Long War Class Builds - Assault
Assaults can be tanks, close quarters killers, or covert operatives. In a pinch any build is capable of all three.
This is the only class I make 2 builds for, as a rule, every campaign. The Assault is well suited to be a covert operator, but should adopt a completely different skillset for that role. I am not going to discuss that build much in this post, as it is pretty obvious how to build an operator assault. The combat Assault is much more interesting. My build is offensive perks up to SGT rank, and so optimized for Exalt data recoveries, but this build also does well on terror missions and against Berserkers and transport command pods. These Assaults are extremely effective at low ranks and so easy to replace; which is important because they often get themselves killed. At the higher ranks I choose defensive perks and sprinter which should help the Assault stay alive and remain effective.
Close Combat Specialist
Ranger
Close Encounters
Resilience
Sprinter
Extra Conditioning
Close Combat Specialist
This is the definitive Exalt mission ability. Having CCS on your Assault will usually give them extra shots on Data Recovery missions, and sometimes allows them to exhaust their clip in a single turn. Running out of ammo is not a problem with CCS. Just move the Assault next to another group of enemies and reload. Exalt data recovery missions are made easy with 2 or more CCS Assaults.
Alternatives: Steadfast or Flush
Steadfast is a must have ability on the operator Assault, and late game it is preferable because CCS conflicts with the Shadow Device.
Flush is not great on the Assault. Aim bonuses are less relevant when using a shotgun, and Flush is more valuable in combination with CCS, not in place of it.
Ranger
All three of the perks at this rank are great. With CCS, Ranger stands out because reaction shots cannot crit, but the +1 damage from Ranger always applies.
Alternatives: Will to Survive or Aggression
Will to Survive is a must have ability on the operator Assault, or biotank. On combat Assaults it is also very good, but aggressive tactics will often leave the Assault flanked, which negates its effect.
Aggression will help guarantee the crit in many situations, and should be valued about as much as Ranger; more when the Exalt missions are done. A crit build for the Assault is very effective, but there are some very tough choices at higher ranks where crit perks compete against Resilience and Sprinter.
Close Encounters
At SGT rank the Assault becomes an absolute monster, as it gives the soldier yet another way to gain extra shots. Close Encounters is my preference because it allows the Assault to split shots between two targets, and on Exalt missions this complements CCS.
Alternatives: Rapid Fire or Hit and Run
Rapid Fire has some advantages over Close Encounters. It will allow the Assault to fire twice at Berserkers before a panic check is made, and with the use of Command can allow an officer to give the Assault 2 more shots on tough enemies. Also, it is compatible with Run & Gun, which allows the Assault to get 2 shots on the first turn of an engagement, which is usually the most important turn of the engagement. The -15 aim penalty makes Rapid Fire less effective against enemies with high defense, and it does result in some overkill much of the time.
Hit and Run is about as good as the other abilities at this rank, but less valuable in my squads as I take HnR on two other classes; Scout and Pathfinder. Too much HnR can be redundant, whereas the other choices at this rank are more complementary. HnR also conflicts with the short range of shotguns, but is the best option for a rifle Assault.
Resilience
This is a great perk for Assaults, as they are often required to run up next to enemies, leaving themselves easy to flank. Resilience provides some leeway in these situations, and others.
Alternatives: Killer Instinct or Executioner
Killer Instinct is part of the max crit build. With Aggression and Bring ‘Em On, the Assault will be a true boss killer. This build will be overkill in most situations, as it only adds value when you are already landing the crit.
Executioner can pair with Aggression to provide crits more frequently, but as it only works against seriously wounded enemies, there are again big concerns about overkill. Bonus aim is nice, but for a shotgunner not terribly important.
Sprinter
This is an important ability for the covert operator, as well as the combat assault. Sprinter works very well with Close Encounters, and helps with Exalt missions, which should start getting hard by the time Assaults reach this rank. In the late game, with titan armor, the Assault’s mobility will drop precipitously unless Sprinter is acquired, in which case the Assault can continue to run around the battle field with reckless abandon. Without Sprinter, the Assault will be reduced to a more limited and defensive role; only able to use a shotgun on enemies that charge your squad.
Alternatives: Tactical Sense or Bring ‘Em On
Tactical Sense is not very good for the Assault. At close range it is not sufficient protection against most late game enemies; at longer range, it will discourage enemies from targeting the Assault, which means they are more likely to attack your more vulnerable soldiers.
Bring ‘Em On is a great ability, that when paired with Aggression will allow the Assault to guarantee super high damage crits. Unfortunately it competes against Sprinter, which is the ability that keeps shotgunning effective in the late game. No amount of extra damage will matter, if you can’t get the Assault in position to shoot accurately. I suppose this ability can be made to work with walker servos, or lighter armor plus Extra Conditioning, or if you plan to chop this Assault into a MEC when the carapace armor is shelved.
Extra Conditioning
Even though this is not a biotank build, with Resilience and Damage Control (from Titan Armor), it can still do quite a bit of tanking. The extra mobility, aim and will are also nice.
Alternatives: Vital Point Targeting or Lightning Reflexes
I really like VPT here. It is a valid choice for this and every build.
Lightning Reflexes is only an ok ability. Typically your squads will have an answer for overwatchers by this point in the campaign.
Covert Operator Assault
Steadfast
Will to Survive
Close Encounters
Resilience
Sprinter
Extra Conditioning
Every selection is pretty much self explanatory. But it should be noted that Close Combat Specialist is actively bad for Covert Operators as it can deplete ammunition which might be needed to trigger Run & Gun. CCS is also bad in the late game if you plan to use the Shadow Device, as it will cancel invisibility.
Rarely will any of my covert operator assaults make it to MSGT. But if they do, this soldier can double as a biotank after Exalt has been eliminated or whatever.