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Xcom 2: Long War Guide

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.

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 of the Chosen (LWOTC) for XCOM 2 is a total overhaul that transforms the game into a complex strategic simulation. Success requires a shift from "tactical aggression" to "logistical management." 🛡️ Strategic Layer: The Resistance Management

The strategy layer is where the war is won or lost. You are no longer just responding to icons; you are managing a global insurgency. xcom 2 long war guide

Infiltration is Key: You cannot launch missions instantly. You must commit a squad to a site for days to "infiltrate."

100% Infiltration: Always aim for at least 100%. Anything less massively increases enemy numbers and detection ranges. Haven Management: Assign rebels to specific jobs: Supply: Generates monthly income.

Intel: Discovers missions (crucial for finding ADVENT leads). Recruit: Increases rebel count and finds new soldiers. Hiding: Protects the Haven from ADVENT Retaliation strikes.

Liberation: Focus on liberating one region early. This provides a safe base of operations and massive resource boosts. 🎖️ Tactical Combat: Squad Composition

In LWOTC, your soldiers are divided into specialized roles. A balanced squad is mandatory for survival.

Shinobi: Your primary scouts. Keep them concealed to provide vision for your snipers and heavy hitters.

Technical: Early-game powerhouses. Their flamethrowers and rockets can clear entire pods of enemies.

Specialist: Essential for hacking objectives from a distance and providing "Medical Protocol" in long engagements.

Assault: High-risk, high-reward. Use them to "Run and Gun" and finish off high-threat targets at point-blank range.

Technical/Grenadier: Destruction of cover is vital. If an enemy is in full cover, you likely won't hit them without blowing up that cover first. 🔬 Research & Engineering Priorities

Resources are extremely scarce. You cannot buy everything; you must prioritize tech that keeps soldiers alive. Modular Weapons: Unlock weapon attachments immediately. XCOM 2: Long War 2 (LW2) and its

Resistance Communications: Essential for contacting new regions.

Vulture (GTS): Buy this early. It doubles the loot dropped by enemies, which is your primary source of Alloys and Elerium.

Armor over Weapons: In Long War, a single hit often kills. Predator Armor should be a priority over Mag Weapons if your death rate is high. ⚠️ Common Pitfalls to Avoid

Over-extending: Do not try to scan every mission. Only take missions where you have enough time to reach 100% infiltration.

Ignoring Vigilance: Doing too many missions in one region increases "Vigilance." ADVENT will move more troops there, making it harder. Move your operations to different regions to spread the heat.

Forgetting the Timer: Missions have hard evac timers. Always have an "exit strategy" by turn 4. To help you get started with your specific run, tell me: What difficulty level are you playing on?

Do you have any specific DLCs enabled (like Alien Hunters or Shen's Last Gift)?

Are you struggling more with the Tactical combat or the Strategic map?

I can provide a tailored build order or squad loadout based on your answers.

Here’s a structured outline and key insights for an interesting, in-depth article on XCOM 2: Long War (the popular overhaul mod). The article would be aimed at intermediate players looking to move beyond basic survival.


Part I: The Activation Trance

The single most important skill in LWotC is pod management. In vanilla, you can tank a shot. In Long War, a single ADVENT Trooper with a basic rifle crits for 6 damage against your 8 HP Specialist. Two shots kill. Part I: The Activation Trance The single most

The rookie mistake is the "Activation Trance"—spotting a pod and immediately shooting the nearest target. This is wrong. You have three seconds of "free actions" before the pod scatters. Use those three seconds to answer three questions:

  1. Where is the nearest high cover? (Move there first, then shoot).
  2. Can I kill the entire pod in one turn? (If no, see Question 3).
  3. Do I have a "fail state" action? (Suppression, Mimic Beacon, Smoke Grenade).

If you cannot kill the pod, your first action should not be a rifle shot; it should be a Suppression or a Sting Grenade (from a Technical or Grenadier). Locking down two enemies is worth more than wounding one. In Long War, a controlled enemy is a dead enemy—just delayed.

Part 3: The Soldier Classes – Unlearn Vanilla Roles

LWotC splits classes into eight distinct roles. Memorize these:

  • Shinobi (Sword/Stealth): Your most valuable unit. Never break concealment unless necessary. Scout pod positions. Use "Hunter’s Instinct" to mark priority targets.
  • Ranger (Shotgun/Slash): The boss killer. Give them a laser sight, talon rounds, and "Bring ’Em On." They delete Berserkers and Chosen.
  • Gunner (Big LMG): Area denial. Use "Area Suppression" to lock down 3 enemies at once. Don’t move and shoot; set up overwatch traps.
  • Technical (Rocket/Flamethrower): Early-game god, late-game support. A single rocket solves "pod of 6 Advent on a roof." Flamethrower panics organic enemies.
  • Grenadier (Launcher): Not for damage – for shredding armor and destroying cover. Use AP grenades. Give them the "Heavy Ordnance" perk.
  • Specialist (Drone/Hacker): Your only counter to robotic enemies. "Combat Protocol" one-shots low-level drones. "Haywire Protocol" steals MECs.
  • Assault (Run & Gun/Tanking): The only class that can tank. Give them a vest, "Close Combat Specialist," and "Untouchable." Run into the middle of a pod, kill one, survive everything.
  • Sniper (Squadsight): Useless on most timed missions. God-tier on Supply Raids and HQ assaults. Use "Death from Above" for multiple kills per turn.

The Resistance Warrior’s Bible: A Comprehensive Guide to XCOM 2: Long War

Disclaimer: Long War 2 is not a difficulty mod; it is a complexity mod. It turns XCOM 2 from a squad-based tactics game into a strategic layer simulator of guerrilla warfare. You will lose soldiers. You will fail missions. You will lose regions. This is by design. Embrace the chaos.

If you are coming from vanilla XCOM 2 (even on Legendary), forget everything you know about timers, squad wipes, and stealth. This guide will break down the five pillars of Long War 2: Strategy Layer (Geoscape), Tactical Layer (Missions), Soldier Classes, Infiltration, and Technology.


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 1: The Fundamental Shift – Infiltration & The Haven

C. The Chosen – Not Bosses, Ecosystem Disruptors

In LWotC, the Chosen appear more frequently but are slightly less bullet-spongy. However, they bring unique mission modifiers.

  • The Warlock: Summons zombies. Counter with Mind Shields (immunity to psionics) and a Sharpshooter.
  • The Assassin: Melee, stealth. Counter with Battle Scanners (on your Shinobi) and Bladestorm (she runs into it and dies).
  • The Hunter: Long-range, grappling. Counter with dense smoke and not standing still.

Critical Rule: If a Chosen shows up on a mission, your primary objective changes to "survive and extract." Do not try to kill them unless you have overwhelming firepower. They drain your cooldowns and wound your soldiers. Abort the mission if needed.

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