I'm not sure how far will we go here, but I will try to make small AAR of my playtrough of Long War 2 mod for XCOM 2.
As we all probably know Long War 2 is total overhaul of the XCOM 2 campaign. It provides many changes, such as new units, new and modified soldier trees, new tech, new strategy layer, new tech tree etc. If you want to know more just go to Ufopaedia and read there.
Ok so let's begin. Our campaign starts traditionally with mission Gatecrasher, but instead of blowing up some statue, we are just tasked to kill all enemies. Let the ADVENT know that the Commander is back.

This mission takes places in outskirts of Delhi, which means our starting region will be New India. Our fist task is to find higher ground and look for enemy patrols. We see a gas station nearby with some kind of workshop addon. Nearby we find 2 pods of enemies. A pod of 3 with Officer, Trooper and Surveillance drone. This drones are very annoying they have very high spotting radius, their main gun is low damage disorienting beam, but if they get up close they can stun unit for 2 turns - nasty. The second pod is Trooper, Sentry, Machingunner, Engineer. The Sentry is tougher trooper who is focused on overwatches. Machingunner is self explanatory - carries a big gun and can lay suppressing fire. The engineer has a grenade launcher and can throw flashbangs.

In this mission there are 3 pods, so we are missing 1 more pod of enemies. So let's get the higher ground and wait for perfect moment to lay a trap.
After everything was set the first pod of victims came and we showed them that XCOM is back and we mean business.

We stayed in the same place because it was a good place and awaited new enemies. Once everyone was dead we've picked up the corpses and went back to our mobile HQ.

Avenger time. Of course we need to first talk with every talking head and then proceed to the geoscape. Our starting haven has 6 rebels which is good. More power to us. Our top priority is to get the first 3 out 5 region liberation missions, so we will be sticking all current rebels and new ones into Intel job and if we will have a scientist we will boost that job with him. Our initial scanning reveled two easy missions. A smash & grab mission which is to go and rob local Advent store house of valuable supplies and rescue an engineer. So 2 teams of 5 were sent to infiltrate those sites. Nothing later came so let's get to the battlefield.

Smash and grab missions have 12 turn timer. But it's not timer to escape, but after 12th turn reinforcments would be pouring every 2 turns, and in Long War each reinforcement is bigger and bigger, so technically we have 12 turns to get in and get out. Our starting point is directly in front of the storage house. We just need to dash to see the entrance. Unfortunately every pod is just either patrolling the outside of the building or are inside. So we will have to force our way in. Additionally there is one Snek. Good thing I brought 3 assaults. There is nothing more exciting as to blast enemy with shotgun to the face.

As we cleared the insides of the building the last pod guarding our exit path appeared. Had to throw everything at them, including kitchen sink, but anyway we've got out with precious supplies. Not much, but still better than nothing.

While we were waiting for the second mission to start a new one was presented. First liberation mission to find a lead with lots of time to spare. So new team was assembled including rookies. But in the meantime let's rescue that Engineer.

Now with Long War 2 patch 1.3 extraction missions have much much longer timers. Mostly dependent on map sizes. But even on smaller maps it's much longer than default 12 turns which gives more breathing space. But don't get too relaxed as reinforcements are on their way.
The path to the jail house was straight forward but it was blocked by a Sectoid and a drone, so we had to break concealment and waste those doofuses. Then it was straight to the jail room and killing 2 enemies that were inside the building. Nothing spectacular but a win is a win. And double points for doing it flawless right?

With the engineer in tow we can now start clearing Avenger to get some rooms for new buildings. Or wait for next mission is rewarded with another mission. Freeing some rebels and a rookie. But before that, we've got a train to catch.

A team of 6 should be more enough to handle this. However full stealth was not meant in this mission. Nearby our starting position, behind full covers that blocked our LOS a drone was hiding. A solo drone thankfully. Fortunately the right side path was clear up to the train. Double lucky for us that before the objective was big explody barrel and the game throws a hint to you. If you don't see enemies and you can shoot barrel that means there are enemies in blast radius. So we lured more enemies near it (it has blast radius of 3 tiles I think) and BOOM.

Then it was time to mop the remnants and get back home.

And this concludes the first month of this new war. In new month we start with freeing up some rebels. Of course some of the rebels might be faceless, but we will deal with them later. Right now we need as much intel power as we can get.

In this mission Rookie Space Voyager will learn that you should stay away from fire. This mission takes place on a very large map. Fortunately evac point is not that much far away from the jail. But it will take a while to get up there and unfortunately our stealthy approach was blown by a lone drone (stupid things). But we moved on. However this set back got us in very prolonged combat inside the building where prisoners were held.

I don't know how we survived 3 pods at once and 1 reinforcement drop at the end. But when it was time to run to the evac, SV decided to be a Human torch. Don't know what he was thinking, but his strong will to survive allowed us to carry him bleeding out. Unfortunately A) we do not have hospital ward, B) we don't even have nurses, C) we will not heal you with booze. Anyway 1 rookie and 2 rebels joined our cause.

So currently we are out of new missions in the wait. With new rebels in the action we should get better ones soon. And we did find 3 missions, another find a lead, smash & grab and rescue a scientist. The scientist is low on timer only 3 days, but we need him to boost our intel operations so I will use intel to boost infiltration rating. But first let's do find a lead again mission. It's a 4 man mission with a 8 turn timer to get to the objective.

This mission will not be easy I think ADVENT strength was risen therefore enemy numbers in this mission also got up. I was not sure if this mission will be possible. I've packed a suppressor and AP rounds to our Ranger Stormtrooper. It payed of by silent killing a drone. However 1 pod was on alert state but they run away. The objective was in a small building and lucky we were able to hack it way out of the view of anyone and hide inside a guard tower. And here where it almost went to hell. First it was LOS bullshit, drone stunning through walls, enemies shooting through walls - This Is not XCOM Mr. Jake in true X-COM walls prevented from shooting!

Once the evac was ready we quickly moved out from our not so safe hiding spot. I did one mistake though. Fortunately game was kind this time. I've moved wounded soldier first into the overwatch ADVENT trooper instead of moving Assault with Lightning reflexes. But we got away somehow.

As we finished last mission, new one was almost ready to begin. What is started as extremely light mission it too moved up a notch to very light.

We were put a turn away from the building we were to raid and the evac point was far behind it. Since we had to run entire map to the evac point this mission turned into a massive shoot out in one big spot. It was just us 5 against all enemies on the map. It would be less bloody if Thorondor would actually shoot the rocket in the exact spot I was pointing at and instead of hitting 3 enemies he only hit one. Shame on you.

Also one would think enemy will not make a move to openly flank itself. But it looks like ADVENT doesn't care and will send their units just to kill XCOM soldier - not cool but we were lucky and it did not end in a kill. Anyway fighting entire map of enemies took us 7 turns. So we had plenty of time to get away.
