More surprising is that these ADVENT Troopers and Stun Lancers are able to carry bodies and participate in certain plot cinematics you might expect them to not work right with. (eg the Forge) Body-carrying potential was clearly not properly planned for: they'll (usually) animate properly for picking up the body, but beyond that they don't have real animations for carrying bodies and will perform their normal movement animations with the body dangling from an anchor point inside their chest. Ironically, this janky behavior makes them more appealing for body-carrying duty than regular soldiers, because one of the annoying things with body-carrying duty is that the animations for moving about with bodies are slow, and you'll often want to move the body-carrier late in a turn and so potentially have to wait for them to finish. (The game is normally nice about letting you switch to other soldiers and issue orders without waiting for already-moving soldiers to finish their animations) ADVENT Troopers or Stun Lancers carrying a body will animate at their usual running speed, instead.
The odd thing is that some of the very standard animations you'd expect them to play just fine don't work properly. They can set X4 charges, for example, but no animation will occur. Even odder is that they can't Subdue a hostile VIP; you'll have to have a human soldier do that, even though the double agent can carry the VIP. (Don't try having a Stun Lancer melee the VIP; that'll just kill them) More evidence of War of the Chosen's rushed state, since this stuff would almost certainly have been ironed out if the game had been given more time.
Double Agent is, surprisingly, generally overall better than Volunteer Army. (And shares many of its qualities like 'I've never seen it trigger on either kind of Avenger Defense mission, Ambushes, etc') Volunteer Army gets the edge in raw damage output late in the game, and does have the benefit of getting Aim climb from closing in on the enemy, but ADVENT Troopers will be carrying a Frag Grenade if they're above Basic (And Basic ADVENT Troopers are phased out so fast you're unlikely to have Double Agent in time for them to spawn at all, even on Legend difficulty), while Stun Lancers have massive movement and the potential to Stun, Disorient, or knock Unconscious your enemies -yes, that does work on enemies, even stuff like Andromedons! Stun Lancers in particular go well with the way these Resistance Orders function, in that the natural way to use them of hurling them at the enemy for melee attacks in turn tends to draw fire from enemies, which you don't care about since they vanish into thin air after the mission.
You can also work around their lack of Aim climb with Holo Targeting and Aftershock support. Even on Rookie difficulty, the worst Aim of either possibility is 65, with Stun Lancers adding 10 to that when making a melee attack; Holo Targeting+Aftershock brings a Basic Trooper or Basic Stun Lancer's shooting up to 95% accuracy on a 0-Defense target in the open, and ensures that the Basic Stun Lancer will always hit the target in melee if it doesn't have innate Defense. Higher tiers have better Aim, of course -well, unless you're playing on Rookie or Veteran, in which case Stun Lancers remain stuck at 65 Aim throughout the game. Outside that, though, higher tiers will do better with support/need less support/etc.
Though while we're on the topic of difficulty, it's worth pointing out Double Agent is a Resistance Order whose quality goes up as you go up in difficulty, as the Trooper or Stun Lancer you get has difficulty-appropriate stats. If you're playing down on Rookie, Resistance Army is probably actually better, simply because Rookie cripples so many enemy stats so severely, thus crippling Double Agents. If you're playing up on Legend, a Double Agent will be an impressively solid meatshield/distraction. Stun Lancers in particular are hit by this difference to a tremendous degree: a Legend Elite Stun Lancer has almost twice the HP of a Rookie Elite Stun Lancer, as well as innate Defense, innate Dodge, an innate crit chance, slightly higher Aim, slightly higher Mobility, and superior resistance to psychic assault. A Legend Elite ADVENT Trooper, by contrast, has less than 50% more HP than a Rookie Elite ADVENT Trooper, and its only other advantages are some innate Defense, a small Aim boost, and a small Will boost. Enough to make a difference, yes, but not nearly as dramatic as with Stun Lancers.
Mind, many of my complaints with Resistance Army, such as how it being a 1 in 3 chance is not a good way to try to balance it, apply to Double Agent as well. But it is overall the better Resistance Order, and thematically speaking it has the edge that it's always completely natural for Double Agent to trigger in all the missions either Resistance Order is allowed to trigger on; excepting The Horde missions, you're always fighting ADVENT, so it's always plausible for someone on site to be an inside (wo)man, and for The Horde missions it's still possible to potentially sell it, especially since Sitrep The Horde only ever occurs for missions where the clear train of thought is 'ADVENT was here until just recently', so you can just assume the double agent arranged to get left behind, expecting your squad to show soon.
(Possible caveat: I haven't tested if Double Agent can trigger in Lost Towers or The Nest, ie the DLC missions. If it can, that would be... kinda weird, thematically, but still excusable)
While we're on thematics, it's worth commentary that this is one of my favorite Resistance Orders in that it goes a long way to mitigate one of the uncomfortable elements of the base game, which I touched on in the Skirmisher analysis post: the way the base game treats your enemies as faceless monsters to be shot to death for their evil crimes, even though the narrative elements make it clear it's not that clear-cut whether they're even marginally willing participants and, crucially, X-COM the organization should know better. Double Agent instantly shows that not everyone currently inside the regime is an unsympathetic monster deserving of death; some of them hate the current regime enough to help fight against it from inside it.
Even better, it also helps mitigate a different issue the Skirmishers otherwise are consistent with: that a lot of narratives are only willing to forgive once-bad-guys for their crimes if they instantly, totally reject the evils they were once part of the very second whatever moment happens that the narrative considers a crucial moment. (ie in this case Skirmishers are edging dangerously close to 'they're only acceptably good because they go rogue the very instant they're not mind-controlled') This kind of narrative always makes me cringe because in real life such transitions are often a gradual thing; people rarely sit up one day and go 'wow, I just realized I live in and help perpetuate a society of evil, and I'm going to immediately run away and start trying to burn it to the ground'.
For one thing, an awful society/government/organization is rarely awful in exactly one, specific manner. Having a lightbulb moment that one thing you're part of is terrible doesn't mean immediately realizing all the other terrible things are, in fact, terrible. For another, it's rarely easy to quickly cut ties or otherwise change things: people have friends and family, and crucial and not-clearly-evil elements of what's going on have been constructed to be dependent on the terrible things continuing to happen. An individual who did sit up one day and go 'every awful thing in my society is awful, and I am now an enlightened good person who refuses to participate anymore' would be pretty unlikely to be able to actually cut ties right away. They'd want to extract the people they care about, whom are of course also embedded in these circumstances and probably consider a lot of it natural, acceptable, or even admirable. And for something like a totalitarian regime, as XCOM 2 is depicting, one key element of the awfulness is a deliberate attempt to entrap its members, make it so leaving is highly undesirable, up to and including killing people who attempt to flee or change things.
So even something like a vat-grown clone who never made any friends but nonetheless had enough moral fiber to decide this all has to stop (An unlikely combination, by the way; people tend to be motivated first by concern for them and theirs, with this possibly leading down the line to a realization that broader principles should be held to) would probably still struggle to get away: say you're an ADVENT Trooper assigned to some random Avatar Project Facility in a godforsaken stretch of countryside, whose chip fails and you suddenly realize everything you're part of is awful and needs to stop. Since you're the totalitarian government's slave-soldier, you have no private home to live in, you've very possibly been raised to think of food as something that comes out of a box or a kitchen with zero concept of wilderness survival, and since this is an evil totalitarian government and you're a slave-soldier it's pretty obvious you're not getting a vacation. Generating an adequate excuse to slip away unnoticed without being tracked down in short order is going to be hard, and if you've spent most of your (very brief) life as a mind-controlled puppet you're unlikely to have experience and skill thinking on your feet anyway. And then you'll have no idea how to survive if you do manage to get away without being immediately run down and punished for deserting your post.
All these kinds of factors mean that people, even people who hate everything about what they're surrounded by and participating in, often struggle to disentangle themselves from the situation. If they can forge a path at all, it's often one that takes years.
Which in turn means that narratives that assume you're completely evil if you don't immediately abandon everything to stop being a part of the bad guys are atrocious.
Double Agent helps keep the Skirmishers away from that side of the line. The game doesn't delve into it in detail or anything, and the mechanics are very simple and kind of silly -a double agent really ought to be doing stuff like leading you through a back door, not acting as an extra body carrying an extra gun- but the fact that it exists at all is huge.
My one complaint in this regard is that there's no Double Agent-esque Resistance Order for showing that the aliens can fight from the inside, too...
... but thankfully, there's mods for that, and even better Chimera Squad has most of your non-human recruits explicitly have appropriate history, instead of contriving for none of them to have literal or metaphorical blood on their hands.
This all does a lot to mitigate what aspects of Skirmishers are problematic.
...
Oh, and as a continent bonus, Double Agent is pretty great. It suffers a bit from the hardest mission types pretty uniformly refusing to let it trigger, including no possibility of it triggering in the final mission, but it's appreciated when it does apply, especially if it lines up with encountering a Chosen or Alien Ruler. There are also missions that can potentially be pretty rough that it's still allowed to trigger on, like Psi Transmitter missions, and it's not terribly time-sensitive; getting it earlier is better, of course, but it only becomes completely worthless to pursue when you're literally ready to launch the final missions. This makes it one of the less bad possibilities to be moderately out your way.
Impact Modeling
All armor-related research occurs 15% faster.
Impact Modeling is overall notably less useful than Ballistics Modeling. There's fewer armor researches, and in total they consume less research time than weapons research does, even though individually they take longer than roughly equivalent individual weapon researches. Furthermore, they're not so backloaded: getting Ballistics Modeling after you've completed both magnetics researches still nets you the vast majority of its benefits. Getting Impact Modeling after you've completed Plated Armor is missing out on a third or so of its benefits. This makes Ballistic Modeling less sensitive to timing than Impact Modeling for how much it helps.
I'm actually not sure whether Impact Modeling affects the Alien Ruler Autopsies. Frankly, I'd expect it to from a game design standpoint since the only payoff to those Autopsies is new armors, but I don't actually know. They usually have short timeframes when you acquire them, and the game only ever lists things in terms of days, and it always rounds the prediction up; shaving 15% off of a 5-day research would result in 4.25 days, and the game would still list that as 5 days. This makes it a pain to check within play, especially since it's in addition to Scientists being added, a Laboratory being constructed, or Pursuit of Knowledge being acquired all also changing research time. If you're not taking notes or something...
Anyway, regardless, Impact Modeling is okay. Plated Armor and Powered Armor are both fairly lengthy researches, and Plated Armor is one of the most important researches in the game. A run that gets Impact Modeling early, slots it in, and then gets Plated Armor Inspired is a run that's notably better off. You can also feel relatively free to swap Impact Modeling out after completing Plated Armor (At least if you don't have Alien Hunters), since the research tree gap between it and Powered Armor is so huge; you're not going to remove it and then regret it by later that month starting on Powered Armor.
But that's all Impact Modeling is: okay. If you never use it in any run, you're not necessarily hurting yourself at all, and if you are it certainly isn't by much.
To be honest, I don't really get why this isn't a bigger modifier. It's plain to see that weapons tie up more lab hours than armor, and by quite the margin, and the game is designed so that weapons are overall a lot more essential than armors. Powered Armor in particular is really basically optional; doing the final mission without third-tier armor is less of a loss than you might expect if you're reasonably skilled at the game, and yet it takes only a little longer to get done than the Plasma Rifle research! The other three beam-tier weapon researches all take half or less the time Powered Armor takes, but that still works out to Ballistics Modeling shaving off something around twice as much lab time than Impact Modeling when looking at late-game researches. That means you could literally double Impact Modeling's savings and it would still be overall a little worse than Ballistic Modeling!
I dunno, maybe it actually affects the Proving Grounds Projects for building armors? I'm pretty sure it doesn't, but even if it did that wouldn't exactly make up the difference, especially when you consider that War of the Chosen's Resistance classes can't make use of those armors and so it's a lot more questionable whether you want to build six such armors. (And it was already questionable in the base game, since you're giving up an Item slot for switching away from medium armor)
Modular Construction
Facilities are built 25% faster.
This is another Resistance Order that can be great to roll early in the game, especially on Legend, but loses relevance as you get deeper in the game. Acquiring it when the Avenger is full-up is, of course, outright worthless.
It's also, it should be noted, usually clearly inferior to Heavy Machinery if you're choosing between the two. For much of the game, particularly on Legend, the primary bottleneck on facility construction speed is Excavation having to be done first, and Heavy Machinery provides a bigger boost than Modular Construction in terms of days saved. This isn't even touching on the Engineer-efficiency part; for non-urgent facilities, they can be left to construct themselves, no Engineer necessary. Excavation demands Engineers, or else it won't get done at all. Heavy Machinery thus gets your Engineers freed up to contribute other ways sooner, where Modular Construction does not except when it comes specifically to urgent facilities, particularly ones that don't have an Engineer slot once complete. (eg the Shadow Chamber)
Of course, if you can readily slot in both in the early game, that's excellent, but just keep in mind that it's not until Excavation is largely done that Modular Construction has decent odds of being the better choice if you're only using one or the other.
That said, I love the conceptual layer here. The game never draws your attention to this fact in a substantive way, but if you bother to pay attention it's very obvious that ADVENT-distinctive construction is modular. One might be tempted to dismiss that as a convenience for the developers to make destructible buildings easier to visualize correctly, and maybe it did start out that way or something of the sort, but the engine is clearly perfectly able to cope with non-modular constructions nonetheless having each individual tile segment separately destructible in a coherent way. It really is that ADVENT is supposed to make use of modular construction technology, which is further supported by how maps are actually fairly fond of ADVENT infrastructure having been quite obviously rapidly set up in eg an existing town.
(This is, it should be mentioned, likely all in part a callback to The Bureau, where the alien invaders used suspiciously similar modular constructions to rapidly drop walls and whatnot in the middle of cities and the like)
So it makes perfect sense that ex-ADVENT soldiers would have familiarity with ADVENT's modular construction techniques to at least some extent, especially given this modular construction gets used for places like Avatar Project Facilities that certainly weren't assembled by human civilians or something of the sort. The most natural explanation is that ADVENT soldiers assembled these constructions, and so would have prior familiarity when going rogue. And the fact that this leads to faster construction is intuitively natural to how we see visual evidence that ADVENT seems to rapidly deploy these modular constructions with little in the way of groundwork.
How believable it is that the Skirmishers can recreate this technology is another matter, but one I'm willing to run with because the game never addresses the topic directly enough for it to create any holes. There are plenty of modern innovations that can be done with technology that was available centuries ago, and just didn't become widespread until more recently for any number of reasons. I can readily buy that ADVENT's modular construction is something simple and clever, rather than having to be backed by a massive industrial base to be physically possible to build in any kind of reasonable timeframe.
Information War
-20 Hack Defense on all hackable enemies.
The game itself indicates Information War affects object hackables and ADVENT security towers, but as far as I can tell it doesn't actually do that at all. This is unfortunate, since those are the hackables Information War would be most consistently appreciated against, between objective hacks being mandatory and ADVENT security towers having relatively low Hack Defense in the first place; shaving off 20 points would semi-regularly result in the better-odds hack of a security tower going from an 89% chance of success to a 100% chance, that kind of thing. Alas, it's just actual enemies affected.
As such, in actuality Information War only serves to make robots a little more likely to be successfully hit by Haywire Protocol and Skulljacking/Skullmining more likely to get you a bonus. If you're fond of Skullmining, whether because you're okay with accepting intermittent Infirmary time in exchange for the ability to mostly-reliably one-shot eg Shieldbearers right through their shield or because you desperately want more Intel, or both, you might as well run Information War if you get it. Same for if you like going for Haywire Protocol attempts in general.
If you're not prone to those, Information War isn't enough of a tilt to really justify giving them a second chance. Skullmining in particular has the unavoidable flaws of having a fixed miss chance and frequently requiring a soldier stop in an awkward position in the field; even if Information War were a massive tilting of the odds of success, those flaws would remain as serious issues, particularly how they combine together; if Skullmining couldn't miss, you'd be able to resolve the 'stuck in a bad position' issue by only giving your Skulljacks to people with Implacable, for example.
If you do get it early and lack strong alternatives, you might as well slot it in just because it does make the plot-mandated Skulljack uses more likely to give an additional payoff, but overall Information War is a cool, thematically-appropriate-to-Skirmishers Resistance Order, but lackluster in its actual utility.
It doesn't help that it's the only Resistance Order that helps with Hacking. If there were a Resistance Order that gave +20 to soldier Hack ratings, the two together would potentially make Hacking a more appealing thing to try out in a given run. Sure, you can grind the Hack stat from Covert Ops, but it's not like that's particularly quick to hit ranges where Information War is meaningfully appreciated...
On a different note, while it never occurred to me to think of this as wrong for Skirmishers, I do wonder if this is a repurposed Resistance Order originally meant for the fourth Julian-led robot faction I mentioned evidence exists was meant to be a thing. Robots helping you hack better would be pretty typical, after all.
Tactical Analysis
If a pod is activated during the player's turn, all members of that pod will have one less action point on the immediately following turn.
Can instead be a Continent Bonus.
Interestingly, this includes Lost spawn waves: if you eg toss an explosive and a Lost wave spawns in immediate response to that during your turn, Tactical Analysis will steal an action point from each Lost, making it much safer to be liberal with explosives. However, a Lost wave that spawns immediately prior to the Lost turn will be unaffected by Tactical Analysis... though since they don't take an immediate turn that's not much of a flaw.
Tactical Analysis also normally doesn't affect Chosen (For some reason it does affect them if you hit the final mission with Chosen still alive, but in every other case they're immune), and though all the in-game information will claim it affects Alien Rulers in actuality it effectively doesn't; they won't miss a Ruler Reaction turn or something like that, and in War of the Chosen Alien Rulers don't get two-action turns during the Alien/ADVENT turn, so Tactical Analysis never gets the opportunity to shave off an action point.
Codices, it should be noted, are not actually immune to Tactical Analysis, but when dealing with a lone Codex they're effectively immune anyway: they'll Teleport with 1 action point, and magically have 1 action point after they teleport, which of course will promptly be spent on a Psi Bomb. As such, Tactical Analysis is only helpful against Codices if you activate a group of them and allow more than one to survive/end up cloning them. If you do get a group of Codices, it's surprisingly prone to helping a lot; frequently the later Codices will spend their turn moving, instead of taking shots or going into Overwatch, and thus you'll often get a turn of breathing room before anyone is in real danger, but massed Codices is an uncommon scenario. Also keep in mind that Codex clones are never affected by Tactical Analysis, since they're never considered part of an inactive pod.
Its utility against ADVENT Turrets is also lower than you might expect, as while it's nearly impossible for them to be activated outside X-COM's turn and they can shoot twice in a turn, AI-controlled Turrets are extremely prone to taking a shot and then skipping the rest of their turn or at most taking a shot and then going into Overwatch, making Tactical Analysis rarely actually helpful against them.
It's also, of course, useless if you're very reliable about ensuring no enemy affected by it ever gets a turn in the first place. This makes its value decline as your own skill as a player rises, and also means its value mostly declines as you progress through the game because War of the Chosen is designed so that enemies hit their apex well before your forces do, which is to say you're expected to be able to take on endgame threats with mid-level soldiers equipped with magnetic-tier weaponry and Predator Armor and therefore actual endgame gear is overkill.
In spite of all those caveats, Tactical Analysis is a surprisingly excellent Resistance Order, particularly for a new player. If for some reason you're reading all this before ever touching the game, I'd highly recommend you prioritize slotting in Tactical Analysis anytime you get the chance, at least until you reach the point of being very reliable about preventing enemies from getting turns. It's surprisingly common for enemies to move somewhere as their entire turn after a Tactical Analysis, it ensures that unless you actually activated a pod such that they started flanking your soldiers there's no possibility of a flank, it cripples the ability for melee enemies to contribute (Dedicated melee enemies in particular can often be completely ignored for a turn), it forces most enemies you flank to choose between staying flanked while trying to fight vs escaping the flank but not doing anything with their turn, and for those enemies that have ways of spending multiple action points on non-movement actions (eg Officers, Sectopods), it's a pretty consistent drop in their contribution.
As I noted with the Grenadier post, one thing Tactical Analysis does is make Suppression actually a good choice, enough so I recommend defaulting to Suppression over Demolition in War of the Chosen just in case you roll Tactical Analysis. After all, with only 1 action point, a number of enemies will have two options: break the Suppression by moving, which gives you a shot at them and doesn't let them contribute anything on that turn, or take a shot at -50 to Aim. Very few enemies break 75 Aim, even on Legend, even in the endgame; a Suppression-afflicted shot will usually end up at either 5% or 0% chance to hit, since it's not like they'll be able to get a flank; -50 plus -20 from Low Cover is already -70. And remember Suppression can stack: -100 Aim is such a massive penalty only a handful of enemies would have any chance to hit a target that's in the open if they had high ground!
I'm talking about the Chosen and Avatars, by the way. Literally every other enemy caps out at 80 Aim at most, and enemies don't get innate Aim bonuses for closing with you or anything like that. And Chosen are (mostly) immune to Tactical Analysis while Avatars basically never use their gun anyway...
Furthermore, one of Tactical Analysis' most beneficial qualities is that the situation that's most alarmingly problematic in XCOM 2 -accidentally pulling multiple pods in your turn when you weren't ready for them- is exactly the time Tactical Analysis is at its most beneficial. You shouldn't treat it as license to be reckless, mind, but it's tremendously good at reducing how punishing being caught by one of the many weird edge cases of the pod activation mechanics is. Instead of doing a seemingly reasonable thing that has no chance of backfiring, only to learn some arcane rule of how the engine draws line of sight or whatever means it actually activates two pods at the end of your turn and promptly having all of them start working on killing people, you're a lot more likely to have something happen like only two enemies actually try to attack, and they're both doing so from unfavorable conditions and so probably everything's fine and you can start working to get the situation under control.
Seriously, Tactical Analysis is one of the best Resistance Orders in the game prior to attaining an extremely high level of skill, and even once you hit that point it's still fairly solid. Among other points, some of the most dangerous missions are the ones with oversized pods or a large number of pods relative to the map size such that even with a Reaper it's extremely difficult to pull exactly one pod, including Chosen Stronghold assaults and both forms of Avenger Defense. In such cases, it's not always possible to arrange a for-sure kill on every enemy you just activated, and Tactical Analysis is here to help.
As a continent bonus, Tactical Analysis is still quite nice, being relevant throughout the game and particularly helpful in the final mission, contrasting with how many continent bonuses contribute nothing in the final mission. It's not quite high enough value for me to say you should definitely pursue it if at all possible, but it's one of the few possible continent bonuses that's seriously worth considering going through the effort of unlocking even if it's literally the last un-contacted regions of the world. Indeed, I'd argue that overall Tactical Analysis is even better as a continent bonus than as a Resistance Order, because as a continent bonus it isn't at risk of being left unused because other things are a higher priority.
It's actually one of my favorite continent bonuses, and I'd be thrilled if -assuming XCOM 3 is reasonably comparable to XCOM 2 in design- it came back as a continent bonus-or-whatever again.
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Skirmishers have probably simultaneously the most thematically boring but also most coherent set of Resistance Orders, as most of them are relatively intuitively traced back to 'is ex-ADVENT'.
The main exception is the Black Market set, which it's sort of funny that the quotes for them imply the Skirmishers intimidate the Black Market into giving better deals. I'm not entirely sure why these got put onto the Skirmishers, actually. I'd have intuitively expected Black Market stuff to go to the Reapers, if anybody was going to have such a specialization.
Honestly, my suspicion is that it's a side effect of Skirmishers being Intel-focused for thematically-appropriate reasons, since the Black Market is one of your main ways of spending Intel.
Regardless, excepting maybe the Black Market ones none of them stands out as wrong for Skirmishers, but equally they mostly don't do a lot to round out the Skirmisher character, unlike Reaper Resistance Orders showing that Reapers do well with the average citizen on the ground.
They also lack anything on the gamebreaking level of some Reaper Resistance Orders, but equally have fewer duds or potential duds. Information War is their only Resistance Order that's pretty reliably just plain bad. That's better, more consistent design than the Reapers, which is interesting given the Reapers seem to have gotten the most development attention.
Anyway, next time we cover the final set of Resistance Orders, that of the Templar.
See you then.