Beginner’s Guide#
XCOM 2’s entry barrier stacks three pressures: randomized hit chances, permanently dead soldiers, and an Avatar Project timer that advances in real time. This page organizes the decisions a new commander faces first; deeper mechanics live on their own pages.
Step 1: Pick a Difficulty#
All four difficulties can be changed mid-campaign (this may affect achievements), with optional Ironman mode on top. Verified differences below — the “Veteran −5% / Commander −10% / Legend −15% aim modifiers” floating around online has no source; trust this table:
| Difficulty | Verified Differences |
|---|---|
| Rookie | Max 5 enemies per encounter; your rookies get +2 HP and +10 Will |
| Veteran | Your aim ×1.1 |
| Commander | No hidden aim modifiers |
| Legend | No tutorial; slower research; no hidden aim modifiers |
Editorial advice (not official): start on Veteran — the ×1.1 aim cushion takes real sting out of the RNG; move up to Commander once the mechanics click. Save Legend and Ironman for a second campaign.
Step 2: Opening Facilities#
Per the community wiki, four facilities are buildable at the start (build data on the Workshop & Facilities page):
| Facility | Function | When to Build |
|---|---|---|
| Guerrilla Training School | Class training and squad-size upgrades | First (85 Supplies / 3 power / 14 days) |
| Workshop | Engineering, drives build and clearance speed | Opening batch |
| Laboratory | Supports the research system | Opening batch |
| Power Relay | Power output | As needed |
The Guerrilla Training School is priority one: recruits only become a real class after 5 days of training here (10 on Legend), and squad-size upgrades (starting squad: 4) are purchased here too.
Step 3: Understand Three Combat Basics#
Winning early fights isn’t about ability lists — it’s three mechanics (details on the Combat System page):
- Action points: every soldier gets 2 per turn. Move and still fire, or dash twice. Before ending the turn, know where both points went for every soldier.
- Cover: half cover +20 defense, full cover +40 (community-standard figures). End every move inside cover — a soldier standing in the open is a gift to the aliens.
- Overwatch and ambush: Overwatch locks down enemy movement; an ambush staged from concealment triggers a free overwatch for the whole squad on contact — the sharpest opening move in the game.
Step 4: Know the Five Classes#
| Class | One-Line Role |
|---|---|
| Ranger | Shotgun-and-sword close assault |
| Sharpshooter | Elevated ranged damage; snipers hate point-blank |
| Specialist | GREMLIN-drone utility support |
| Grenadier | Area damage and cover destruction — the wall-breaker |
| Psi Operative | Trained at the Psionics Lab; arrives mid-game |
Run the standard four — Ranger + Sharpshooter + Specialist + Grenadier — for the early campaign, and slot the Psi Operative into mid-game planning (see Classes and Soldier Management).
Note: Psi Operatives don’t train at the Guerrilla Training School — they come from the Psionics Lab, so reserve no slot for one in your opening four.
Your First Month#
Editorial route, in order:
| Priority | Action | Why |
|---|---|---|
| 1 | Build the Guerrilla Training School | Starts class training; squad upgrades sold here |
| 2 | Build Workshop, Laboratory, Power Relay | The rest of the opening batch |
| 3 | Clear tutorial and early missions | Bank Supplies, Intel, and recruits |
| 4 | Contact your first resistance regions | Opens resource and mission supply lines |
| 5 | Queue magnetic weapons research | The second weapon tier is the mid-game power jump |
The Avatar Project: The Pressure You Must Watch#
Avatar Project progress advances constantly, and a full bar force-fails the campaign; raiding alien facilities delays it. For newcomers:
- Glance at the Avatar meter before scheduling every mission;
- When Intel reveals an alien facility, schedule the raid promptly — don’t sit on it;
- As the meter nears full, every other plan yields to facility raids.
Common Beginner Mistakes#
| Mistake | Consequence | Correction |
|---|---|---|
| Leaving soldiers in the open | Enemy aim inflated vs. no cover defense | End every move in cover |
| Forgetting class training | Raw recruits with zero skills all mission | Queue training the moment the school is up |
| Ignoring overwatch | Getting shot up on the enemy turn | End every turn with at least one soldier on overwatch |
| Neglecting the Avatar Project | Forced campaign failure at full meter | Monitor constantly; raid facilities on time |
| Hoarding grenades | Full-cover targets stay unbroken | Grenading cover apart is a core skill here |
| Point-blank sniping | Close-range aim penalty | Keep Sharpshooters elevated and distant |
| Ignoring Ironman warnings | Unrecoverable saves | Ironman is optional; don’t enable it on your first campaign |
Time Expectations#
Per HowLongToBeat: main story about 33 hours, main + extras about 48, completionist about 89.5. With War of the Chosen installed, the main line runs about 35.5 hours. Budget your first campaign at 30–50 hours and don’t chase perfection.
Editorial advice: play the first campaign vanilla — the base game’s core loop is complete at the 33-hour scale. Learn the tactics first, then restart with War of the Chosen for round two.
Where to Go Next#
- Campaign management: Base Management and Workshop & Facilities.
- Upgrading weapons and gear: Gear & Weapons and Research.
- Unknown enemy? Enemy Compendium.
- Chasing higher difficulties: Tactical Guide and Advanced Strategies.