Scactha

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About Scactha

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    Mayanaut

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  • Location Gothenburg, Sweden

ITS

  • ITS PIN Q2601
  1. Sphinx surely got an upgrade with the unmountable-specialist-pilot rules. It´s another good contender for Alpha striking indeed. One more I forgot to put forward is the Aswangs. Troops that advance into the teeth of the enemy while gaining wounds from stuff they kill is a sure match for this scenario
  2. I read an article on Alpha Striking with Caledonia here on Peters excellent blog: Straight Outta Caledonia The term means (as per the blog) to deliver a heavy damage toll on the opponent turn 1, crippling them going forward. Translated: sink alot of orders into a model that rampages through enemy lines! Positioning is later. It made me think about my favourite frog aliens and their uncomparable ability to infiltrate enemy lines. Not to mention our superb alpha striker: Speculo Killer. Peter basically sums it up with this: prioritize what to aim for, dedicate some assets to the job and build your Combat Groups to support it. His first priority is to find out who their Lt is and calculate if it´s possible to reach it. Going from there looking for Specialists or Heavy weaponry or simply check for clusters of cheerleaders. The novel thing with this is the down-prioritizing of positioning turn 1. Normally (I at least) advance and position while killing stuff that sticks it head out or is in the way to where I want to go. Peter says the opposite, kill the enemy to hamper his ability to position. We sacrifice mission development for setting back the opponent enough to capitalize on later. I think we are well supported for such a strategy. Speculo, Malignos and Noctifers are quick and hard hitting units that can be dedicated to such a role. Myself I often deploy a Spitfire Noctifer and Speculo, but seldom put that much order investment into them to attempt a crippling strike. As we have an excellent skirmish screen available with Shrouded and Malignos, plus the all present AutoMediKits, I believe we can more easily weather the opponents counter strike better than Caledonia. This has all made me interested in pursuing the strategy further. What do you fellow Shas players think? Anyone have experience on similar strategies to share? Thoughts?
  3. Since Kaeltar are "Wizard Apprentices" I´d like to see a "Wizard", i.e. Corathaar Lvl 2 something. A supportive linkable MI without Symbiont Armor, but a variation of T:Pherowar choices a'la wizard schools, and light weaponry. Pistol, Combi, Arm 2 and some various load outs of Pherowar stuff to make them feel like Tohaa "hackers" .
  4. You are so right. Apologies for mixing it up with the Palbot.
  5. To me the answer to the Kumotails role is twofold; Chaksa Servant and ITS. There are 5 of 10 missions where a solo specialist with a servant thrives; Test Run, Retroengineering, Inoculation, Experimental Drug and Sabotage. The servant allows for at least twice the board coverage, is faster than all but the Kotail, enables the Kumotail to work without exposing herself, and can solve the first four Missions. Whereas the last can be completed by a Kossuil or Sukeul, it strays them and their Triad away from their true mission, fighting. The solo Kumotail is a single model with a small footprint whose job basic description puts it in the backline to keep those cheerleaders and ARO pieces upright (completing missions at the same time). Chaksa servants are her tool to reach the HVT that the Triads/Rasails/Kotails/etc. clear the path to. If she joins a Triad she's not much more than a exposed, due to the Triads larger footprint and coherency, jumped up Kamael while losing her best tool, again the servants. My modus operandi with her is to cover my defensive Triad while the Chaksa hovers at the other dz end nearer the enemy HVT if Retroengineering or Inoculation showed. Offensive assets do their thing and when they´ve cleared the path, having the enemys attention she can start to impact the game. She´s the Queen of the Doctor, Engineer and Sabotage style Mission while the FO Clipsos are the Kings of the observer style ones (and button pushing).
  6. The LGL is there to pick off a few orders or key model and entrench as a dug in HI in Supressive Fire with mates covering his back is a great zone deterrant (with a Naga KHD deployed in support). That the odds of killing stuff with Spec fire aren´t awesome isn´t the point as much as the action economy and control features of his arsenal. Assault, Chain Colt, Combi and LGL gives him good options up to 24" with a guy (or gal) that both shoots and fences like a pro. That is quite the threat bubble. Per 2-4 orders it creates a dilemma that will cost more resources to solve than ASA's investment. I deploy him together with a Tik. These two are the forward firebases and offensive tools while the LI covers their backs and Nagas push buttons.
  7. I´ve started to use the Nikoul, not for the reason he´s a good sniper, but because I´ve really started to appreciate Sapper/Foxhole. That free Mimetism + Partial Cover is just amazing. With Minelayer he also covers his own back, meaning he has few drawbacks.
  8. I like the Gao-Rael as that´s a natural spot for the cheap Kamael Lt and Kaeltar CoC. The latter which you bring anyway if you have a defensive guy sticking his nose out from T1. A defender ignoring your salvoe while answering with B2 sniper rifle is a major headache. Those three fit together well for me. Nikoul I have barely used for no particular reason but that Tohaa is shock full of awesome troops, thus doesn´t he stick out as much as he should.
  9. Before I changed tack it was Shrouded and Noctifiers. The former interferes and scores whereas the latter kills stuff. Now it is Malignos and the Gwailo triad of HRL+Lt Multi+Corax. A defensive B2 HRL with movable Cover at BS13 is a great starting point to choke down a lane. Usually the enemy will start to skirt around if they don´t have a long range threat nearby. Then the Malignos spring into action. I have a especially "cheap" BSG one that's a master at moving down assaulting teams. The triad is amazing as it´s a link with no dead parts; Corax is a long range gun Specialist, the Lt a versatile assault or defense piece. Malignos are very good at breaking up the lines with their HD and AutoMediKits. Infiltrators that pop out of nowhere and threatens to rise again after going down is an annoyance. But, as @Siticus wrote, Ikadrones are the MVP in CA. If and when we finally get some KHD these stellar troops will blow through the stratosphere. Fast, dual flamer, Baggage and Repeater on top for 9 points, is value city.
  10. A friend of mine and an intended robbery: He leaves his friends house and goes to the tram stop, noticing a band of four suspicious kids nearby. Not being especially faint hearted he goes up to the stop and waits for the next tram. Then he gets a text from another friend, who had left the house at the same time as him, but going to a stop near by, saying that a tram going to his place is leaving from there in a few minutes. So he happily starts off to the other one. Half way there he gets a hard shove on the shoulder. Enough to throw him over. As it is with extreme situations his brain turns into overdrive, trying to assert what is going on! He deduces that it is the four kids robbing him and starts to piece together a plan. Knowing that kids like these are likely only tough when there´s no opposition, being usual bullies, he believes counter attack would be the best plan and at least knock out two of them, thus the other two will likely flee. Just as long as he can get back on his feet to defend himself. With the two step plan formulated by his adrenaline wracked brain he manages to spring back on his feet like an olympic gymnast and face them. At that moment he notices that there are only two kids, not the four that he saw before. His subconscious kicks in becuse of the mismatch in the plan and reality. He blurts out in surprise: "There's only two of you?" None to surprising, the two fit teenagers confronted with a slowy fattening 40 year old retorting to their assault like that, slowly backs off with fear in their eyes Next he was on his way home. Without a hair bent ashape from the incident. Sometimes, not thinking, is the best thing...
  11. Mehaps Naga KHD is better so Scylla doesn´t get blasted in a suicide run by an opponent having 1st turn, knowing that it´ll threat his own major threat against the TAGs: Hackers. Also Naga infiltrates, thus being closer to threat range of said enemy Hackers. Further I´d like a Fugazi, to expand Minelayer/Sensor Regulars range, sniffing out those Infiltrating Hackers, and, more importantly, be a Repeater for the ubiquitous KHD.
  12. Funny, my two armies are Shas and Tohaa. Shas is considered subpar and I keep winning with it. That said, comparing it to Tohaa, the space elves feel easier . Does that mean Tohaa is op? Nope, they just have more tools to form a battle plan with.
  13. Fantastic! Hoping Seeds get transformed into something that is balanced against the weakness of losing (at least) half a turn. (Meaning they get better) Some skill add and more weapon options. Could be anything. New line troop? Probably un egged Seed like option, but linkable, as Perseus suggests.
  14. Yes, that´s the onus of the sub-strategy - positioning coupled with 'undying' models creates a web of uncertainty. E.g. in my last game I had a flank covered by 3 HD units; 2 Malignos and a Noc. They all went down in unlucky FtF and then opponent pressed forward and consolidated his positions...with my one of my "dead" Malignos now in Total Cover. Turn 2 I rolled a 4 on AutoMediKit and the returning infiltrator that was now in his midst. I shot up some guys and ended with it in Suppressing Fire. From there that flank was mine. Thus he lost the flank because he didn´t think of the 'Kits or didn´t have the Orders. If he had thought about it and started coup-de-grace me, he wouldn´t have had the same time for button pushing. In either case there´s strategy there that is worth having in mind.
  15. I´ve played the alien frogs for a while now and developed some ideas on strategy that I´d like to share. This is obviously not an end all exposition on Shasvastii strategy, but a collection of notes. Shasvastii is considered a sneaky army because it is filled with various kinds of marker state troops which is true. There is Camo, TO Camo, AD3 and Impersonators on top of that. Shasvastii can decide their point of ingress unhindered. And more importantly has powerful control over what targets it presents. There is also another feature of the army that is covered it the fluff, but less recognized in game, their survivability. The army is shock full of AutoMediKits. It may look like this is a worse kind of bonus wound, but it’s more of a sub-strategy tool to insert insecurity. The reason being that while a model with a ‘Kit may drop unconscious, the enemy does not know if and when it may return to play. The odds aren´t amazing, usually 60%, but enough to merit consideration. Especially after the first time a supposedly "dead" model rises again. A very different thing from a NWI model which will be in a 100% known state when it loses its second wound. These two features can be used to create a layered strategy where the aim is to control the enemy’s approach route, drain orders and catching them in a vice. The main force in the deployment zone wants to funnel the enemy into targets of its choosing, themselves. It does that by projecting threats towards the various scenario objectives. An important distinction here is that the army should only watch the objectives – not the approaches all the way down to the enemy deployment zone. The reason being we want to draw the enemy into range from both the main force and the infiltrating line without exposing ourselves to much. The infiltrating line acts as a both a filter and tool of encirclement. If the force is Camo heavy it acts more as a filter by reacting to the enemy approach and trying to funnel them in the correct direction by ARO’ing appropriately. If it is HD it acts as a tool of encirclement, maybe better waiting until the enemy has passed by and springing up in the active turn. To illustrate the strategy imagine a board with a line of Malignos along the midboard and a defensive 3 Caliban Fire Team, sporting a Feuerbach. Two Malignos are in the first Combat group and the third is in the second for the reason that HD troops generate no orders to the pool and it´s quite unlikely we want to reveal all three infiltrators at once. The only Caliban exposed forward is the Feuerbach which does not try to see all the way down to the enemy dz despite having a mighty B2 EXP gun. Its job is to cover the midboard objective by having LoF to it and not much further down field. We probably want the enemy to have the initiative here and control deployment instead. They start the game with no targets, yet knowing that when they´ve moved somewhere 1/3 to ½-way down the board the Caliban will be in LoF. Thus they spend 1-2 orders setting up an attack and initiate the offense. Now it´s time to decide whether to spring a HD Malignos or not. Ideally the enemy has no ability to split their fire between the two targets and has to eat an unopposed roll, but at least we have two models with ‘Kits in the scales. However the firefight turns out the enemy has decisions to make. This is the point of the strategy – first the opponent does not know how many Shas there are out there, but more, even the ones downed may rise again, which creates a lot of possibilities because Malignos has AutoMediKits as does Caliban. Differing from the classic marker army, Ariadna, you need to really kill this enemy. A single model or two capable of this feat isn´t enough to create a noticeable issue, but when almost half the army can do it is. This breaks up the enemy’s attention from looking forward to your lines and the objectives to evaluating a greater number of possible threats. The downed Malignos behind them may rise again next turn. Or another may pop up with a Boarding Shotgun and rampage upfield into their dz. Or the Caliban rises, rejoins the Fire Team and wreaks havoc. The whole Shasvastii list is full of these types of units. A Q-Drone with a Dr Worm looking out for it serves the same purpose as the Caliban. Shrouded are cheaper, play a nice shell game on the mid line with Minelayer and can rise again too. They are often best served to simply draw out Discover orders and placing a mine by their feet when the enemy is close. If they go down they can rise again forcing the enemy to allocate the right guns or more orders to handle them. Speculos also have AutoMediKits. Often they are seen as fire and forget rockets, but sneaking about behind the lines they can act to divide attention too. What about Mines, Shock and Fire? They beauty of the strategy is that it´s a bonus on an already functioning play style. It´s just about placement and execution with it in mind. If the enemy starts repointing Sniper rifles, plonking down a lot of mines etc. they´re busy reacting to a passive tool in our arsenal. It´s fine. Their attention is divided. They´re spending resources. Meanwhile we´re doing our usual business. Jumping out of shadows, stabbing them in the back being all slippery-slimy.