The XCOM organization in XCOM 2 takes a decidedly different approach to dealing with the alien menace than it does in XCOM: Enemy Within. Instead of bunkering down in an underground base, the scrappy alien fighters stay safe from gray-skinned baddies by taking to the skies in a badass mobile base called the Avenger.
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Xcom 2 Long War 2 Tips 2017
- The team's size and loadout determines how long it takes to fully (i.e., 100%) infiltrate a mission. If the mission expires in 5 days but the team will take 6 days to get to 100%, then they won't be able to fully infiltrate and the mission will contain more and stronger enemies.
- You can order your soldiers to follow a specific path to get somewhere by holding control and left clicking, which places waypoints for them to follow. This is especially useful to avoid overwatch arcs during engagements and enemy fields of vision/breaking through windows during the concealment phase.
Don’t worry though, you still have plenty of opportunity to do some base-building, though your options are somewhat more limited than in the first game. Here’s what you need to know to get your base set up properly in XCOM 2:
I've played several games through when it came out and it is a long war with lots of interesting missions and changes to the game. You'll want to keep a stable of soldiers rotating in and out of missions as you'll have 2-3 missions 'scheduled' at any one time. This makes for some interesting logistical choices. I miss that feature in WotC.
Base Building Basics
A big chunk of the Avenger is taken up by the mainstays of the XCOM project – the command center, the armory, the barracks, engineering, etc. The juicy center of the flying base, however, is filled with what is basically alien junk that can be cleared out so you can build nifty new base facilities.
XCOM: Enemy Within had adjacency bonuses that made planning your base challenging, but XCOM 2 has done away with them -- with one major exception. You can now construct a Workshop that allows you to staff adjacent buildings with Gremlins that function as engineers, effectively doubling their efficiency. Obviously, it’s important that you place the Workshop and the surrounding buildings intelligently so you can get the most out of them.
Ideally, your Workshop will go on the second level, with buildings that benefit from being staffed by an engineer above, below, and to either side of it. It should look something like this.
X – Advanced Warfare Center – X
Proving Ground – Workshop – Resistance Comms
X – Power Relay – X
Proving Ground – Workshop – Resistance Comms
X – Power Relay – X
Before you can even start thinking about that, though, you need to start clearing some alien debris. Your first few engineers should be working around the clock to clear the debris from the first two levels – not only do you need those spots to put buildings in, but you get supplies and other goodies from clearing them out, so it’s absolutely worth it.
You can build some buildings right away – the Guerilla Tactics School doesn’t benefit from an engineer, so you can build it in one of the top corners (this is a good idea anyway, since it happens to be one of the best buildings to have in the early game).
Unfortunately, the game doesn’t always cooperate with you, and you might not be able to pull off the perfect base design. Don’t get behind on resistance contacts or slowing down the Avatar project just because you were trying to build the perfect base. Make the buildings you need when you need them.
Base Construction Order
You should build what you need when you need it, but if the aliens give you the chance to construct your base as you see fit, there is definitely a preferred order to setting up your facilities. Here’s one recommended build order, though you should feel free to make changes as needed.
Guerilla Tactics School > Advanced Warfare Center > Power Relay (built above where your workshop will be) > Workshop > Proving Ground > Resistance Comms
Everything is variable, more or less, except the Power Relay, which you will need to power all of these buildings anyway. After you have this core, you can focus on building story-related projects or expanding things like Resistance Comms and Laboratories. The rest is up to you.
If you’re lucky enough to get a base with a power coil in the center column of the third row, you can try to beeline for it and build your workshop above, which will set you up for power for the better part of the game. But that requires delaying some buildings and may put you in a tough spot. It is efficient, though.
As always, pay attention to the needs of your squad and the situation on the GeoScape. And good luck, commander.
One of the reasons the XCOM franchise is so preposterously amazing is its tactical depth. Aside from lofty production values, the strategic and tactical gameplay ties into a fantastic array of abilities and mechanics to create an interlocked system of extremely polished goodness. XCOM 2's latest DLC expands the base game in every single way, and with new content comes new tactics, and with new tactics, comes us.
War of the Chosen is one of our favourite turn-based strategy games. You should check out the others.
Since the expansion radically changes how the game can pay, we decided to put together a dedicated guide to XCOM 2: War of the Chosen. Enjoy!
XCOM 2: War of the Chosen Soldiers Guide
- Rotate your soldiers to avoid Combat Fatigue. Don’t argue, just do it.
- Skirmishers’ grappling hooks are a special ability that doesn't cost anything; they can relocate using the grappling hook and still keep both their actions.
- The grappling hook built in the 'Spider' and 'Wraith' armours also works the same way.
- Reaper's Shadow Mode ability keeps the reaper concealed, but increases the chance of detection with every additional weapon. As they start with zero chance of detection, killing a target on the first shot keeps detection chance at 0%.
- Only wounding a target increases the Reaper's detection radius from one tile to half the screen.
- Templars never miss a melee attack.
- Giving a Templar the Ranger's Bladestorm ability through the Training Centre allows them to clean whole waves of Lost by themselves.
- Soldiers assigned to Covert Actions together will see their bond strengthen, just like operatives in normal tactical missions.
- Covert Actions are a great way to increase cohesion between two low-ranked squad members too dangerous to go in the field.
- The Teamwork bonus from bonded squadmates is more useful than just providing extra shots to finish enemies. It allows one member to dash ahead and scout, but still enter Overwatch, hunker down, or do anything else in case they find an enemy patrol.
Long War 2 Xcom
- The Dual Strike bonus from bonded squadmates causes the bondmate to fire their primary weapon, regardless of restrictions, as long as both have ammo. That means sharpshooters can fire on the enemy with their sniper rifle even if they've already used the rifle that turn.
- AP is earned by soldiers that perform tactical maneuvers during combat, like shooting targets from elevated positions, landing a flanking shot, ambushing an enemy from cover, or killing an enemy with the help of squadmates. The higher a soldier's Combat Intelligence, the higher their chance of getting AP for those maneuvers.
WOTC BASE TIPS
- The Advanced Warfare Centre (AWS) from vanilla XCOM 2 has been replaced with the Infirmary and the Training Centre. Build the Infirmary first.
- The Hypervital Module upgrade in the infirmary is way less useful than it sounds; it uses one Elerium Core to instantly (and temporarily) restore a soldier to full combat status, but that only lasts for one mission before the effects settle in again. Worse still, each soldier can only use the Hypervital Module once in the entire game.
- Supplies are way more common in the expansion, so feel free to be more adventurous with them.
- The Resistance Ring should be build quickly, as it allows you to field more resistance orders which give you multiple passive bonuses every month.
War of the Chosen Enemies Guide
- If a Chosen dazed one of your guys, you can kill or drive off the alien bastard to revive the soldier, instead of rushing to his aid. The best defence is a good offence.
- ADVENT Purifiers have a chance of exploding upon death, as their flamethrower tanks might be ruptured by incoming damage. The explosion radius is slightly smaller than a standard frag grenade and damages friend and foe alike, so use it to your advantage and keep your distance. No melee attacks!
- These fiery deaths can also attract the Lost, like any other explosion in the game.
- ADVENT Spectres’ Shadowbound ability behaves similarly to mind-control, but you can destroy the shadow copy without dealing damage to the unconscious trooper. In fact, you can even revive the soldier while the shadow copy exists on the field, with zero adverse effects.
- ADVENT Priests can shield themselves with stasis when about to die, deflecting any and all incoming damage for a turn. Try to have at least one unit with free actions after delivering the “killing” blow, in case the bugger stasis himself.
- Priests are subject to the same rules of any other Psionic being in the game, so killing them is often the best way to free your soldiers from negative effects or get rid of any boosts ADVENT troops are enjoying.
- Curiously, the same applies to Spectres, even though they aren’t Psionic units. Killing them destroys the shadow copy borne of their Shadowbound ability and revives the unconscious XCOM soldier.
- Priests and Spectres tend to strike and run, keeping your squad in disarray and hiding like cowards. Hunt them down with high mobility troops like Rangers or shoot them with a sharpshooter as soon as possible.
The Lost Tips & Tricks
- Be aggressive -- unlike standard rules of engagement in the game, getting closer to the Lost often brings more bonuses than risks. Keep cool and maximise your hit chance to methodically pick them off, weakest to strongest.
- Avoid using explosives, as the loud noise attracts Lost swarms.
- Swarms tend to appear close to the source of the noise, so you can cause an explosion on top of ADVENT troops to try and drown them in walkers.
- The Lost are hostile to human and aliens equally, so use them to your advantage when fighting ADVENT forces.
- If your soldiers are not concealed, The Lost have a 70% chance to attack XCOM soldiers versus 30% of attacking alien targets.
- Lost often target the closest enemies, so keep the aliens between you and the swarm.
- The Lost always take their turn after the Alien Activity phase, so they can be used to trigger enemy Overwatch and overall crash into ADVENT’s strategy, allowing you more breathing room when dealing with everyone involved.
- While explosives can attract the Lost, it is often not worth fighting ADVENT without them. The tide comes sooner or later, and explosives can be the difference between the life or death of your squad.
Got any other tips and tricks you want to share? Let us know in the comments. Good luck, Commander!