[LW2] What is your opening/overall strategy for Long War 2?

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jasmikelos9

[LW2] What is your opening/overall strategy for Long War 2?

Post by jasmikelos9 » Sat Aug 29, 2020 9:45 am

What do you build first? What is your build order? For what reason?

What do you do with your havens right off the bat? What do you do with them as they mature?

What is your expansion strategy?

How far have you made it into the game on this strategy?

How do you manage your soldier roster (favored class builds/build synergies)? How do you manage your limited equipment among your roster?

What options do you have enabled/disabled? Not Created Equally? Red Fog? Etc.

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SoundOfRain
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Re: [LW2] What is your opening/overall strategy for Long War 2?

Post by SoundOfRain » Sun Nov 08, 2020 10:31 pm

> What do you build first?
GTS. I don't play with Commander's Choice, and I like to choose what class half my rookies end up into. The free promotion is also nice, rookies after the 1st month are basically luggage to carry.

> What is your build order?
1) GTS, 2) Proving Ground,
3)Laboratory if I have too few scientists else directly 4) Resistance Comms, you want to expand at this point
5) AWC, other people fit in the AWC earlier somehow though

> Havens?
In your starting 1/2/3 regions, you probably want Intel to catch missions and use Jailbreaks to grow the Haven population.
Exception: If a region has only 4 people I generally put them all on recruit and send a soldier until they are 5 or 6, then Intel.
When Vigilance is spiking high because you have run too many missions and Advent is moving forces there, split up Intel / Supplies.

> What is your expansion strategy? How far have you made it into the game on this strategy?
This is my question as well. I can easily expand to 3-4 regions and liberate 1 region. At which point... I just don't know what to do, how to reach far-away regions to get the objectives. I hope somebody answers this.

> How do you manage your soldier roster & equipment?
This answers varies a lot from player to player.
I consider some classes as "Vanguard" classes: good at attacking on the move, killing, acting directly, being in the frontlines: Assault, Shinobi, Technical
And other as "Defensive/Support" classes: Suppression Gunner, Specialist, Grenadier (generally using Support)
Exceptions: Rangers are not very mobile, but they are flexible Swiss knives: good to shoot'n'shotgun or to suppress and hold the line, depending on the needs. Snipers are very good in static missions and useless anywhere else. Or carried as luggage to give them a promotion.
Equipment: when you start you can have 3/4/any number of teams on Ballistic. Later on, you will probably be able to equip either 2 teams fully or 3 teams partially. People gradually get new weapons as you research them and upgrade them.

> What options do you have enabled/disabled?
I enable only Not Created Equally. It's nice to have individual variation, things would be more monotonous otherwise. And it's Roleplay value for the soldiers too^^

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