Xcom 2 Long War Guide [FAST ★]

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 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

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. xcom 2 long war guide

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.

XCOM 2: Long War of the Chosen (LWotC), the war is no longer a sprint but a grueling marathon where managing the Geoscape is just as critical as your tactical performance on the ground. To survive and eventually liberate Earth, you must master infiltration, haven management, and a highly specialized soldier roster. XCOM Commander's Journal 1. Master the Infiltration Mechanic The core of Infiltration

system. Sending a full squad of eight soldiers to every mission is no longer viable; instead, you must balance squad size against the time remaining on a mission clock. Target 100% Infiltration

: Launching at 100% is the baseline for "Extremely Light" enemy presence (6–9 enemies). The Infiltration Trade-off

: Large squads take longer to infiltrate. If you go in under-infiltrated, enemy counts skyrocket; over-infiltrating (up to 200%) can further reduce enemy numbers and delay reinforcements. Equipment Matters : Giving soldiers

or suppressors reduces their detection footprint, allowing them to infiltrate faster. XCOM Commander's Journal 2. Manage Your Resistance Havens

Your Havens are your primary source of Intel, recruits, and missions. XCOM Commander's Journal Long War 2 - Early Game Tactics - XCOM Commander's Journal

Important considerations regarding moving in Concealment: * Hidden civilians are common at the drop zone. When the mission starts, XCOM Commander's Journal XCOM Commander's Journal Long War 2 - Quick Start Guide - XCOM Commander's Journal

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 Long War 2 Long War of the Chosen

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.

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

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. Part 1: The Paradigm Shift Before we discuss

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


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"—meaning 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 2: The Strategic Layer (Geoscape) – The "Burn the World" Phase

Unlike vanilla where you expand to stop the Avatar Project, LW2 requires you to ignore the Avatar Project until the last minute.

Part IV: The Haven Management Mini-Game

The Geoscape is not a strategy layer; it's a deck of cards rigged against you. Each region has a "Vigilance" score. High vigilance means more spawns. Low vigilance means you get ambushed by the Chosen.

The counter-intuitive trick: Let the first Retaliation mission fail.

I am serious. In April, when the Chosen attack your starting haven, evacuate everyone immediately. Do not fight. You will lose the haven's income for 14 days. But you will save your 5 best soldiers. Why? Because if you win that early retaliation, the game punishes you by increasing the region's Force Level. If you fail, the game thinks you are weak and sends easy "Haven Jailbreak" missions to bait you back. You return two weeks later with laser weapons and crush the easy missions. Admit defeat early to win later.

1. The Shinobi (Scout/Assassin)

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