Long War Guide Fixed | Xcom 2
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.
Part V: The Final Rule of Three
As you scroll through the 100+ perks and 20 soldier classes, remember this simple checklist before every move:
- Can three of my soldiers kill the active pod right now? (If yes, do it. If no...)
- Can one of my soldiers stop the active pod from shooting? (Suppress, Flashbang, Smoke, Flamethrower).
- If the answer to both is no, can one soldier pull the squad back into full cover and overwatch while the rest retreat?
There is no shame in retreating. Long War is a 120-hour campaign. Losing a mission is fine. Losing a squad ends the run. The enemy has infinite troopers. You do not have infinite colonels.
Conclusion
Stop trying to win every firefight. Start trying to prevent every firefight. Use your Shinobi to see the future, your Technical to delete the present, and your Specialist to fix the past. Respect the action economy: six enemy actions per turn is a loss. Three is a problem. Zero is a victory. Now go, Commander, and burn the world—one pod at a time.
XCOM 2: Long War 2 (LW2) and its successor, Long War of the Chosen (LWOTC), transform XCOM 2 into a grueling, multi-layered strategic marathon. This guide covers the essential systems you must master to survive the resistance. 1. Master the Strategy Layer: Haven Management
Unlike the base game, your primary "economy" is managed through Resistance Havens.
Intel is King: In the early game, assign almost all rebels to Intel. This is the only way to detect missions early enough to have sufficient time for infiltration.
Haven Advisors: Assign a soldier as a Haven Advisor to root out Faceless infiltrators who steal your supplies. High-ranking soldiers (especially Officers) are more effective at this.
Liberation Chain: Your main goal is to liberate a region. Look for missions with "Find a Lead" as a reward; these are the first steps toward capturing a region and securing a massive monthly supply boost. 2. The Infiltration Mechanic xcom 2 long war guide
Infiltration is the most critical addition to LW2. When you launch a mission, your squad "waits" at the site to prepare.
The 100% Rule: Aim for at least 100% infiltration on every mission. Launching at 0% will result in "Swarming" enemy activity, making victory nearly impossible.
Squad Size vs. Time: Larger squads take much longer to infiltrate. For most early missions, a squad of 4–6 soldiers is the "sweet spot" for hitting 100% infiltration within typical 5-to-8-day mission windows.
Boosting: If you find a vital mission with a short timer, you can spend Intel to "Boost Infiltration," which increases the infiltration rate by 50%. 3. Tactical Combat and Squad Composition
LW2 combat is a game of "Alpha Striking"—killing or controlling the enemy before they can act.
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
Field Report: XCOM 2 Long War 2 Strategic Guide This report outlines the core mechanical shifts and strategic priorities for Long War 2 (LW2), a comprehensive overhaul for XCOM 2 that transforms the campaign into a high-stakes global guerrilla war. A standard campaign is significantly more demanding than the base game, often exceeding 150 hours of gameplay. 1. The Global Resistance Strategy
Unlike the vanilla game, LW2 focuses on managing a "Resistance" rather than just a strike team.
Haven Management: You must assign Rebels to specific tasks: Supply (income), Intel (finding missions), or Recruit (growing the cell). XCOM 2: Long War Guide XCOM 2's Long
Infiltration Mechanics: Success depends on the Infiltration Percentage. Launching missions with a larger squad or less time increases the "Alertness" of the region, leading to more enemies and harder Reinforcements.
Regional Liberation: Your primary goal is to fully "Liberate" regions to significantly boost your resource income and eventually unlock the final assault. 2. Squad Composition and Tactical Shifts
Tactical combat in LW2 is deadlier and requires specialized roles.
Expanded Classes: LW2 introduces 8 distinct classes (Sharpshooter, Shinobi, Ranger, Assault, Gunner, Grenadier, Specialist, Technical), each with three branching perk trees.
Stealth vs. Combat: Many missions (like Jailbreaks or Hack operations) are designed for small, 2-3 person "stealth squads." Engaging the enemy is often optional and sometimes detrimental to the mission's timer.
Technical Gear: Utilizing the Technical class for early-game crowd control with flamethrowers and rockets is vital for managing larger "pod" sizes. 3. Base Construction & Research Priority
Resources are scarce; your build order must maximize efficiency and survivability.
Guerrilla Training School (GTS): Crucial for training your initial rookies into specific classes to avoid "bad" RNG rolls.
Resistance Communications: Essential for expanding your reach to find more missions and increase your monthly funding.
Proving Grounds: Vital for specialized ammo and grenades, which are necessary to pierce the higher armor values of ADVENT units. 4. Key Expansion Considerations
If playing with the War of the Chosen expansion, ensure you are using Long War of the Chosen (LWOTC). This version integrates the Chosen, Hero classes (Reaper, Skirmisher, Templar), and the fatigue system into the LW2 framework. Base XCOM 2 Long War 2 Campaign Length 100 - 150+ Hours Squad Size 4 - 6 Units Up to 10 Units Primary Goal Follow Story Missions Liberate Regions Mission Entry Immediate Deployment Timed Infiltration Steam Workshop::Long War 2
For players looking to tackle the complex XCOM 2 Long War mods (both Long War 2 Long War of the Chosen
), community reviews and veteran players highlight several essential guides and strategic approaches to survive the "slog" of the campaign. Recommended Resources & Guides Ufopaedia (Long War 2)
: Widely considered the "best place to start" for organized data on classes, tech, and mechanics. XCOM Commander’s Journal (Substack) : Features highly-rated, deep-dive strategy guides for both early-game mid/late-game DerAva’s YouTube Channel
: Frequently cited as an essential visual resource for learning mission-critical mechanics like Infiltration Haven Management Steam Community: LW2 Class Breakdown
: A comprehensive review of soldier specializations, though some reviewers note that specific class power levels (like Gunners) shifted across patches. Key Strategic Highlights from Reviews
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 Increased Squad Size : Squads now consist of
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 3–5 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
Part 4: Progression & The "Lullaby Curve"
The difficulty in LWotC is a U-shape: brutal start → comfortable mid-game → nightmarish end-game.
Early Game (Months 1-3):
- Tech: Modular Weapons → Resistance Comms → Laser Weapons.
- Goal: Liberate your first region by day 60. Do not fight a Chosen without a plan.
- Tip: Buy every Engineer from the Black Market. You need digging power.
Mid Game (Months 4-7):
- Tech: Predator Armor → Magnetic Weapons → Plated Armor.
- Goal: Build the Infirmary (removes negative traits) and Training Center (pistol perks for everyone).
- Warning: The first "Retaliation" mission will kill half your haven if you defend. Instead, stealth a Shinobi to kill the Chryssalid queen. Ignore civilians.
Late Game (Months 8+):
- Tech: Coilguns (skip plasma if low on elerium) → Warden Armor → Powered Weapons.
- Goal: Kill the Chosen (their weapons are broken) then assault the network tower → Waterworld.
- Tip: Build a Psi Lab at month 5. Psi Operatives take 60 days to train but are immortal gods. Stasis + Void Rift ends late-game pods.
Part 6: The 10-Step Early Game Checklist (First 60 Days)
- Day 1: Set havens to 8 Intel / 3 Recruit / 2 Supply. Assign a rookie as advisor.
- Day 2: Start Laser Weapons research. Build Ring.
- First Mission: Gatecrasher (but harder). Use 4 rookies. Play ultra-safe. Do not open more than 2 pods.
- First Liberation mission: Look for the "Liberation 1" icon (a broken star) on the Geoscape. Infiltrate with 5 soldiers.
- Second Region: Expand as soon as you have 10 soldiers. Intel the second region to 100%.
- First Retaliation: It will happen. Accept losses. Evacuate if 3+ civilians die. Save your soldiers.
- Weapon Tech: As soon as Lasers finish, build 4 Laser Rifles, 2 Laser SMGs, 1 Laser Sniper. Ignore shotguns initially.
- First Supply Raid: This is a trap. The enemy strength is often "Extremely Heavy." Skip it unless you have a 150% infiltration.
- Class Promotion: Promote 2 Shinobis, 2 Specialists, 2 Technicals, 1 Assault, 1 Sharpshooter. Leave Rangers and Gunners for later.
- The April Crash: Around April 15th, Advent Strength will double. Do not panic. Fall back to your starting region and defend. Liberate it by May.
Part 7: Common Ways to Lose (And How to Avoid Them)
| Cause of Death | Why It Happens | Fix | | :--- | :--- | :--- | | The Infiltration Trap | You launch a mission at 70% infiltration. "Light" becomes "Moderate" (18 enemies). | Never launch below 100%. Ever. | | The Rookie Horde | You ignored training and now only have 12 soldiers for 3 missions. | Keep the GTS "Vulture" and "Wet Work" upgrades rolling. Buy recruits. | | The Chosen Snowball | You killed the Chosen but didn't raid their stronghold. They return stronger. | After killing a Chosen, immediately start the Stronghold Covert Action. | | Avatar Project Overwhelm | You ignored it for 2 months. | Do the Sabotage Covert Action every 20 days. Liberate a region to reduce it by 3-4 pips. | | The Supply Glut | You have 4,000 supplies but no alloys. | Sell nothing. Convert supplies to alloys at the Black Market. |
Part 4: The Tactical Layer – Fighting the "Long War" Way
4.3 The "Yellow Alert" Mechanic
In vanilla, inactive pods didn't care. In LW2, if you shoot, all active pods on the map hear it and move toward you at double speed.
- Consequence: You cannot "slow crawl" through a map. You must kill the first pod in 2 turns, then move immediately toward the objective, or you will be surrounded by 3 pods.
- Counter: Suppression and Flashbangs. A suppressed/flashed enemy cannot trigger Yellow Alert movement for their friends.
Infiltration vs. Assault
Missions now come in two main flavors:
- Assault Missions: You land, you fight, you leave. No concealment. Usually hard.
- Guerilla Ops (Infiltration): You send a squad. They have a % bar that fills up over days.
- <100% Infiltration: You start revealed. Bad idea.
- 100%+ Infiltration: You start concealed. This is the sweet spot.
- 200%+ Infiltration: Massive buffs to your squad (aim, defense, crit).
The Golden Rule: Do not launch missions at 0% infiltration unless you have no choice. Wait. Let your soldiers hide in the bushes until they are ready to strike.
C. Infiltration – 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.
- 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.