Unlike vanilla, you don't launch missions immediately. You must "Infiltrate" by sending a squad and waiting on the Geoscape.
The Geoscape is not a strategy layer; it's a deck of cards rigged against you. Each region has a "Vigilance" score. High vigilance means more spawns. Low vigilance means you get ambushed by the Chosen.
[Phase 1: Intel Gathering] ➔ [Phase 2: Regional Liberation] ➔ [Phase 3: Golden Path Missions] xcom 2 long war guide
This is your top priority in early and unliberated regions. Rebels on Intel generate the "detection points" needed to discover missions with enough time left on the expiration timer to send a squad.
Long War is less about running and gunning and more about slowly solving a tactical puzzle. You cannot afford to take fair fights. Always try to: Unlike vanilla, you don't launch missions immediately
Do not build your Shinobis for melee early on. Their primary job is staying in concealment the entire mission to act as a spotter for your team. Knowing exactly where enemy pods are located prevents accidental activations.
Forget the perk trees for a moment. Here is the only guide you need: If the enemy gets to shoot at you with more than half their pod, you have already made a tactical error. Here is how to fix it. Each region has a "Vigilance" score
Long War is not just a mod; it is a total conversion that turns XCOM 2 from a fast-paced tactical game into a long-form campaign simulation. You will manage a vast rebellion, juggle dozens of soldiers, and engage in more complex tactical combat. 1. Understanding the Philosophy: Long War vs. Vanilla
Gunner suppression is a lifesaver. Suppression applies massive aim penalties to enemies and breaks their tracking. Use them to lock down dangerous targets like Mutons or Archons while your team cleans up weaker units.