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Xcom 2 Long War Guide Online

Do not rush the story missions (Skulljack/Blacksite). The Doom Clock ticks slowly. Instead:

LWotC splits classes into eight distinct roles. Memorize these:

You will fail missions. You will lose your A-team to a single Gatekeeper. You will watch a 60-hour campaign crumble because you forgot to build a Resistance Comm. That is Long War.

But when you finally liberate your first region, when your Shinobi dodges three overwatch shots to plant the X4 charges, when a single Gunner suppresses an entire pod of Muton Elites – you’ll understand. This isn’t a power fantasy. It’s a war story. And you are the Resistance.

Now get out there, Commander. The Avatar Project is half-complete.


For deeper mechanics, search the LWotC Mod Page FAQ or visit the Commander’s Quarter on YouTube.

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" (6–9 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 3–4 soldiers is often more efficient than a full 8-person squad.

Haven Management: Assign your resistance personnel in each Haven to specific jobs:

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 xcom 2 long war guide

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 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 up—slowly, 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. We’re 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. "You’re playing this like it’s a sprint. The Long War isn’t a sprint. It’s a marathon in a minefield. Let me explain how we survive."

As you scroll through the 100+ perks and 20 soldier classes, remember this simple checklist before every move:

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. Do not rush the story missions (Skulljack/Blacksite)

In XCOM 2: Long War 2 (LW2) , the "story" shifts from a desperate race against time to a grueling, worldwide guerrilla insurgency. Instead of just following a scripted narrative, you are managing a global resistance where every region has its own internal "plot" of liberation. The Core Loop: From Shadows to Liberation

The overarching goal remains stopping the Avatar Project, but the path is significantly longer, often exceeding 150 hours. Your campaign typically follows this progression:

Establishing the Resistance: You start by managing Rebels in local Havens. Setting them to Intel is vital for uncovering hidden ADVENT missions.

The Infiltration Game: Unlike vanilla, you don't just "go" on missions. You send a squad to infiltrate, which can take days or weeks.

100% Infiltration: This is your target. Under-infiltrating leads to "Swarming" enemy numbers that are often suicidal.

Squad Size vs. Speed: Smaller squads (2-5 soldiers) infiltrate faster, while larger squads (8-10) are needed for heavy combat but take much longer to prep.

Liberation Chains: Each region has a hidden 5-stage mission chain. Completing these culminates in an ADVENT HQ assault, which removes ADVENT's permanent presence from that region. Essential Strategy for Commanders

According to veteran guides from the XCOM Commander's Journal and community experts, these are the rules to live by:

Don't Be a Hero: You are not expected to win—or even detect—every mission. Skipping missions in high-strength regions to avoid a "fatigue spiral" is a valid strategy.

Roster Depth is Everything: You need 40-50+ active soldiers to maintain multiple simultaneous infiltrations while others recover from fatigue.

The "Shiny" Trap: Prioritize Laser Weapons early. They provide a critical +5 Aim bonus, which is life-saving against high-dodge enemies like Vipers.

Officer Training: Build the Guerilla Tactics School (GTS) immediately. Officers provide the "Command" ability, giving a soldier an extra action that can salvage a botched turn.

Haven Advising: Assigning a soldier as a Haven Advisor helps root out Faceless Spies who steal your monthly supplies. Key Tactical Shifts

Graze Band: Shots no longer just "hit" or "miss." A shot that nearly misses might "Graze," dealing reduced damage. For deeper mechanics, search the LWotC Mod Page

Utility Items: You have three utility slots. Flashbangs are the most important early-game tool because they disable most alien abilities and melee attacks.

Stealth Missions: Many missions (like VIP Extractions) can and should be completed without firing a shot using a solo Shinobi or a two-man Shinobi/Specialist team. Long War 2 - Quick Start Guide - XCOM Commander's Journal

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

Havens are your rebel cells. You assign them jobs:

The Vigilance/Strength Dance: Advent has two invisible stats per region: Vigilance (your activity there) and Strength (Advent troop density).


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