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Assault (Long War): Difference between revisions

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Tactical Advice: b11-12 update.
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|LCorporalE3=''''
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|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''
|Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''
|Corporal2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|CorporalE1=''''
|CorporalE1=''''
|CorporalE2=''''
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|CorporalE3=''''
|CorporalE3=''''
|Sergeant1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''
|Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|Sergeant2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''
|Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
|Sergeant3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|SergeantE1=''''
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|SergeantE2=''''
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|SergeantE3=''''
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|TechSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.''
|TechSgt1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''
|TechSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
|TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''
|TechSgtE1=''''
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|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.''
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.''
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''
|GunSgt3='''Deep Pockets'''<br/>''''
|GunSgtE1=''''
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|GunSgtE2=''''
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|GunSgtE3=''''
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|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.''
|MSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''
|MSgtE1=''''
|MSgtE1=''''

Revision as of 12:27, 8 July 2014

The Long War Assault is similar to the vanilla Assault. Their signature ability is Run & Gun, which works exactly as it does in vanilla XCOM.

Primary Weapons: Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
Secondary Weapons: Sidearm

Abilities

Rank Ability

Specialist
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
No other bonuses.[Verify?]

Lance Corporal
Steadfast
Immune to panic, except Psi Panic.
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
' ' '

Corporal
Gunslinger
Confers 2 bonus damage with pistols.
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
' ' '

Sergeant
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
' ' '

Tech Sergeant
Ranger
+1 damage with primary weapon.
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Will To Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
' ' '

Gunnery Sergeant
Sprinter
+3 mobility.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Deep Pockets
'
' ' '

Master Sergeant
Lightning Reflexes
Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.
Resilience
Confers immunity to critical hits.
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 0 1 3 6
Corporal 1 2 3 9
Sergeant 0 2 3 12
Tech Sergeant 1 3 3 15
Gunnery Sergeant 0 3 3 18
Master Sergeant 1 4 3 21

Tactical Advice

Role: Mobile Offense

Long War Assaults are quite similar to vanilla Assaults. They are more mobile than Infantry while packing less firepower, swapping Light 'Em Up for Run & Gun. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.

Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is Lightning Reflexes, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it competes with the highly useful Resilience perk.

Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, Lightning Reflexes to not be hit by overwatch when running to comm arrays, and they can use Run & Gun to hack arrays on the same turn after dashing.