XCOM: Enemy Unknown

XCOM: Enemy Unknown

View Stats:
Long War Covert Extraction Squad
About to go on my first covert extraction in Long War. These missions were cake in the vanilla game, but I'm not quite sure what to expect in Long War.

Given the 4-person limit for this one, who are the best people to have in my squad? I was thinking of taking a sniper to mop people up from the roof, but I'm not sure who else to use.

The operative is an infantry (SPEC) with above average mobility (15, I believe).
< >
Showing 1-10 of 10 comments
[PHNX]Kordarus Feb 7, 2017 @ 12:11am 
yeah usually I prefer very high mobility soldier, and run & gun always a +, since you can run and still overwatch to get to the main squad asap if needed.

The defense missions are quite something, since they tend to bring ALOT of troops for an organisation using only small cell of operation. I've seen some covert OP with 25-30 sometime more Exalt operative. Probably the only part I consider 'lore broken' in Long war tbh.
draxthewickedone Feb 7, 2017 @ 10:36am 
15 is not average mobility, it is the max mobility you can get. Scouts and medics can have 16, but it is still 15 mobility soldier +1 bonus mobility from their class.

Covert extraction is simple: Activate two relays with your operative, and get out of there. No fighting, no capturing. Just get out of there. :)
It needs to be fast, and you only kill few Exalts that stand in the way to extraction zone. You run from the rest.

Extraction team:
I usually go with one rocketeer, one engineer- they are to nuke them and blow cover, and then two soldiers to mop up anything left alive and to do it fast. Hit and run assault, in the zone scout are the best for the job. If not available then fast infantry. Light armor on everyone, and minimum equipment (but take at least one motion tracker). You want mobility here. Also carbines on rocketeer and/or engineer to help with mobility, and they are not going to shoot much anyway.

Considering snipers, i do not think they are very good for this job. You need time to set up, line of sight, high ground if available.. You do not have time for all these shenanigans.
It is not about elegance here, when your covert operative runs to you and ten Exalts one turn far from reloading are chasing him. It is: Kill what you must as fast as possible, and run from the rest.
Grenade-bam!-dead!-anything left?-in the zone/hit and run-nothing left-get your as* out of there! :D
Crude and far from elegant, but it is working and it is fast.

Covert operative:
For covert operative tanky assault is the best, but concealment scout is good too. Bad thing with scout is, it is squishy. So, if you have assault available for mission, go with him. Run and gun on assault is priceless too. Motion tracker as equipment is must. You do not want to activate Exalt before you hit relay. If your operative does not have steadfast, then alien trophy is also must. If he panics-he's dead.
Last edited by draxthewickedone; Feb 7, 2017 @ 11:18am
Fadeway Feb 7, 2017 @ 11:17am 
the mindset is more important than the squad
the mindset is that you do the objective and gtfo with as few activations as possible
Jesterofgames7712 Feb 7, 2017 @ 11:24am 
Originally posted by LooksLikeDanel:
About to go on my first covert extraction in Long War. These missions were cake in the vanilla game, but I'm not quite sure what to expect in Long War.

Given the 4-person limit for this one, who are the best people to have in my squad? I was thinking of taking a sniper to mop people up from the roof, but I'm not sure who else to use.

The operative is an infantry (SPEC) with above average mobility (15, I believe).
I send in A Heavy hitting squad to Cover my assult which i use as Cover op's as they book it

Since the assult's run in gun ability let's them hit Relay's on a dash
✚ Mariel ✚ Feb 7, 2017 @ 12:14pm 
I've been sending 15 mobility assaults in with only an alloy vest on. You can bring a motion scanner and it'll tell you if there are any enemies inbetween you and the relays but you'll still have to trigger them. The idea is to try to get within blue move range of the first relay. You then move to the relay and hopefully don't trigger contact. If you do then see if you can position the relay between you and them, you don't want to use it right away because exalt reinforcements appear next turn, often in overwatch

Some maps have reinforcements arriving that arent in overwatch though. I know the Liquor store and the road with a train beside it sends them in from the map edge not on overwatch but the trainyard drops them in on top of trains on overwatch. If the assault gets spotted it's tempting to send someone in to help them but you'll probably just trigger the rest of the contacts. Only snipers can really reliably help them. Unless you've got a crack-team of MECs and you're ahead in tech then it's probably safer to just move your assault up to the first relay, tank any grenades/rockets and hope the gunshots don't hit you, then use the relay and dash to the next one, activate that one and dash to the evac. If you get to the first relay without being spotted you've basically won, because you can trigger it to disable the overwatch next turn and sprint the next which sends in more operatives which you disable and then you're out of there

So why assaults and not scouts? I think scout is probably better since you can make a blue move to the relay and if you get spotted just trip it and make a yellow move towards the next relay, operatives drop in on overwatch and you use lightning reflexes to run it and hit the next relay, then run the next overwatch and escape, but assaults get will to survive early on, and have run and gun at the start which they can use to hit relays on a dash which is useful on the missions where you have to exterminate exalt. Assaults are just that much more likely to survive a round of contact while they hug the first relay, then you can trigger it and you've basically won, whereas scouts still have to run the overwatch and are less effective at the exalt extermination
Last edited by ✚ Mariel ✚; Feb 7, 2017 @ 12:16pm
LooksLikeDaniel Feb 7, 2017 @ 1:32pm 
Sounds like explosives are the way to go, here. The sniper I was considering is my "death from above," build, but I'm not sure he has "Damn Good Ground" yet.

The operative itself is a moot point in this case. I had already sent an infantry with 15 mobility and iffy aim as the operative. Now, it's time to get him out.

In the vanilla game, I usually used gene-modded snipers as the operatives, occasionally sending an assault when I felt like shirking habit. For this one, I think most of my scouts were injured or fatigued at the time and I wanted to save most of my assaults in case I had to do a Data Recovery mission.
LooksLikeDaniel Feb 7, 2017 @ 1:38pm 
Originally posted by draxthewickedone:
Covert operative:
For covert operative tanky assault is the best, but concealment scout is good too. Bad thing with scout is, it is squishy. So, if you have assault available for mission, go with him. Run and gun on assault is priceless too. Motion tracker as equipment is must. You do not want to activate Exalt before you hit relay. If your operative does not have steadfast, then alien trophy is also must. If he panics-he's dead.

What is a non-tanky assault? Is that even a thing?
draxthewickedone Feb 7, 2017 @ 2:02pm 
Originally posted by Kiri:
I've been sending 15 mobility assaults in with only an alloy vest on. You can bring a motion scanner and it'll tell you if there are any enemies inbetween you and the relays but you'll still have to trigger them.

And how good that worked out for you?
Like this?
http://steamcommunity.com/app/200510/discussions/0/133256080236271189/

Imo that was a disaster.

Fadeway rightfully (in my opinion) advised you there to bring motion trackers. I backed up this, and added advice to bring alien trophy in case your operative does not have steadfast. I can not speak in his name, but i'm guessing he has quite a number of hours in this game and his advice was from his experience. I know i have lots of exalt missions behind me.

You ignored these tips, and it is ok. You have right to do what you think is right, and i wish you luck in your future Exalt missions without motion tracker.

I am not some guru in LW, and all of my tips are not result of my "tactical ingenuity" sadly. :)
They are result of me learning the hard way, having as bad extractions as you have them now, doing them again, watching some players on You Tube who are much better than me, again learning, adapting and finally getting better.
I would never come here to advice someone if i did not already done and if i do not know what i am writing. I'm not saying my tips are always right and are the best ones. But i TRIED them and they are PROVED to work. At least for me.

My advice to you to bring alien trophy i did not just pull out of my as*. It is the result of my squad being annihilated in one of my earlier campaigns, bcs covert operative panicked and could not activate relay in time. So i learned this from my experience hard way. I have yet to lose soldier in exalt missions in my newest campaign.

And again, it is your right to play the way you see it fit. Sooner or later, you will see situation where Exalt throw nades on your covert operative and there is a good chance he will panic. You will then learn that disabling relay is not 100% guarantee that you will not be attacked nest turn. Maybe you will then start to appreciate steadfast or alien trophy as alternative. Then again maybe you will not. Again, it is your right to do as you fit.

What is not your right (at least not morally) is to come and advice player who is new to the game and is asking help, and give him some really bad tips.
You have TWO extraction missions, both of them gone badly, both of them you did not have motion tracker, and now you advise other player to do the exact same thing.

Again it is your right to do what you want and to decide what tips are worth and what to ignore. But to give other players unconfirmed and unproven tips, with nothing from your experience to back it up, is just bad.
Last edited by draxthewickedone; Feb 7, 2017 @ 2:16pm
draxthewickedone Feb 7, 2017 @ 2:09pm 
Originally posted by LooksLikeDanel:

What is a non-tanky assault? Is that even a thing?

Of course. You can make glass cannon for instance: CCS, Aggression or Ranger, Rapid Fire, Killer instinct, VPT. That kind of assault would be squishy, but would dish out A LOT of dmg.
I have few of these.
There are other builds as well, people make all kinds, some better, some not-so-good.
Last edited by draxthewickedone; Feb 7, 2017 @ 2:12pm
✚ Mariel ✚ Feb 8, 2017 @ 2:51am 
The problem is I gave the assault in that mission ranger instead of will to survive, he had 14 mobility to start with, and I gave him a flashbang so he ended up with -2 mobility compared to my new covert operatives. I also moved my squad in to help and ended up triggering a lot of exalt that moved inbetween my assault and the relays

My last 3 covert ops went very well. My assault now has the mobility to hit the relays since now he only carries an alloy vest, and he has the tankiness to survive a couple of grenades or some gunfire while he hugs the first relay. Worst case scenario if he does get taken out by too many lucky shots/grenades while at the first relay then I only lose 1 assault and his alloy vest, and the rest of the team clears out

So yeah, it's going very well :)
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Feb 7, 2017 @ 12:05am
Posts: 10