140 ratings
Guerrilla War [Alpha]
File Size
44.035 MB
Apr 20, 2016 @ 6:39am
Jun 20, 2016 @ 8:34pm
12 Change Notes ( view )

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Guerrilla War [Alpha]

This mod is DEPRECATED. I've cut up it's features into the mods below, so go there if you want code thats more compatible with other mods, more configurable and maintained.


Only use this mod if you have old campaigns running on it or something. This mod will no longer be updated.

Guerrilla War is intended to be a major reworking of the Tactical and Strategy Layer of XCOM 2, aiming to emphasize the assymetrical warfare implied by the setting.

I've had this in Private for a while, just putting it out there if people wanna try it out, but this won't be supported particularly heavily as it is a big project with many facets, and the strategy layer is my next focus. Do have fun, but be careful with your save game with this one, back up regularly.

This playtesting release has the following changes:

- All missions, except the final 3 plot missions, have infinite reinforcements, so you will be forced to evacuate if you linger too long.

- Placing an evac zone will take two turns before being ready for evacuation.

- Corpses must be recovered via a Fulton Extraction (a new item), or carrying them off the battlefield. This probably won't work yet for late game tech such as Gatekeepers or Sectopods.

- That's it, however the two changes above will likely throw the strategy balance all over the place, so that's why I want to release and get playtesting information to help guide future development.

- Don't play this on ironman without taking backups on campaigns you don't want to lose. Reinforcement Scheduling won't properly reload on save games.

- Don't like the reinforcement schedules? Create a XComGuerrillaWar.ini file and make some new ones. Look at this mod's ini files for examples.

Bugs and Balance Complaints will be collected at https://github.com/MalucoMarinero/XCOM2GuerillaWarfare/issues

ProvokingPerch and Vortex-Pixalation for their Edited Ragdoll Physics mod, which allows Guerrilla War to preserve the corpses of Gatekeepers and Sectopods.

GrimyBunyip for the RapidReinforcements code, which allows for reinforcements to have initiative.
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LEON Jul 29, 2018 @ 8:21pm 
Guerrilla War mod is brilliant! Please make a version compatible with WotC. Thank you very much :xcom2psiop:
What's An Airport? Dec 20, 2017 @ 7:30pm 
It's like long war merged with vanilla.
SSF Apr 20, 2017 @ 3:54pm 
@Puppy Life:

It dramatically changes the tactical gameplay and in my opinion ands a bit more challenge as well (this can be changed with .ini tweaks). It's an amazing piece of work and something I have always used for base Xcom 2, as stated below and in the mod description it has been superseded and dissected into 3 mods.

I suggest you try it on a new save and see what you think :D
Hannes Apr 20, 2017 @ 12:13pm 
Is this mod recommended for a new comer? :)
Maluco Marinero  [author] Feb 1, 2017 @ 2:00am 
You're probably better off using the mods this has been replaced with. They've been pulled into separate components and are WAY more configurable:

Capt.Fadey Feb 1, 2017 @ 1:49am 
Great MOD! Just do not understand how to reduce the number of landings reinforcements?
teoleo Dec 19, 2016 @ 10:17am 
sorry is possible to determine the area of reinforcement...too many times i have my squad taken in the middle of two reinforcement
teoleo Dec 18, 2016 @ 8:10am 
for the siege mission the reinforcement are very hard....
LOUD Nov 26, 2016 @ 8:30pm 
Hi Maluco! If you don't mind me asking, what are your plans for this mod going forward? I can see that this "part" is deprecated, but do you intend to add new functionalities or are you satisfied with where the overhaul - all parts included -is now? Love the mods, cheers mate
Maluco Marinero  [author] Nov 18, 2016 @ 1:14am 
Yep, that's right, get the new mod packs and you'll get a basically identical/improved experience, with some extra customisation available.