Xcom 2 Long War Guide ((link)) š
Long War 2 (LW2) Long War of the Chosen (LWOTC) , the game is no longer about winning every missionāit is about managing a global resistance. The mod transforms the strategic layer into a complex simulation of insurgency where intelligence and infiltration are as vital as tactical combat. The Strategic Layer: Haven Management
The "Geoscape" is now the heart of your campaign. You must manage rebels in each region to gather resources and detect ADVENT activity.
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
: 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 (LW2/LWOTC) Surviving Long War of the Chosen
(LWOTC) requires a fundamental shift from vanilla XCOM 2 tactics. The game is no longer about winning every battle; it is a war of attrition where managing the "Strategy Layer" is just as critical as the tactical combat. 1. The Strategy Layer: Haven Management
Success begins in the Resistance Havens, where your rebels generate the missions you play.
Intel is King: Initially, assign all rebels to Intel. This is the only way to detect missions with enough time to infiltrate.
Haven Advisors: Assign a soldier as a Haven Advisor to root out Faceless spies. High-rank soldiers or Officers are most effective at this.
Liberation Chain: Your primary goal is to "Liberate" a region. This involves a series of hidden missions (Liberation 1-5). Once liberated, the region provides a massive supply boost and removes ADVENT's presence. 2. The Infiltration Mechanic
Unlike vanilla, you don't launch missions immediately. You must "Infiltrate" by sending a squad and waiting on the Geoscape.
C. Infiltration ā The Heart of Long War
You never "launch" a mission immediately. You must Infiltrate. A timer counts down, and your squad size determines how long it takes. xcom 2 long war guide
- 100% Infiltration: Baseline. Expect heavy resistance.
- 125%+ Infiltration: Reduces enemy activity by 2 pips (e.g., "Light" becomes "Very Light").
- Under 100%: Suicide. You will face "Swarming" (40+ enemies).
Squad Size vs. Infiltration Time:
- 2-3 soldiers: Very fast (Good for "Jailbreak" or "Sabotage" missions).
- 4-5 soldiers: Standard.
- 6-8 soldiers: Very slow (Only for "Troop Columns" or "Supply Raids").
- 9-10 soldiers: Extremely slow (Only if you have the "Double Agent" resistance order or specific breakpoints).
Golden Rule: Do not attempt a mission with less than 100% infiltration unless it is a "Defend the Avenger" or a story-critical objective.
Part 1: The Paradigm Shift
Before we discuss tactics, you must unlearn the vanilla mindset.
1. You are not a Superpower; You are a Resistance. In vanilla XCOM, you are the underdog who eventually becomes a super-soldier factory. In Long War 2, you are always outnumbered. You cannot fight the aliens head-on. You must pick fights you can win, retreat when outmatched, and use guerilla tactics (concealment, explosives, and evac) to survive.
2. The "Alpha Strike" is Harder In vanilla, killing all enemies in one turn is the goal. In LW2, pods are larger (often 7-12 enemies), and they are "kinetic"āmeaning if you shoot a gun, any pod nearby might hear it and run to help. You cannot kill a whole pod in one turn easily. You must plan for a prolonged engagement.
3. The Avatar Project is a Timer, Not a Countdown You cannot "game over" the Avatar Project instantly like in vanilla. It is a swinging pendulum. It will go up; you must learn to manage it, reduce it via raids and special ops, and buy yourself time.
Part 3: The Tactical Layer ā How to Survive the Killbox
Vanilla XCOM: Overwatch crawl. LWotC: If you Overwatch crawl, you will be flanked by patrols, swarmed by reinforcements, and the mission timer will expire.
Conclusion: Embrace the Long War
You will fail your first LWotC campaign around August. You will lose your best soldier to a critical hit from a unit you couldn't see. Advent will drop a pod of Muton Elites directly on your extraction zone. The Chosen will daze your medic while a Priest Mind Controls your Grenadier.
This is normal. This is Long War.
The secret is not perfect tactics. The secret is resilience. Build depth in your roster. Never risk a mission for a "maybe" reward. Treat every wound as a lesson. And above all, remember: the Avatar Project is a timer, but so is your soldiers' sanity. Rotate them, respect the Fatigue, and alwaysāalwaysābring a Flashbang.
The world is burning, Commander. But if you follow this guide, you might just be the one holding the fire extinguisher.
Good luck. You will need it.
XCOM 2's Long War 2 (LW2) and its successor, Long War of the Chosen (LWOTC)
, are massive overhauls that shift the game from a linear series of battles to a complex, worldwide guerrilla war. Success depends on mastering the infiltration system and managing a large roster of specialized soldiers rather than relying on a single elite squad. Strategic Core: Infiltration and Havens
The most critical change from vanilla is the Infiltration mechanic. You no longer launch missions immediately; you send squads to "infiltrate" a site for several days to reduce enemy presence.
Infiltration Timing: A 100% infiltration level is your baseline, typically resulting in an "Extremely Light" (6ā9 enemies) presence. Launching earlier (e.g., at 50% or 0%) will face significantly more enemies, often overwhelming your squad.
Squad Size vs. Speed: Larger squads take longer to infiltrate. For many early missions, a small, stealthy team of 3ā4 soldiers is often more efficient than a full 8-person squad.
Haven Management: Assign your resistance personnel in each Haven to specific jobs: Long War 2 (LW2) Long War of the
Intel: High priority early on to detect missions with enough time to fully infiltrate.
Supply/Recruit: Switch to these once a region is liberated or you need resources.
Haven Advisors: Assigning a soldier as an advisor helps root out Faceless spies who sabotage your Haven's output. Tactical Combat & Equipment
Combat in Long War is deadlier and emphasizes crowd control over pure damage.
The Utility of Flashbangs: These are essential in the first two months. They break mind control, dispel Psi Zombies, and prevent enemies like Stun Lancers from using melee attacks.
Avoid "Alpha Striking" Everything: Unlike the base game, you often cannot kill every enemy pod the turn you see it. Use Suppression, Smoke Grenades, and Flamethrowers to control the battlefield while you focus fire on high-priority targets.
Stealth and SMGs: Soldiers equipped with SMGs have higher mobility and a smaller detection radius, making them ideal scouts or "objective runners" for missions where you want to avoid combat entirely. Soldier Classes and Roster
You will need a roster of 40 to 60 soldiers to handle the constant flow of missions and the "Fatigue" system, which forces units to rest between deployments. Long War 2 - Quick Start Guide - XCOM Commander's Journal
The Ultimate XCOM 2 Long War Guide (LWOTC) Mastering Long War of the Chosen (LWOTC) requires a massive shift in mindset from vanilla XCOM 2. This mod transforms the game into a complex simulation of guerrilla warfare where winning battles is secondary to winning the war of attrition. 1. The Strategy Layer: Winning Without Fighting
In LWOTC, your most important soldiers aren't in the field; they are the rebels in your Havens.
Intel is Everything: In a new region, set most rebels to the Intel job. This is the only way to detect missions with enough time to infiltrate them.
The Infiltration Mechanic: You cannot just launch a mission immediately. You must "infiltrate" by stationing a squad at the site for several days.
Aim for 100% infiltration to face the "Baseline" enemy activity.
If you launch at 0%, you will be swamped by dozens of enemies.
Smaller squads infiltrate faster, making 3ā5 person teams the "gold standard" for early-game missions.
Liberation is the Goal: Each region has a "Liberation" chain of missions. Completing these removes ADVENT entirely from the region, providing a massive boost to your monthly supplies and a safe place to build. 2. Tactical Combat: From Alpha Strike to Control
In vanilla, you kill every enemy the turn you see them. In Long War, enemies have more health and better AI, making "Alpha Striking" much harder. Guide :: Long War 2 Class Breakdown - Steam Community
Understanding the Long War Mod
The Long War mod is a massive overhaul of XCOM 2, adding new mechanics, units, and features to the game. It introduces a more strategic and challenging experience, with a greater emphasis on base-building, resource management, and soldier development.
Key Changes and Features
- New Base-Building Mechanics: The Long War mod introduces a new base-building system, where you'll need to manage resources, build facilities, and recruit soldiers.
- Expanded Soldier Roster: The mod adds new soldier classes, abilities, and equipment, allowing for more diverse and customizable teams.
- Increased Difficulty: The Long War mod is significantly more challenging than the vanilla game, with tougher enemies, reduced resources, and more aggressive alien behavior.
- New Alien Threats: The mod introduces new alien species, including the terrifying "Advent" forces.
- Multi-Phase Battles: Battles are now divided into multiple phases, with different objectives and challenges.
General Tips and Strategies
- Focus on Base-Building: Establishing a strong base is crucial for resource generation, soldier training, and research.
- Manage Resources: Keep a close eye on resources, such as credits, alloys, and medical supplies.
- Recruit and Train Soldiers: Build a diverse team with a mix of classes and abilities.
- Experiment with Different Tactics: The Long War mod rewards adaptability and creative problem-solving.
- Save Often: The mod can be unforgiving, so make sure to save regularly to avoid losing progress.
Early Game Strategy (First 5-10 Missions)
- Prioritize Base-Building: Focus on constructing essential facilities, such as the Power Generator, Medlab, and Barracks.
- Recruit and Train a Core Team: Focus on recruiting and training a small team of soldiers with a mix of classes.
- Choose Your Battles Wisely: Select missions that align with your team's strengths and abilities.
Mid-Game Strategy (Missions 10-20)
- Expand Your Base: Continue to build and upgrade your base, focusing on resource generation and research facilities.
- Develop Your Soldiers: Invest in soldier training and equipment upgrades.
- Experiment with Different Tactics: Try out new strategies and adapt to changing circumstances.
Late Game Strategy (Missions 20+)
- Optimize Your Base: Fine-tune your base layout and resource management.
- Assemble a Strong Team: Create a well-rounded team with a mix of classes and abilities.
- Take on High-Priority Targets: Focus on taking down key alien leaders and disrupting their operations.
Additional Tips
- Keep an Eye on Morale: Manage soldier morale to prevent desertion and maintain team cohesion.
- Monitor Alien Activity: Keep track of alien movements and adjust your strategy accordingly.
- Stay Flexible: Adapt to changing circumstances and be prepared to pivot when necessary.
This guide provides a general overview of the Long War mod and some key strategies to get you started. As you play, you'll discover more nuances and complexities to the mod, so be sure to stay flexible and adapt to the challenges you'll face. Good luck, and have fun!
The air in the barracks smelled of stale coffee, ozone, and the distinct, metallic tang of fear. This wasn't the clean, cinematic war of the propaganda trailers. This was the Long War.
Private Miller stood in front of the holo-globe, his knuckles white as he gripped the railing. The Avatar Project meter was ticking upāslowly, inexorably, like a melting glacier sliding into the sea. He looked at the flashing red lights in South America, then at the mission list in East Asia.
"Commander," he stammered, turning to the figure in the shadows. "We have three UFOs in the sky, two regions are about to panic and leave the Council, and I have six soldiers in the infirmary. Weāre outnumbered, outgunned, and the avatar meter is at 80%. How do we fight this?"
The Commander stepped forward. The screen of the tactical terminal reflected in his eyes. He didn't look at the panic. He looked at the mechanics.
"Sit down, Private," the Commander said, his voice gravelly. "Youāre playing this like itās a sprint. The Long War isnāt a sprint. Itās a marathon in a minefield. Let me explain how we survive."
B. The Faceless Problem
Every haven has hidden Faceless (enemy infiltrators). They steal supplies and sabotage you. The only way to find them is to assign a Soldier as a Haven Advisor. A high-rank soldier (Sergeant+) has a higher chance to reveal Faceless each month.
Strategy: Rotate a low-ranking soldier into a new haven as an advisor for 2-3 weeks. If no Faceless are found, move them. This is tedious but critical. Losing 50% of your monthly supplies to a Faceless is a campaign-ender.
C. The Chosen ā Not Bosses, Ecosystem Disruptors
In LWotC, the Chosen appear more frequently but are slightly less bullet-spongy. However, they bring unique mission modifiers.
- The Warlock: Summons zombies. Counter with Mind Shields (immunity to psionics) and a Sharpshooter.
- The Assassin: Melee, stealth. Counter with Battle Scanners (on your Shinobi) and Bladestorm (she runs into it and dies).
- The Hunter: Long-range, grappling. Counter with dense smoke and not standing still.
Critical Rule: If a Chosen shows up on a mission, your primary objective changes to "survive and extract." Do not try to kill them unless you have overwhelming firepower. They drain your cooldowns and wound your soldiers. Abort the mission if needed.
4.4 Wound System
A soldier hit for 4 damage might be "Gravely Wounded" for 30 days. 100% Infiltration: Baseline
- Solution: Abort missions. If your Shinobi gets shot on turn 2, call the Skyranger. Do not try to hero it. A dead soldier is worse than a failed mission. Failure reduces vigilance (good). Death reduces your roster (bad).
Havens and Rebels
This is the biggest new mechanic. You have resistance havens in every region. You must assign rebels to jobs:
- Supply: Generates money. Essential early game.
- Intel: Reveals missions. Essential for unlocking new regions.
- Recruit: Gives you new soldiers.
Pro Tip: Use your Adviser (an officer soldier) to boost a specific job. Early on, focus heavily on Intel to unlock neighboring regions quickly. Without intel, you are flying blind.