This is a huge coincidence I started rewatching your Xcom 2 ironman videos over the past few weeks,and beginning another playthough myself and was thinking about trying out long war but was kinda worried about the difficulty lol
This.. despite being an older guide pointed out something that I'm an idiot about. And that's supply. I've been keeping a majority of my res members on Intel and splitting the rest on supply and recruiting... the retaliation resulted in my first loss thanks to the hunter. I've also yet to liberate a region, so thanks for pointing out my stupidity!
vigilance is dropping in regions that are all switched to supply gathering. also, supply retaliations are super fun and generally easy once you learn the rythym and keep your A team ready :D
When I described my own personal style with rangers yesterday, my goal is to arm them to the teeth, and their shotguns are all but forgotten. They and the sniper are my primary ranged attack, so naturally they will NEVER have SMG's and instead always use the rifles, and ALWAYS have the best of the lot should I not have abundant supply of rifles. They also are the first to get additional ammo, probably even preferable to the sniper there. They also are the ones to first be given better armor (though armor dispersal largely depends on the innate strength of the soldier themself. I'm probably not going to give an 8 strength ranger better armor, if it means a 4 strength specialist goes without). My own general style, though I'm not playing LW2 at a high level, is either move and fire, or overwatch, or run the entire turn for the two actions, and then settle down for a turn or two and exchange fire. The most important technique I have learned, is NEVER flank shot on the first pod you encounter (that is flanks that require a fairly deep run towards the first pod), because more times than not, the next pod will be close by, and your flanker will barely survive, if that, from that pod. That is particularly a temptation to do with the shinobi if you don't plan to use them for recon very much. I will say, that with this style, it is a pleasant surprise to on occasion be able to use that shotgun with rangers (especially the two shot almost instant kill), but I don't intend to make them so close to the enemy that they're often a primary target. I like the ranger personally, because as having them fast and of short range use is easy enough, but also using them long range works quite well at times with rifles, because they have the potential double shot. I actually have very little problem having them keep up with the pack. I often have more problems with the grenadiers and snipers. I generally use the overlapping advancement technique, so out of the default ranged units, they're always in the rear of the team at some point or another.
The other thing worth mentioning about a haven advisor is that, just like a scientist or engineer will appear on a retaliation mission, so will the soldier if they are the haven advisor. Even if they're not a great soldier they are just added to your forces for the mission, do not use up a soldier slot, and are still more capable than resistance personnel. Every time an alien survives with 1hp, your extra guy with a baseline assault rifle or extra grenade just found themselves very useful. It can also be worth equipping haven advisor soldiers with equipment your regular mission troops no longer use for precisely this purpose. In one scenario a sharpshooter I had placed in a haven got 4 kills in a single retaliation mission using a somewhat outdated mag rifle and only basic armor, awfully glad he was there.
I have never put scientists or engineers as advisors when the area gets to level two infiltration or higher, so what do they do in the mission? Are they just as plain jane as the rest of the civilian lot, and get rudimentary weapons?
@@charles2241 They function just like a VIP. So a total liability. I don't think you have to "rescue" them to control their movement though. So they are easier to keep safe, but if they die you're down that scientist or engineer.
@@WoWisdeadtome Thanks, I understand. So using them as advisors is all but useless if you don't want a useless civilian along with not-so-useless civilians should combat come. Well, I guess if you ignore such missions, they won't hurt you then, but they are pretty profitable missions, seeing as how you collect bodies there rather easily compared to other missions.
I can see you being desperate in certain situations to use sureshot grenades on normal missions (especially for whittling down), but I make it a very strict goal to never KILL enemies on salvage missions with a grenade, I definitely will lower enemy strength through grenades, especially faceless in a group, but never to kill them with grenades if I can avoid it, because the salvage is so precious (more so for the other enemy troops). Of course, situations vary, even on salvage missions, and if my gunner isn't hitting squat, and neither are the lackeys, it's out with the grenades, even to kill if need be.
@@charles2241 They can be good haven advisors in a liberated region. The only mission that can threaten them at that point is the one where the aliens try to take it back.
My own personal style, is I would NEVER put a ranger on base advisor (unless I don't have enough gunners for the role). To me, they may be the most valuable piece. Although you can't use it all the time, that double shot possibility is precious, plus, that's enhanced by my putting my most highly accurate recruits on ranger or sharpshooter training. I commonly use ALL my gunners on base duty, mostly because they're often my lousiest distance shot. Of course, you could turn your gunners into highly accurate men in the field by picking recruits trained with accuracy to be gunners, but my gunners are often into the sixties starting off in accuracy anyway, and they still can't hit the broad side of a barn. The missions to interrupt spy meetings, is the least important and that's why I put the gunner there. It's also a place where you're collecting bodies, so I feel putting technical there is a major waste of being able to use that rocket. "Sometimes" the gunner conveniences things by being able to fire suppression too. Summing up, I think the spy meeting is the least important mission, such that I succeed very highly with them, and whomever has the least accuracy firing earlier in the game, be they gunner, ranger, or technical (I guess sharpshooter could work too) that's who you put there to help the civilians. Given the nature of the meeting missions, I just don't think having assault or shinobi people in the role will help the fight all that much. Shinobi might even make the worst choice there, because you're going to have to expose him to hope to draw some fire (using units with some armor, as opposed to letting civilians getting shot at) and therefore lose the stealth option and also possess a very weak gun. I'm curious, but I wonder if units are penalized for taking up contrary weapon types, such as shinobis getting a penalty for firing laser rifles (naturally they would lose some mobility)?
19:17 Wait, some more tips about the data-tap missions: 1) You can actually expect data-tap missions to happen at regions with ADVENT strength of at least 3 *and high vigilance* 2) It is always good to build extra weapons other than only having ballistics. Why? Because your good rebels will pick up the extra weapons that your soldiers are not using during their own infiltration missions whenever something bad suddenly happens like rendezvous and of course, these intel raid missions. Imagine your rebels still holding ballistics when you're facing late-game enemies in these missions 3) ALWAYS put your highest rank soldiers as Haven Advisors in unliberated contacted regions AND equip them with the highest tech weapons/armor *in advance.* Why? Because in the data-tap mission, there will be a case when your squad that you have sent is completely *separated at a very far distance from your rebels* and meanwhile, there is a nearby alien pod charging toward your rebels and the device you need to protect and your squad cannot catch up to save them. Plus, there are always possibilities of alien reinforcements on top of the fact that there are already other alien pods roaming around the map (and your squad is not concealed at start other than the shinobi if you have brought him/her), and oh... aliens are already in yellow alert If you have your highest rank soldier as advisor, he/she will also be there with the rebels and the device you need to protect
1) yep 2) The rebels do NOT take from your inventory. They randomly get assigned weapons equal or lower than your current tech. Don't waste resources building new weapons for rebels. 3) High tech always goes on my combat squad. Resources are too tight on legend to spare for advisors. Instead, I prefer to have shinobis close the gap as fast as possible to assist them at mission start. The rebels can just stall and grenade down high prio targets. Using high ranking soldiers is a huge mistake imo since you should be using them for actual missions, and as you said, there's a high risk that they can be isolated. I put bad stat soldiers that are not useful on regular missions in havens for that reason.
@@Ronar222 Wow, I'm glad you responded. But question on 3): What do you mean by Shinobis closing the gap? They only have SMGs and swords and the Phantom ability which breaks once doing an attack
@@chungyanwong7293 Swords are the shinobi's primary weapon and is enough to 1-2 shot most enemies at all points in the game provided you upgrade their weapons. If you've seen the shinobi video then you'll also know they can handle most high priority threats at all points in the game and specifically hard counter anything with a melee attack in its kit with combatives. Phantom allows them to reach the rebels while the rest of your team fights off the rest of the enemies. In case you didn't know, data taps usually have 3-4 pods with specific roles. 1 pod is the objective pod which is the one trying to kill the objective and rebels. Another is the ambush pod which is the pod near XCOM that tries to yellow alert into your flank, smoke grenades and awareness of possible spawn locations is the solution to that one, and it is also the pod your team should be ready to fight. Then finally there's the intercept pod who spawns in between XCOM and the rebels. They're trying to move to kill the rebels in a pincer attack. The goal is to use 1-2 shonobis to rescue the rebels from the objective pod. Your team is then tasked with dealing with the intercept pod while defending against the ambush. These maps are generally fairly open so if you bring some good snipers, the shinobis can give vision of the intercept pod while moving to the rebels with aggressive double moves. The snieprs can then draw the intercept pods back towards the rest of the team. After that its just an all out brawl.
I am going to repeat the request on all of your videos until you do a WOTC run where the only base class you are allowed to recruit/train are specialists. Do it. Do eeet.
Good info. Also. I see that you have all kinds of addons besides long war 2. Can you update de description of the video with the list of the addons used ? I especially like the UI when gearing up soldiers. Thanks. 👍
i think you just divide global strength and global vigilance for the avatar slowdown value.... so with 60 global strength and 80 global vigilance you'd have avatar slowed down by 25%
Been playing a coop playthrough of LW1 with my friend; it's been a lot of fun. Found your channel through researching stuff on LW and it's been super entertaining watching all the ironmans. Thanks for all the great content Ronar. Quick question: do you think we should play LW2 or LWOTC next? I've heard LWOTC isn't fully feature complete?
LWOTC is definitely complete, but balance methods are slightly different in both. If you want the experience that the LW team intended go with LW2. If you want something that integrates WOTC but with slightly different methods of balancing things, LWOTC is perfectly fine.
Hello, Ronar, excellent video and it really helped me out in my campaign. I have two questions regarding recruitment, when it is an opportune time to set the rebels on recruit and when a haven should definitely not recruit? I couldn't find a definitive answer to this question on any forum.
My answer is based on number of missions run, and this can be based on many factors so consider: You have 4 regions. Each region is strength 8, 4, 4, 2. Assume you currently have 5 squads that can run missions at a time. The assumption is that in mid game, strength 8 is no go territory unless you have big balls so missions will not be run there. The remaining areas are really nice to run missions. Strength 4 is where troop columns can be found, but you don't necessarily want to do anything beyond that if you can run all the remaining missions in the strength 2 region (Especially if the remaining 3 squads are B and C teams which they often are in legend). After you find the one troop column you can run in the strength 4 regions, you'll consider doing another job such as recruit. The strength 2 region should always be at max intel in this situation. This is all strategy that will change over the course of the campaign and is very situational. Other factors include vigilance levels and how you might want to lead all the advent strength into one region and let a region lay low until you decide to flip it around. There's really no easy answer to fit every situation and this will come naturally with practice.
@@Ronar222 Well this is actually a really helpful explanation. Would you ever run recruit over intel even in a 1-3 STR haven if you had a low number of rebels let's say less than 4-6 or in that scenario you would rather search for jailbreak missions?
@@theblueengineer9189 From 0-4 rebels I find that you basically can't find missions so I'd recommend recruiting to the 4-6 range depending on how many other places you can already find missions.
@@Ronar222 Thank you so much for the information, Ronar ! I wish I could find a full LW2/LWOTC campaign from you, on Twitch or TH-cam, but I only found a series in which the first clip is mid campaign.
Tried doing a quick sweep of the workshop but couldn't find the mod that displayed the info for LW2 (Its been so long)). Although I've been pretty much exclusively playing LWOTC which gives that info by default.
You're a resistance force trying to retake a conquered world. This takes the form of a turn based strategy game. You're not going to be able to stop every move your enemy makes...should be a given.
I'm still not clear on how exactly you liberate a area? Do I need to take missions in the territories surrounding the territory I actually want to liberate so that the strength of the territory I want to liberate goes down? How far do I want that strength to go down? When its low do I get a liberate mission?
To liberate you find missions labelled "Find a Lead" and the reward is ONLY intel without the intel package. That is usually the first liberation mission. Once that's finished you'll start finding missions labelled "Liberation". You'll do 2 of those which reveals the network tower. Then do that and you'll unlock the advent HQ assault and that victory liberates the region. You only need to do missions in the region you're trying to liberate, but a healthy campaign will have you doing missions in multiple areas with a focus on the ones most important. Generally strength is subjective to multiple things such as the point of the game you are in, the strength of your tech advantage, and how comfortable you are with your skills as a commander. I generally am ok with doing up to strength 4 Very Light in early game unless there's something specific I need to do to win or gain an advantage. Liberate missions show up regardless of strength. The strength just shows how difficult it will be to do missions in that area due to advent presence.
@@TheOne0816 oh you know what? I already did a liberation mission with out even knowing it. I was wondering what that little pip dot in Haven Management next to one of my Havens meant.
@@alexoelkers2292 Nice! Yeah that first liberation mission is cryptic the way it's laid out, unlike lib 2 or 3 where it states it's an actual liberation mission. Tip! Bring a strong team for liberation 3 as that mission doesn't play around regardless of region strength. You can go shinobi and sniper only. Which is what I do sometimes depending how my roster looks at the time or the infiltration time. Just get to the objective and get out ASAP.
You said the differences between LW 2 and LWTC are in balance rather than features. What are the main differences in terms of balance for LWOTC vs LW2? I'd love to play LW2 since that's how the creators meant it, however, if the differences are not that significat, i'd rather take LWOTC because i wanna keep the WOTC features.
Also, which one do you preffer? Which one would you say gives the better experience? Not which one is more challenging or realistic, the one that you'd say you had more fun with.
Ive been playing XCOM for a few years now and even tho I dont play on PC I really like this videos as I was really looking into buying it for PC to be able to play Long War 2. Is it that good? It seems that good
Long War 1 and 2 as well as LWOTC are very good games, but also have high barrier to entry. If you get easily frustrated with games or just want a game you can play through and beat, then it may not be for you. Its a game that I adore, but its definitely not for everyone.
@@Ronar222 thank u so mucho for the answer! I dont think Ill have any problem with them as I dont really ever get frustrated with the game, even those 98% misses make me go "oh wow that odds" but not really annoyingly. Guess Ill have to give the games a try, so many changes to the vanilla experience and overall seems like a very good mod
was trying to listen to you but i just can't stand of your modified vioce with this long endings with "eeeerrmmmgghhh" enchanted with low bass freqencies. I last for 24 min with two aproches and just can't stand this vioce. prabobly just me and my problem :P
This is a huge coincidence I started rewatching your Xcom 2 ironman videos over the past few weeks,and beginning another playthough myself and was thinking about trying out long war but was kinda worried about the difficulty lol
This.. despite being an older guide pointed out something that I'm an idiot about. And that's supply. I've been keeping a majority of my res members on Intel and splitting the rest on supply and recruiting... the retaliation resulted in my first loss thanks to the hunter. I've also yet to liberate a region, so thanks for pointing out my stupidity!
Thanks Ronar. Understanding the mechanics makes palying lw2 even more fun to play.
Just got long war 2 as my first mod ever, this is amazing
vigilance is dropping in regions that are all switched to supply gathering. also, supply retaliations are super fun and generally easy once you learn the rythym and keep your A team ready :D
Dude, I wish I could give you a hug. Thank you so much!!
Good god this is a good resource. Thanks Ronar!
Recently found your channel, great content! Can't wait for part 2
When I described my own personal style with rangers yesterday, my goal is to arm them to the teeth, and their shotguns are all but forgotten. They and the sniper are my primary ranged attack, so naturally they will NEVER have SMG's and instead always use the rifles, and ALWAYS have the best of the lot should I not have abundant supply of rifles. They also are the first to get additional ammo, probably even preferable to the sniper there. They also are the ones to first be given better armor (though armor dispersal largely depends on the innate strength of the soldier themself. I'm probably not going to give an 8 strength ranger better armor, if it means a 4 strength specialist goes without). My own general style, though I'm not playing LW2 at a high level, is either move and fire, or overwatch, or run the entire turn for the two actions, and then settle down for a turn or two and exchange fire.
The most important technique I have learned, is NEVER flank shot on the first pod you encounter (that is flanks that require a fairly deep run towards the first pod), because more times than not, the next pod will be close by, and your flanker will barely survive, if that, from that pod. That is particularly a temptation to do with the shinobi if you don't plan to use them for recon very much. I will say, that with this style, it is a pleasant surprise to on occasion be able to use that shotgun with rangers (especially the two shot almost instant kill), but I don't intend to make them so close to the enemy that they're often a primary target. I like the ranger personally, because as having them fast and of short range use is easy enough, but also using them long range works quite well at times with rifles, because they have the potential double shot. I actually have very little problem having them keep up with the pack. I often have more problems with the grenadiers and snipers. I generally use the overlapping advancement technique, so out of the default ranged units, they're always in the rear of the team at some point or another.
I hope you're back for Xcom 3 when it eventually comes out !
The other thing worth mentioning about a haven advisor is that, just like a scientist or engineer will appear on a retaliation mission, so will the soldier if they are the haven advisor.
Even if they're not a great soldier they are just added to your forces for the mission, do not use up a soldier slot, and are still more capable than resistance personnel.
Every time an alien survives with 1hp, your extra guy with a baseline assault rifle or extra grenade just found themselves very useful.
It can also be worth equipping haven advisor soldiers with equipment your regular mission troops no longer use for precisely this purpose.
In one scenario a sharpshooter I had placed in a haven got 4 kills in a single retaliation mission using a somewhat outdated mag rifle and only basic armor, awfully glad he was there.
I have never put scientists or engineers as advisors when the area gets to level two infiltration or higher, so what do they do in the mission? Are they just as plain jane as the rest of the civilian lot, and get rudimentary weapons?
@@charles2241 They function just like a VIP. So a total liability. I don't think you have to "rescue" them to control their movement though. So they are easier to keep safe, but if they die you're down that scientist or engineer.
@@WoWisdeadtome Thanks, I understand. So using them as advisors is all but useless if you don't want a useless civilian along with not-so-useless civilians should combat come. Well, I guess if you ignore such missions, they won't hurt you then, but they are pretty profitable missions, seeing as how you collect bodies there rather easily compared to other missions.
I can see you being desperate in certain situations to use sureshot grenades on normal missions (especially for whittling down), but I make it a very strict goal to never KILL enemies on salvage missions with a grenade, I definitely will lower enemy strength through grenades, especially faceless in a group, but never to kill them with grenades if I can avoid it, because the salvage is so precious (more so for the other enemy troops). Of course, situations vary, even on salvage missions, and if my gunner isn't hitting squat, and neither are the lackeys, it's out with the grenades, even to kill if need be.
@@charles2241 They can be good haven advisors in a liberated region. The only mission that can threaten them at that point is the one where the aliens try to take it back.
My own personal style, is I would NEVER put a ranger on base advisor (unless I don't have enough gunners for the role). To me, they may be the most valuable piece. Although you can't use it all the time, that double shot possibility is precious, plus, that's enhanced by my putting my most highly accurate recruits on ranger or sharpshooter training. I commonly use ALL my gunners on base duty, mostly because they're often my lousiest distance shot. Of course, you could turn your gunners into highly accurate men in the field by picking recruits trained with accuracy to be gunners, but my gunners are often into the sixties starting off in accuracy anyway, and they still can't hit the broad side of a barn. The missions to interrupt spy meetings, is the least important and that's why I put the gunner there. It's also a place where you're collecting bodies, so I feel putting technical there is a major waste of being able to use that rocket. "Sometimes" the gunner conveniences things by being able to fire suppression too.
Summing up, I think the spy meeting is the least important mission, such that I succeed very highly with them, and whomever has the least accuracy firing earlier in the game, be they gunner, ranger, or technical (I guess sharpshooter could work too) that's who you put there to help the civilians. Given the nature of the meeting missions, I just don't think having assault or shinobi people in the role will help the fight all that much. Shinobi might even make the worst choice there, because you're going to have to expose him to hope to draw some fire (using units with some armor, as opposed to letting civilians getting shot at) and therefore lose the stealth option and also possess a very weak gun.
I'm curious, but I wonder if units are penalized for taking up contrary weapon types, such as shinobis getting a penalty for firing laser rifles (naturally they would lose some mobility)?
19:17 Wait, some more tips about the data-tap missions:
1) You can actually expect data-tap missions to happen at regions with ADVENT strength of at least 3 *and high vigilance*
2) It is always good to build extra weapons other than only having ballistics. Why?
Because your good rebels will pick up the extra weapons that your soldiers are not using during their own infiltration missions whenever something bad suddenly happens like rendezvous and of course, these intel raid missions. Imagine your rebels still holding ballistics when you're facing late-game enemies in these missions
3) ALWAYS put your highest rank soldiers as Haven Advisors in unliberated contacted regions AND equip them with the highest tech weapons/armor *in advance.* Why?
Because in the data-tap mission, there will be a case when your squad that you have sent is completely *separated at a very far distance from your rebels* and meanwhile, there is a nearby alien pod charging toward your rebels and the device you need to protect and your squad cannot catch up to save them. Plus, there are always possibilities of alien reinforcements on top of the fact that there are already other alien pods roaming around the map (and your squad is not concealed at start other than the shinobi if you have brought him/her), and oh... aliens are already in yellow alert
If you have your highest rank soldier as advisor, he/she will also be there with the rebels and the device you need to protect
1) yep
2) The rebels do NOT take from your inventory. They randomly get assigned weapons equal or lower than your current tech. Don't waste resources building new weapons for rebels.
3) High tech always goes on my combat squad. Resources are too tight on legend to spare for advisors. Instead, I prefer to have shinobis close the gap as fast as possible to assist them at mission start. The rebels can just stall and grenade down high prio targets. Using high ranking soldiers is a huge mistake imo since you should be using them for actual missions, and as you said, there's a high risk that they can be isolated. I put bad stat soldiers that are not useful on regular missions in havens for that reason.
@@Ronar222 Wow, I'm glad you responded. But question on 3): What do you mean by Shinobis closing the gap? They only have SMGs and swords and the Phantom ability which breaks once doing an attack
@@chungyanwong7293 Swords are the shinobi's primary weapon and is enough to 1-2 shot most enemies at all points in the game provided you upgrade their weapons. If you've seen the shinobi video then you'll also know they can handle most high priority threats at all points in the game and specifically hard counter anything with a melee attack in its kit with combatives. Phantom allows them to reach the rebels while the rest of your team fights off the rest of the enemies. In case you didn't know, data taps usually have 3-4 pods with specific roles. 1 pod is the objective pod which is the one trying to kill the objective and rebels. Another is the ambush pod which is the pod near XCOM that tries to yellow alert into your flank, smoke grenades and awareness of possible spawn locations is the solution to that one, and it is also the pod your team should be ready to fight. Then finally there's the intercept pod who spawns in between XCOM and the rebels. They're trying to move to kill the rebels in a pincer attack. The goal is to use 1-2 shonobis to rescue the rebels from the objective pod. Your team is then tasked with dealing with the intercept pod while defending against the ambush. These maps are generally fairly open so if you bring some good snipers, the shinobis can give vision of the intercept pod while moving to the rebels with aggressive double moves. The snieprs can then draw the intercept pods back towards the rest of the team. After that its just an all out brawl.
@@Ronar222 Oh... I see. Thanks for the info
YO thanks so much for this
Amazing job dude. Thank you 🙏
I am going to repeat the request on all of your videos until you do a WOTC run where the only base class you are allowed to recruit/train are specialists.
Do it. Do eeet.
Oh, now I know why my soldiers level so fast... Me: Hey a swarming mission... nice!
Good info.
Also. I see that you have all kinds of addons besides long war 2.
Can you update de description of the video with the list of the addons used ?
I especially like the UI when gearing up soldiers.
Thanks. 👍
Great explanations buddy.
Thank you for the info
Could you please post a link for the mod that allows me to see advent vigilance/force level without WOTC? It would be a really helpful learning tool
Yes it helped me 👍🤓 Thank you !!
so um, the chimera squad walkthrough gonna be followed up?
i think you just divide global strength and global vigilance for the avatar slowdown value.... so with 60 global strength and 80 global vigilance you'd have avatar slowed down by 25%
Been playing a coop playthrough of LW1 with my friend; it's been a lot of fun. Found your channel through researching stuff on LW and it's been super entertaining watching all the ironmans. Thanks for all the great content Ronar. Quick question: do you think we should play LW2 or LWOTC next? I've heard LWOTC isn't fully feature complete?
LWOTC is definitely complete, but balance methods are slightly different in both. If you want the experience that the LW team intended go with LW2. If you want something that integrates WOTC but with slightly different methods of balancing things, LWOTC is perfectly fine.
@@Ronar222 thanks so much! :) We'll go with lwotc then because I've played vanilla xcom 2 already
Hello, Ronar, excellent video and it really helped me out in my campaign. I have two questions regarding recruitment, when it is an opportune time to set the rebels on recruit and when a haven should definitely not recruit? I couldn't find a definitive answer to this question on any forum.
My answer is based on number of missions run, and this can be based on many factors so consider: You have 4 regions. Each region is strength 8, 4, 4, 2. Assume you currently have 5 squads that can run missions at a time. The assumption is that in mid game, strength 8 is no go territory unless you have big balls so missions will not be run there. The remaining areas are really nice to run missions. Strength 4 is where troop columns can be found, but you don't necessarily want to do anything beyond that if you can run all the remaining missions in the strength 2 region (Especially if the remaining 3 squads are B and C teams which they often are in legend). After you find the one troop column you can run in the strength 4 regions, you'll consider doing another job such as recruit. The strength 2 region should always be at max intel in this situation. This is all strategy that will change over the course of the campaign and is very situational. Other factors include vigilance levels and how you might want to lead all the advent strength into one region and let a region lay low until you decide to flip it around. There's really no easy answer to fit every situation and this will come naturally with practice.
@@Ronar222 Well this is actually a really helpful explanation. Would you ever run recruit over intel even in a 1-3 STR haven if you had a low number of rebels let's say less than 4-6 or in that scenario you would rather search for jailbreak missions?
@@theblueengineer9189 From 0-4 rebels I find that you basically can't find missions so I'd recommend recruiting to the 4-6 range depending on how many other places you can already find missions.
@@Ronar222 Thank you so much for the information, Ronar ! I wish I could find a full LW2/LWOTC campaign from you, on Twitch or TH-cam, but I only found a series in which the first clip is mid campaign.
thanks
Starting to play a new campaign and wondering which mod shows the advent info (strength, etc) on the global screen. Hoping this gets seen!
Tried doing a quick sweep of the workshop but couldn't find the mod that displayed the info for LW2 (Its been so long)). Although I've been pretty much exclusively playing LWOTC which gives that info by default.
@ thanks for looking into it. Great informative video!
You're a resistance force trying to retake a conquered world. This takes the form of a turn based strategy game.
You're not going to be able to stop every move your enemy makes...should be a given.
A year late. Lost 3 and said we did good. Tell the Dead that!
Wow thank you Ronar BibleThump /
I'm still not clear on how exactly you liberate a area? Do I need to take missions in the territories surrounding the territory I actually want to liberate so that the strength of the territory I want to liberate goes down? How far do I want that strength to go down? When its low do I get a liberate mission?
To liberate you find missions labelled "Find a Lead" and the reward is ONLY intel without the intel package. That is usually the first liberation mission. Once that's finished you'll start finding missions labelled "Liberation". You'll do 2 of those which reveals the network tower. Then do that and you'll unlock the advent HQ assault and that victory liberates the region. You only need to do missions in the region you're trying to liberate, but a healthy campaign will have you doing missions in multiple areas with a focus on the ones most important. Generally strength is subjective to multiple things such as the point of the game you are in, the strength of your tech advantage, and how comfortable you are with your skills as a commander. I generally am ok with doing up to strength 4 Very Light in early game unless there's something specific I need to do to win or gain an advantage. Liberate missions show up regardless of strength. The strength just shows how difficult it will be to do missions in that area due to advent presence.
Here if it's still confusing on what the author wrote. xcom.substack.com/p/long-war-2-liberation-guide
@@Ronar222 Thanks guys, Appreciate it.
@@TheOne0816 oh you know what? I already did a liberation mission with out even knowing it. I was wondering what that little pip dot in Haven Management next to one of my Havens meant.
@@alexoelkers2292 Nice! Yeah that first liberation mission is cryptic the way it's laid out, unlike lib 2 or 3 where it states it's an actual liberation mission. Tip! Bring a strong team for liberation 3 as that mission doesn't play around regardless of region strength. You can go shinobi and sniper only. Which is what I do sometimes depending how my roster looks at the time or the infiltration time. Just get to the objective and get out ASAP.
How is LWOTH working? Is it stable?
Yeah definitely very playable. Been streaming it for the past few months.
You said the differences between LW 2 and LWTC are in balance rather than features. What are the main differences in terms of balance for LWOTC vs LW2? I'd love to play LW2 since that's how the creators meant it, however, if the differences are not that significat, i'd rather take LWOTC because i wanna keep the WOTC features.
Also, which one do you preffer? Which one would you say gives the better experience? Not which one is more challenging or realistic, the one that you'd say you had more fun with.
chance of a new recruit being a faceless is 1/6
Ive been playing XCOM for a few years now and even tho I dont play on PC I really like this videos as I was really looking into buying it for PC to be able to play Long War 2. Is it that good? It seems that good
Long War 1 and 2 as well as LWOTC are very good games, but also have high barrier to entry. If you get easily frustrated with games or just want a game you can play through and beat, then it may not be for you. Its a game that I adore, but its definitely not for everyone.
@@Ronar222 thank u so mucho for the answer!
I dont think Ill have any problem with them as I dont really ever get frustrated with the game, even those 98% misses make me go "oh wow that odds" but not really annoyingly. Guess Ill have to give the games a try, so many changes to the vanilla experience and overall seems like a very good mod
@@Abraham-books It'll keep you busy for many months.
@@Abraham-books My wife missed a 99% the other day.
At what strength level do u recommend hiding your recruits?
If you have good intel rebels and you're contesting advent for the location, you can probably last till str5-6 at most.
What cosmetics packs do you have?
Its been a while and the only one I can remember is the fancy dress party pack.
the game does a fucking _terrible_ job of explaining any of this stuff to you
was trying to listen to you but i just can't stand of your modified vioce with this long endings with "eeeerrmmmgghhh" enchanted with low bass freqencies. I last for 24 min with two aproches and just can't stand this vioce. prabobly just me and my problem :P
not just you