it's pretty rough, but if you can pull it off you get so far ahead in the early game, it pretty much will carry you through until you get to base assaults
I assaulted a landed large UFO in the second month with a squad where the highest ranked soldier was a Lance Corporal and there were two rookies in. Six regular pods plus one of SIX FUCKING OUTSIDERS. Somehow, I managed to kill all the pods without even taking a single non-armor wound. I was preparing to tackle the outsiders, I had placed all my soldiers strategically around the room... and then, the last movement one of my men DASHES THROUGH THE ROOM, ACTIVATING THE OUTSIDERS. I restarted that mission SO MANY TIMES but that flawless first run never happened ever again. I ended up abandoning the mission but fuck, man. It feels so bad. Then again I probably wouldn't have been able to deal with six Long War Outsiders, considering how broken they are and how I had only one explosive left.
My name is Commander Wapo, but everyone call me Wapo. (i just got a giorgio reference) well, the problem is that in ironman, you always do foolish things.
On some ships you can breach the command room from the outside. Most of the map is prepare for assaults and survive chryssalids. Shiv for example is able to shoot a wall if a scout see the target while the shiv is standing next to the wall. This was a feature who became a bug in xcom2 since swords have the same effect on walls as the engine doesn't support destructive walls. The walls need to be one tile thick to work and this make it look like Rimworld or prison architect. Peaking around corners wasn't a thing in original xcom because of limitations and those still occur that your characters takes up 1.5tiles. This means that characters have 1/3 of their bodies on the other side of the wall.
"Stand behind tall cover to improve defense stats" *Stands behind cover and gets hit* "You know I never sayed it was *your* defense we were talking about" *seeker now in cover behind a wall*
I noped out as soon as I saw second pod of Chrysalids (2 rockets for the first one). At least I slightly disrupted their operation and got some promotions.
tl;dr post about the transport mission incoming! The landed March troop transport mission is actually possible on Long War... I've done it twice on brutal. You just need absolute luck on your side and extreme careful movement / knowledge of the map. If you can accomplish this mission it's an absolute gold mine for materials early game. But yea if everything doesn't go perfectly your way... it's a bad time. So far my successful completion rate with this mission is 40% 2 out of 5 for attempts. Most important thing with this mission is knowing the point where you can't win and pulling out/retreating before you take too many losses. of my failed attempts the most I lost with this one is 2 soldiers once to an unwelcome Chryssalid pod. So far my favorite squad set for this mission is the following; I like to start out with the Cadre bonus in Canada for the 4 corporal's when I know I'm going straight for this mission (plus you start on on North America for the interceptor continent bonus). Even with 4 corporal's this mission isn't easy... Following Set up; Corporal Infantry; running a rifle with Executioner & Aggression (standard crit-fantry). Items are Medkit & extra mag. Role; Finishing blow / cleaner Corporal Engineer; running a shotgun with Smoke grenade perk & Smoke-&-mirrors. Items are Flashbang & AP Nades. Role; Anti-Chryssalid / crowd control Corporal Scout; running a marksman rifle with Lone-Wolf & Deadeye. Items are Ceramic Plate & Battle Scanner. Role; Anti-Floater(w/Deadeye) / Flanker-Overwatch breaker Corporal Gunner; running a SAW with Holo-targeting & Shredder Ammo. Items are Ceramic Plate & Medkit. Role; Crowd control / De-buffer Specialist Medic; running a carbine (If lucky enough to promote to Lance Cpl, grab suppression perk & replace one medkit with drum mag). Items are double medkits Role; well... medic! Specialist Infantry; running a shotgun. Item's Ceramic plate & AP nade. Role: Light Em' Up shotgun style! Anti-Chryssalid. Most important tips... 1) The first 3 pod activations need to happen smoothly, your shots need to land and there needs to be minimal usage of your expendables with the exception of AP nades on a Chryssalid. If you come out of this part with zero losses and at most maybe a medkit / one flashbang or smoke used. Your sitting solid on the start. If your a little worse for ware assess the situation realistically... how much did you spend, what do you have left and decide on if you're going to retreat or not. For me, if you lose a soldier at all... pull the F out!! 2) after that it's time to begin moving towards the first possible spot for the outsider pod, which ever you start closest to. There are about 4 possible locations for the Outsider pod in my experience, starting with the most likely 2! The Bridge & the Cargo bay. Other spots include the Ships Center and the Cargo bay Rooftop. I'd suggest with checking either one of the first 2 spots and those other 2 are quite rare in my experience. When you get just outside of range of either of these locations toss your battle scanner into the area and attempt to locate the pod! If you locate them with the scanner toss!! GOLD! Avoid at all costs until they're the last pod. If you don't assume they're at the other more likely spot and avoid at all costs. 3) Knowledge if half the battle; Cliche?!? Yes! but for here it's defintely true, on this map there'e normally 8 pods of 4 enemies plus the outsider pod of 5-6. So do a head count and keep track of what you've dealt with to assess how well the mission is going! Cause this mission ain't over until it's over. 4) Outsider pod, one important thing to note with this pod... you will not win a long range cover thru cover firefight with your current gear! It's just not possible! Especially with the set-up that I run (Lotta Shooootguns). You're best bet here, aggression aggression and more aggression! Kill them before they can kill you. I always try to save at least 1 flashbang on my Engi for them if possible to give myself at least one "free" (
After I saw what I was in for on my second turn and I lost that Shiv I just decided to go for all or nothing since it was late and I was thinking about restarting in the morning now that I had remembered what Long War was like. Im definitely not a pro strategist so I dont think I would have been able to do that mission at all without a unbelievable amount of luck.
I ALMOST did that mission with a squad with two rookies. Then one of my men dashed through the room with the outsiders. Tbf they would've probably destroyed me even if that HADN'T happened, but knowing I got *that* close...
That moment when he moves rather than open the door, I felt that, happened twice to me today so far. Thankfully, I just had the feels for a quick X-Com so it's the near-invincible hero characters xd
I had played Long War way back before Xcom 2 came out and made it decently far but I think I did eventually lose a couple missions in a row and lost the will to continue. I loved Long War 2 though and played through it multiple times across the years.
The second song… when you’re talking it sounds like it is a remix, “No - don’t go in” 😂 was thinking about giving this game a go but you’ve saved me some time lol
The fucking large class ufo 1 completely got me. I got a large ufo for maybe my 3rd contact, third or second mission of the run and I got swamped by chryssalids
Judging by the command breach technique I was surprised he made it that far. You don't ever walk into that room without a rocketeer or two poised for destruction. That or just sniff the room through the door and bait them back to snipers.
long war plays a bit like X-Piratez; you don't know what's going on, you don't know what techs to go for, the early missions are brutal as hell, and until you get decent armor and promotions you're really tempted to just stay in a hidey hole forever. tho it's a lot easier for aliens to raid your base in x-piratez compared to LW.
Your first ever fucking ship was a fucking Barge my fucking god what is this mod, when I tried it my first UFO was a medium class ship that took 3 interceptors to take it down and all left in horrible condition however I made the mistake of assaulting a Landed barge while still barely with T1 stuff. The Chrysses mutons and other small fries at first seemed like the worst thing specially since the A.I. got aware of my bait and blast tactics, it got so nuts they blew their own cover around the half of the ship, I could not advance safely without getting sniped, I got lucky and found a opening eventually...UNTIL I REACH THE DAMN PILOTS WITH THE INCREDIBLE BULLSHIT AND SELF HEALING, there was a Thinman there as well but he did not want to be part of the cheap bullshit, he stood still and just watched in horror as I fucking kept trying to avoid all the cheapshit and HIDE as much as I could... but a miracle happened and I actually managed that mission but ever since then I took more the idea like in Xenonauts and instead of raiding big ships with low quality equipment I'd rather let it rot of if possible carpet Bomb the fucker.
I'm surprised he even got to the Outsiders. Normally the thing that ends a mission is the FOUR FUCKING CHRYSALIDS that have lightning reflexes and TWO FREE MOVES when you aggro them. Fucking bullshit man
Ahhh justlongwarthings, enemies with 150% aim even with a 24% chance to hit and your soldiers flanking with a 98% hit chance and misses point blank and gets annihilated next turn.
I do Bronzeman. Best balance between avoiding myself the pain of constantly restarting the same turn to try and do it perfect, and being able to ACTUALLY play after one stupid mistake.
Im a simple man. I see bigass chryssalid and I click. (Did a 2nd playthrough on xbox one and did the alien assault base. Support got hit and than killed by a chryssalid. Sadly I had to kill him again.)