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|CPL={{ Deadeye (Long War)}}  
|CPL={{ Deadeye (Long War)}}  
|SGT={{ Repair Servos (Long War)}}  
|SGT={{ Repair Servos (Long War)}}  
|TSG={{ Shock-Absorbent Armor (Long War)}}  
|TSG={{ Shock Absorbent Armor (Long War)}}  
|GSG={{ Rapid Fire (Long War)}}  
|GSG={{ Rapid Fire (Long War)}}  
|MSG={{ Absorption Fields (Long War)}}
|MSG={{ Absorption Fields (Long War)}}
|Boost= +3 Aim; + 3 Will; + 1 Mobility
|Strength=Killing large mechanical units
|Strength=AOE Damage
|Weakness=Long range shootouts
|Weakness=Ranged flyers
|Loadout=Kinetic Strike Module, Flamethrower; Battle Computer, defensive item
|Battles=Heavy & Swarming abductions; Big UFOs; Data Recovery
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.
}}
}}

Revision as of 19:47, 2 November 2016

Shogun
Long War Main Page

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

Specialist
Collateral Damage
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.

Lance Corporal
Packmaster
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Damage Control
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
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.

Corporal
HEAT Warheads
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
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
Deadeye
Confers +15 aim against flying targets.
No other bonuses. +2 Will. No other bonuses.

Sergeant
Mayhem
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
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
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.

Tech Sergeant
Sapper
Sapper
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment.
Shock-Absorbent Armor
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Ranger
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.

Gunnery Sergeant
Tandem Warheads
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
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
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.

Master Sergeant
Grenadier
Grenadier
Grenadier
Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further.
Absorption Fields
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
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 Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
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

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
-
Lance Corporal

Corporal

Sergeant

Tech Sergeant

Gunnery Sergeant

Master Sergeant
Perk by tier
HEAT Ammo
HEAT Ammo
Deadeye
Deadeye
Repair Servos
Repair Servos
Shock-Absorbent Armor
Shock-Absorbent Armor
Rapid Fire
Rapid Fire
Absorption Fields
Absorption Fields
Build Overview
Stat Boosts -
Strengths Killing large mechanical units
Weaknesses Long range shootouts
Preferred battle sites -
Most common Loadout Kinetic Strike Module, Flamethrower; Battle Computer, defensive item
Power Ranks -
Description This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.
Strategic Analysis -


See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s