![]() Specialist can also go for Overwatch perks, but you are better off having Hackers or Medics, since you will need both. Suppression Gunner with some good aim and good special ammo (Dragon Rounds are my choice) can be pretty nasty against aliens. It can also fire 2 times per turn when needed and has the great sawed-off shotgun as a backup against mêlée adversaries. With a Hair Trigger, Extended Magazine and Laser Sight it can locked down a whole pod. An Overwatch Ranger can set some great traps. Make sure to give them a SMG and some grenades, so they can contribute once the charges of the flamer have been used. Technicals specialised in flamers can also do some significant damage at close quarters and also deny the enemy access to terrain and cover. Just make sure to end the turn somewhere safe with them. Kenshi Shinobis rely on mobility to survive, but with Coup de Grâce and Implacable, plus Reaper at the end of the tree, they can massacre whole pods by themselves. Also the sawed-off shotgun is great when you get in front of a beefy alien. Rangers can get close to dish out some crits and can fire 2 times per turn right from the start. Run and Gun, Rapid fire and a few defensive perks make them a great addition to your squad. Assaults are you go-to class if you want to dance with the aliens. These guys go close and personal, and usually are quite beefy to draw enemy fire on them and survive to tell the tale. It can be of great help on non-timed missions where you have big pods coming your way. Then you have the Holotargeter Sharpshooter, which can use the device from stealth and can act as a spotter. ![]() Shinobis make great scouts and spotters, whether you go for the Ninja or Kenshi paths, both will give you a very able front-line scout. Here are some of the main roles soldiers can fill in and what class can help you excel in each role: This is more for the Strategy forum but I will give it a go. So how do you handle all the possibilities here? ![]() scout (Shinobi), close-ranged-swing (Assault, Ranger, Technical), ranged (Grenadier, Gunner, Sharpshooter), and support (Specialist in combat-hacker and medical variants), but of course one class isn't a true substitute for another but can often be used for most roles. I can look to do something similar to what I did in XCOM and XCOM 2 and group the classes (e.g. That's complex (even before adding in Officer and AWC skills). Who get to choose from 3 skills per rank. And there's now 8 initial soldier classes after ranking up from Rookie. In XCOM Long War 2, there's now multiple missions in progress as well as troops recovering, in training, and posted as Haven advisors. When troops were out of action due to wounds and other causes, I wanted the replacements to be similar and familiar. I also used custom troop colours to easily identify the classes and the Support / Specialist variants on the battlefield. The only class for which I often had 2 variants was the Support / Specialist, where I had a combat / hacking and medical types. In XCOM and XCOM 2 there were 4 soldier classes and reflecting my desire for troop interchangeability, I tended to decided on a similar skill set within each class. I'm wondering how players are managing the wide variety of soldier classes and the large number of skill variants possible. But some things about the game are going to be challenging. Looking at Long War 2, it is really a much better way of gaming an insurgency against an occupying alien force. I'd played XCOM EU and XCOM 2 (that up to Legendary), as well as hearing about Long War 1, but had never played it.
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