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Assault (LWR)

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Assault

The Long War Rebalance Assault is similar to the vanilla Assault. Their signature ability is Close Encounters, which works exactly as it does in vanilla Long War.

Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapons: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: Impact Vest, Shredder Ammo, Breaching Ammo.

Abilities

Rank Ability

Specialist
Close Encounters
Close Encounters
Close Encounters
The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to critical hits and reaction fire from enemies within 4 tiles.

Lance Corporal
Run and Gun
Run and Gun
Run and Gun
Activate to allow shooting or overwatching at 0 AP if the last AP was spent moving. When active: Gain +20 crit, +20% crit damage, immunity to reaction fire, but the AP discount from Close Encounters is disabled. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.
Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.
Will To Survive
Will To Survive
Will To Survive
Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.

Corporal
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
Tenacious Defense
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.

Sergeant
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.

Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.
Close Combat Specialist
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]

Tech Sergeant
Rapid Fire
Rapid Fire
Rapid Fire

Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.


Gunnery Sergeant
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.

Brawler
Brawler
Brawler

If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage).

Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.

Master Sergeant
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.

Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
  • If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.

Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 5(6) 5(-6)
Lance Corporal 0 1 2 5 5(6) 10(-12)
Corporal 1 2 3 8 3(4) 13(-16)
Sergeant 0 2 2 10 3(4) 16(-20)
Tech Sergeant 1 3 3 13 3(4) 19(-25)
Gunnery Sergeant 0 3 2 15 3(4) 22(-28)
Master Sergeant 1 4 3 18 3(4) 25(-32)
  • Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).

Tactical Advice

Role: Mobile Offense, Tank

Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than Infantry and capable of much greater burst damage output at close range. Since their innate ability is Close Encounters, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and close range damage boost.

Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.

Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor, and Shadowstep to avoid Overwatch while moving to comm arrays.

Sample Builds

See also