Xcom 2 Avenger Build Order

The Avenger Defence mission will trigger in XCOM 2: War of the Chosen if any of the Chosen fill their knowledge track, as a result of passive, unavoidable activities and interrogating/capturing your soldiers during missions.

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This make or break mission to defend the Avenger must be completed successfully, otherwise your game is over. With that in mind, here's what you need to know about this perilous do or die mission and how to successfully complete it.

If you need more help, our XCOM 2 War of the Chosen guide provides a breakdown on how else you can tackle the huge expansion.

XCOM 2 Avenger Defence mission and how to survive it

To reflect the dire consequence for failure, you are permitted to pull out all of the stops to repel the attack.

While this mission shares similarities with the base XCOM 2 game's Avenger Defence mission as well as fights against The Chosen Assassin, Warlock and Hunter, there are some very important differences in War of the Chosen:

  • The objective of this mission is to venture out from the grounded Avenger and destroy the enormous artillery cannon located at the far end of field.
  • This is achieved by destroying the power generator it is attached to.
  • You'll also need to take out the static turrets located in the area before the Avenger can take off.
  • The Chosen member who located the Avenger is very likely to feature in the mission.
  • Each turn the turrets will fire at the Avenger, reducing its hull integrity by around two to four points per turn from a starting total of 400. The artillery cannon takes around three turns to charge up and then deals a far scarier 80 points of damage.
  • To counter this threat, you'll be able to take two squads of soldiers out into the field, which can include currently injured soldiers. This ensures you'll have your best troops available, with both squads beginning in the same place, just outside the Avenger.
  • Scouting ahead with a Reaper, before moving down one side of the map towards the cannon is a sound tactic. Take out the turrets and enemy forces you encounter as you go.
  • Don't charge too far ahead. With around 25-30 enemies on the field, you'll want to engage with just one group at a time, but by moving down one side of the map you should be able to reach the cannon, destroy it and then proceed down the other side to mop up any remaining enemies.

If you need more help with XCOM 2's expansion, our XCOM 2: War of the Chosen guide and tips can explain everything you need to know, from how to beat The Chosen Assassin, Warlock and Hunter and the new The Lost, Spectre and Advent units. Combat them by learning about each new faction with our Reaper abilities and skill tree, Skirmisher abilities and skill tree and Templar abilities and skill tree pages, as well as learning about the new Challenge Mode, Resistance Ring, Ability Points, Fatigue and Bonds systems. Good luck, Commander!

  • The artillery cannon itself has around 50 health, so expect it to take two to three turns to destroy depending on how engaged your soldiers are with enemy troops. Keep a sniper or two slightly further back to provide regular damage to the cannon.
  • Once the cannon is destroyed the Avenger's hull integrity will likely be down to around 120-130, which gives you plenty of time to take out the remaining turrets and all of the other enemies in the area.
  • Depending on your progress in tracking down the Chosen, and countering their knowledge gathering, it's possible you might not have to this mission at all, or even do it more than once during your playthrough. Keep an eye on the knowledge track of each Chosen, and if you do have to mount your defence of the Avenger use the same method each time.

The Avenger's internal cargo bays can be turned into facilities of various sorts. They are arranged in 4 rows of 3 columns each. The middle bay on the top row starts clear and ready for building; the other 11 will all need to be excavated before they can be used. Excavating requires an adjacent square on the four cardinal directions to be clear, 1 or more Engineers to be assigned to the facility for a time ranging from 5 to 30 days, and will reward you with an amount of Supplies, Alloys, or Elerium Crystals. The deeper you go, the better the rewards, and the longer the excavation time.

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Most facilities can only be built once, so despite the lack of adjacency bonuses, placement is still important, particularly with the Workshop. The only facilities which can be duplicated are Resistance Comms and Power Relays.

  • 6Power Relays

Laboratory

The Laboratory provides a place to staff Scientists, and should be an early(top row) construction. It may be upgraded to allow a second scientist to be staffed here. Each scientist staffed here provides an additional boost to research speed. (This is in addition to the boost they provide just for being on the Avenger.)

The laboratory does not synergize with any other facilities.

Advanced Warfare Center

The Advanced Warfare Center provides a dedicated facility for soldiers to receive medical care; soldiers will be automatically assigned here when wounded, and healing speed is improved by 50% when it is available. Additionally, one healthy soldier may be assigned here at a time to retrain their abilities.

One Scientist may be staffed here, increasing the healing rate to a total of 100%.

As you will almost always have wounded soldiers, this facility synergizes well with the Workshop.

Resistance Comms

The Avenger's radio capacity is not limitless, starting at a mere 3 contacts out of a potential 16. Resistance Comms facilities expand this; each Resistance Comms built increases the number of Contacts you can have by 1. Additionally, an Engineer can be staffed here, providing an additional 2 contacts.

The Resistance Comms can be upgraded, which provides one extra point of Contact just for the upgrade, and can staff an extra engineer for an additional 4 contacts(total of 8 with both engineers).

The Resistance Comms synergizes very well with the Workshop.

Guerilla Tactics School

The Guerilla Tactics School allows you to buy various upgrades for your squads, acting similar to the Officer Training School before it. It also allows one healthy Rookie to be assigned here, to be trained into one of the four base classes.

The Guerilla Tactics School does not synergize with any other facility.

Workshop

The Workshop provides additional hands to do work around the Avenger, in the form of GREMLINs. By assigning an engineer here, you will be given access to two Workshop GREMLINs which can be used as Engineers, but can only staff facilities adjacent to the Workshop. As such, it is thus optimal to build the Workshop in a central location where it is adjacent to many Engineer-staffed facilities. The second row from the top in the Avenger works well for this, and the Workshop synergizes well with Resistance Comms, Power Relays, and the Advanced Warfare Center. Basically, any facility where you would want an engineer staffed full-time should be a candidate for placing next to the Workshop.

The Workshop can be upgraded to provide an additional work slot for an Engineer, who will produce an extra two GREMLINs.

Power Relays

Like previously, all facilities require power to operate. The Research Lab with Tygan provides 12 free power; for any more, you will need to construct Power Relays.

Power Relays provide additional power to run the Avenger's systems. Each Power Relay you build provides 3 power to the Avenger. You may staff an Engineer there to provide an additional 5 power. They may also be upgraded with two different upgrades(which can both be applied). An Elerium Conduit increases the power output by 6(for a total of 10) and an Extra Conduit allows an additional engineer to be staffed there. (+2 passive power, and you can staff a second Engineer for 5 more power.)

Power Coils

Filling a similar role to Steam Vents, the Avenger will have a few randomly placed power coils inside of its building space, usually in the bottom two rows. They will require significant time to shield for use, but once shielded, can be used like any other building spot, with a twist. Any facility placed on a Power Coil uses no power, or if the facility is a power relay, will produce an extra 7 power(for a total of 10). The only facilities on Veteran which cost more than 7 power are the upgraded Shadow Chamber(9 power) and the upgraded Psionics Lab(10 power).

Thus, if you plan on upgrading your Psi Lab so you can train 2 Psi Operatives simultaneously, consider building it on a power coil. The Shadow Chamber upgrade is mandatory, but can be delayed until very late in the game, so it may be more practical to simply assign an Engineer to a Power Relay when it becomes necessary to bring it online. Barring these two options, you should build Power Relays on the Power Coils, and upgrade them as necessary to provide more power.

Proving Grounds

Replacing the Foundry, the Proving Grounds allows the construction of advanced equipment in a queue. Every project here takes time, and they are worked on in sequence.

An engineer may be staffed here, increasing speed of all projects by 50%. It synergizes with the Workshop.

Xcom 2 Avenger Build Order

Psi Lab

The Psi Lab provides a space to train a Psi Operative in Psionics. It may be upgraded to allow a second soldier to be trained simultaneously.

The Psi Lab can be staffed by an Engineer, which will increase training speed by 50%. It synergizes with the Workshop.

Defensive Matrix

The Defensive Matrix provides repurposed ADVENT turrets in order to help defend the Avenger in the event of an Avenger defense mission. It at first deploys only two turrets, but can be upgraded to deploy four.

An Engineer may be staffed here, improving the Aim and Damage of the turrets deployed. Note that you cannot enter the Avenger screen once the aliens are preparing for an assault, so you must staff the Engineer ahead of time as 'insurance'. For this reason, it synergizes with the Workshop.

Shadow Chamber

Replacing the Hyperwave Decoder, the Shadow Chamber allows analysis of complex alien artifacts and serves a vital plot purpose; it must be constructed (and later upgraded) in order to complete the game.

No personnel may be staffed here, so it has little synergy with anything else. It is however the biggest single power drawing room by the time it's fully upgraded, making it a possible candidate for use of a Power Coil space.

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