works for you in the tactical combat, might not work for others and vice versa. There are some subtle changes to the way that Long War plays, from Vanilla, but most of the some basic gameplay ideas are still in effect. Some changes however are very profound and changes the way that the game is played in drastic ways.
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=General Advice & Tips=
 
 
The following list is in no way intended to be exhaustive or complete, but instead shed some light on the nuances of Long War.
 
 
 
 
 
= Long War Combat guide and tips. =
 
 
 
 
 
== Pre-battle Guide & Tips ==
 
This covers general advice, when setting up squads, unit compositions, class synergies and other things that are important to consider before heading into a battle.
 
 
 
 
 
===Map Description===
 
A new feature in Long War, is the ability to see what kind of map you are going to. You won't know exactly what map you are getting, but you will get a general idea. This information is incredibly important, as it gives you an idea of what type combat scenario will occur. For example: ''A Long Road road with vehicles.'' Notice how it doesn't say what map it is, but you can make a reasonable assumption of what type of soldiers that you should take with you. These Map hints, can make your battles easier but be careful, they can sometimes be very misleading. 
 
 
 
 
 
===Squad Composition===
 
When putting together your squad, first see what sort of terrain you are fighting on, then what mission it is and then try to adjust the class choices to whatever specific playstyle you prefer.
 
For instance a very aggressive player might want to take one mobile sniper, one rocketeer, two infantry and one scout and assault with him, so he can constantly move forward against the Alien positions.
 
 
 
There is no right or wrong way to set up the squad. Usually though, if you can see how the different classes compliment each other, then you have a pretty good set-up.
 
 
 
If you have specific goals in mind for a particular mission, like capturing an outsider, then you should always plan according to that objective. As you want to make that process as painless as possible, while still being able to handle whatever else the mission throws against you.
 
 
 
===General Advice & Tips===
 
  
 
This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.
 
This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.
  
'''MEDIC!'''
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'''Medics'''
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. I personally always take one with me during every mission.
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A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you.  
  
'''Divide and Conquer'''
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'''Divide and Conquer.'''
 
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward.  
 
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward.  
  
'''S.H.I.V all the things'''
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'''S.H.I.V all the things.'''
I liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big.
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Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big.
  
 
'''Battle Scanners. Seriously.'''
 
'''Battle Scanners. Seriously.'''
 
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.
 
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.
  
== Combat Guide & Tips ==
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'''Mister grenade is not your friend.'''
This part of the guide covers the tactical decisions and manuvers that you can be faced with during battle.
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You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw with a grenade, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to content with more enemies and you are caught in a very bad position. As such, always throw the Grenade as the first thing, not the last.
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'''Meld doesn't matter'''
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While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it.
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'''Explosive Terror solutions'''
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The most dangerous part of terror mission are the roaming chryssalids. However, they tend to stay clustered in small groups, which makes them excellent targets for Grenades and/or Rockets, you might not get any carcasses, but that is a small price to pay.

Revision as of 13:58, 11 July 2014


General Advice & Tips

This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.

Medics A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you.

Divide and Conquer. Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward.

S.H.I.V all the things. Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big.

Battle Scanners. Seriously. Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.

Mister grenade is not your friend. You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw with a grenade, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to content with more enemies and you are caught in a very bad position. As such, always throw the Grenade as the first thing, not the last.

Meld doesn't matter While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it.

Explosive Terror solutions The most dangerous part of terror mission are the roaming chryssalids. However, they tend to stay clustered in small groups, which makes them excellent targets for Grenades and/or Rockets, you might not get any carcasses, but that is a small price to pay.