Xcom 2 Long War Guide !!link!!
In XCOM 2: Long War 2 (LW2) , the "story" shifts from a desperate race against time to a grueling, worldwide guerrilla insurgency. Instead of just following a scripted narrative, you are managing a global resistance where every region has its own internal "plot" of liberation. The Core Loop: From Shadows to Liberation
The overarching goal remains stopping the Avatar Project, but the path is significantly longer, often exceeding 150 hours. Your campaign typically follows this progression:
Establishing the Resistance: You start by managing Rebels in local Havens. Setting them to Intel is vital for uncovering hidden ADVENT missions.
The Infiltration Game: Unlike vanilla, you don't just "go" on missions. You send a squad to infiltrate, which can take days or weeks.
100% Infiltration: This is your target. Under-infiltrating leads to "Swarming" enemy numbers that are often suicidal.
Squad Size vs. Speed: Smaller squads (2-5 soldiers) infiltrate faster, while larger squads (8-10) are needed for heavy combat but take much longer to prep.
Liberation Chains: Each region has a hidden 5-stage mission chain. Completing these culminates in an ADVENT HQ assault, which removes ADVENT's permanent presence from that region. Essential Strategy for Commanders
According to veteran guides from the XCOM Commander's Journal and community experts, these are the rules to live by:
Don't Be a Hero: You are not expected to win—or even detect—every mission. Skipping missions in high-strength regions to avoid a "fatigue spiral" is a valid strategy.
Roster Depth is Everything: You need 40-50+ active soldiers to maintain multiple simultaneous infiltrations while others recover from fatigue. xcom 2 long war guide
The "Shiny" Trap: Prioritize Laser Weapons early. They provide a critical +5 Aim bonus, which is life-saving against high-dodge enemies like Vipers.
Officer Training: Build the Guerilla Tactics School (GTS) immediately. Officers provide the "Command" ability, giving a soldier an extra action that can salvage a botched turn.
Haven Advising: Assigning a soldier as a Haven Advisor helps root out Faceless Spies who steal your monthly supplies. Key Tactical Shifts
Graze Band: Shots no longer just "hit" or "miss." A shot that nearly misses might "Graze," dealing reduced damage.
Utility Items: You have three utility slots. Flashbangs are the most important early-game tool because they disable most alien abilities and melee attacks.
Stealth Missions: Many missions (like VIP Extractions) can and should be completed without firing a shot using a solo Shinobi or a two-man Shinobi/Specialist team. Long War 2 - Quick Start Guide - XCOM Commander's Journal
Long War 2 Long War of the Chosen (LWOTC) mods for transform the game from a linear series of tactical encounters into a complex simulation of global insurgency 1. The Infiltration System The defining feature of Long War is the Infiltration
mechanic, which replaces the "drop in and shoot" style of the base game.
: When you detect a mission, you must send a squad to "infiltrate" the site before the mission starts. Scaling Difficulty In XCOM 2: Long War 2 (LW2) ,
: Your infiltration percentage directly affects enemy numbers. 0% Infiltration : Can add up to 12 Strength (approx. 18 extra enemies) to the mission. 100% Infiltration : The baseline difficulty. 200% Infiltration
: Further reduces enemy presence and lowers their reaction readiness. Time Management
: You must balance squad size against the mission timer. Larger squads take longer to infiltrate, while smaller squads (even solo Reapers) can reach 100% much faster. XCOM Commander's Journal 2. Haven Management & The Intel Game
You no longer just receive monthly supplies; you must manage Resistance Havens in each contacted region. The Scientific Gamer Rebel Jobs : Assign your 1-13 rebels to specific tasks:
: Essential for detecting missions early. If you have no one on Intel, you will miss most missions entirely. : Generates monthly income but increases regional , drawing ADVENT reinforcements. : Finds new rebels and occasionally new soldiers. : Reduces the chance of ADVENT Retaliation missions. Haven Advisors
: You can station a soldier, scientist, or engineer as an advisor to boost job efficiency and detect faceless spies. 3. Overhauled Soldier Progression The mod expands your tactical options with 8 primary classes and a redesigned officer system. Long War 2 - Quick Start Guide - XCOM Commander's Journal
XCOM 2: Long War Guide
XCOM 2's Long War mod is a comprehensive overhaul of the base game, adding new mechanics, units, and challenges. This guide will help you navigate the mod's complexities and provide tips for success.
Understanding Long War's Changes
Long War introduces several key changes to the XCOM 2 experience:
- Increased Squad Size: Squads now consist of 6 soldiers, up from 4 in the base game.
- New Soldier Roles: Additional roles, such as the Ranger and the Heavy, offer more flexibility in squad composition.
- Officer System: Officers provide unique abilities and bonuses to your squad.
- New Enemies: Long War introduces new enemy types, including the massive, multi-part Advent Brute.
- Improved Base Defense: The mod adds new defensive systems and structures to your base.
Early Game Strategy (First 5-10 Missions)
- Focus on Survival: Prioritize keeping your squad alive over taking risks.
- Scout and Ambush: Use your Ranger's Recon ability to spot enemies, then ambush them with your squad.
- Manage Resources: Keep a close eye on supplies, credits, and soldier health.
- Build Essential Facilities: Focus on constructing the Sniper Range, Armory, and Medical Bay.
Mid-Game Strategy (Missions 10-20)
- Develop Your Squad: Focus on leveling up your soldiers and unlocking new abilities.
- Experiment with Officer Abilities: Find the right combination of officer abilities to complement your squad.
- Expand Your Base: Construct new facilities, such as the Workshop and Laboratory.
- Take on More Challenging Missions: As your squad improves, take on more difficult missions to earn better rewards.
Late Game Strategy (Missions 20+)
- Optimize Your Squad: Fine-tune your squad composition and officer abilities for maximum effectiveness.
- Prepare for High-Difficulty Missions: The final missions are extremely challenging; make sure your squad is well-equipped and well-trained.
- Manage Advent Activity: Keep an eye on the Advent's global activity level and plan your missions accordingly.
Additional Tips
- Save Frequently: Regularly save your game to avoid losing progress in case of a catastrophic failure.
- Keep an Eye on Morale: Manage your soldiers' morale to prevent desertion and maintain squad cohesion.
- Experiment and Adapt: Long War is a complex mod; be prepared to try new strategies and adjust to changing circumstances.
By following this guide, you'll be well-equipped to tackle the challenges of XCOM 2's Long War mod and emerge victorious against the Advent.
Here’s a structured outline and key insights for an interesting, in-depth article on XCOM 2: Long War (the popular overhaul mod). The article would be aimed at intermediate players looking to move beyond basic survival.
Part I: The Activation Trance
The single most important skill in LWotC is pod management. In vanilla, you can tank a shot. In Long War, a single ADVENT Trooper with a basic rifle crits for 6 damage against your 8 HP Specialist. Two shots kill.
The rookie mistake is the "Activation Trance"—spotting a pod and immediately shooting the nearest target. This is wrong. You have three seconds of "free actions" before the pod scatters. Use those three seconds to answer three questions: Increased Squad Size : Squads now consist of
- Where is the nearest high cover? (Move there first, then shoot).
- Can I kill the entire pod in one turn? (If no, see Question 3).
- Do I have a "fail state" action? (Suppression, Mimic Beacon, Smoke Grenade).
If you cannot kill the pod, your first action should not be a rifle shot; it should be a Suppression or a Sting Grenade (from a Technical or Grenadier). Locking down two enemies is worth more than wounding one. In Long War, a controlled enemy is a dead enemy—just delayed.
Fatigue, Wounded, and Attrition
- Rotation: Keep a rotation of soldiers to manage fatigue and reduce mission cancellations.
- Infirmary and recovery: Invest in facilities and items that shorten recovery time for wounded and reduce fatigue duration.
- Field triage: When a soldier gets badly wounded in-mission, prioritize extraction and stabilization over a risky rescue attempt that could create more casualties.
Part 2: The Geoscape – Playing 4D Chess with Advent
The strategy layer in LWotC is a game of "Whack-a-Mole" with dire consequences. You will manage Intel, Supply, Recruitment, and Influence across multiple havens.
2. The Technical (The Problem Solver)
- Role: Destroys cover, removes babies (Chryssalids, lost, drones).
- Key Abilities: Fire Rocket, Flamethrower.
- Strategy: One Technical per team for 4 months. A single rocket can delete an entire pod that clumped up. The flamethrower panics organic enemies.
- Warning: Rockets can and will miss. Aim for the floor, not the enemy.