

Alongside my Grenadier, she fires a salvo into the closest ADVENT squad, reducing the total number of nasties by four. A new class designed for Long War, she wields the Gauntlet – a dual-use flamethrower and rocket launcher. Meanwhile, my assault team are sent sideways through a window into the hotel, where it’ll be more difficult for the ADVENT to bring their many weapons to bear.įrom behind the statue, my Specialist emerges. Molly immediately succumbs to sectoid mind control – a temporary reprieve for her, but one that tips the odds further in the enemy’s favour.

It’s tough to count the baddies as they run to find cover, but it’s clear we’re already outnumbered. An ADVENT officer on the ground spots her at once, and a tangled network of nearby squads respond to his garbled yells. I’ve sent her to the rim of the hotel roof, above the lobby, to get a better look at our target. It’s hacker Molly Hill who steps on a red tile first. And to make matters worse, there are armoured surveillance drones whizzing about. I’ve got an extra set of people to hide from patrols, cameras and civilian grasses. The manpower that felt so good at first can, it transpires, be a real liability in the concealment phase. With more bodies than I know what to do with, I send them fanning out wide – my melee and assault specialists up the centre towards an oblivious enemy patrol, my heavy weapons crew creeping to their left behind an Elder statue, and my rifle-wielding rookies up onto the roof of the hotel to the right – just beyond which the VIP stands with her cavalcade.

The answer, a quick school trip headcount reveals, is ten – although some missions allow 12.Īlready the friendly firepower vastly exceeds anything the base game would have granted.

Keen to see a good chunk of The Long War 2’s feature set, I auto-filled the squad before battle to find out just how many soldiers it’s possible to field. There are more squaddies here than there were on deck for Central’s 55th birthday. If that was true, surely my 70-odd hours in XCOM 2 would place me in good stead for the Firaxis-endorsed Long War 2? Surely. XCOM lead designer Jake Solomon once said that his game was “basically a 20-hour tutorial” for The Long War – a fantastically tough total conversion by modders-turned-indies Pavonis Interactive that both elongated and deepened the campaign.
