Zavros

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  1. The beyond red veil expansion (just announced!) is coming out pretty soon, that will take you to a 10 order list with a variety of cool models. If your looking to expand a bit more outside of that you could pick up an Ayyar and the Azrail. The Azrail is a simple barebones HI with a nice ap hmg for hitting heavy armor. The Ayyar is a tricky hassassin HI that can stack lots of mods with it's surprise shot lvl 2 and is also a specialist. I would recommend playing limited insertion which will take out some of the learning curve running an elite list since both players are on similar terms. Using mostly the models you probably want to play here's something relatively simple for limited insertion. You can proxy the extra gulam and farzan with the zhayaden and khawarij. Farzan is sold individually and is a good pickup to play with lieutenant tarik "the man" mansuri. Haqqislam ────────────────────────────────────────────────── 10 FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53) ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) TARIK MANSURI Lieutenant AP Rifle + Light Shotgun, Nanopulser, Grenades / Pistol, DA CCW. (+1 | 54) GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) FARZAN (Chain of Command) Boarding Shotgun / Pistol, Knife. (0 | 26) TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) GHULAM (Deployable Repeater) Rifle + Light Shotgun, E/Mauler / Pistol, Knife. (0 | 14) 4 SWC | 300 Points Open in Infinity Army Or, because the Fasid rocket launcher model is sweet, this would be cool too. Multiple doctors will keep your heavies going so this would be even easier to play. It has more of the large chassis power armor that looks cool and you would only have to proxy the extra ghulam. Haqqislam ────────────────────────────────────────────────── 10 FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53) FASID Heavy Rocket Launcher, Submachine Gun, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 45) AZRA'IL AP HMG / Pistol, Knife. (2 | 41) ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39) GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13) GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) ZHAYEDAN Lieutenant (Marksmanship L2) Breaker Rifle + Light Shotgun / Pistol, Knife. (0 | 31) TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) 6 SWC | 300 Points Open in Infinity Army
  2. The montesa is solid. The thing about spec fire is there's no risk to yourself when using it, it's almost like a jammer in that sense in that you can shoot people through walls. Sometimes you only need to kill 1 model to make it worthwhile, for ex: killing a msv2 unit makes all of my bulleteers, hexas, and croc men safe at long range. Clearing away flank guards lets me safely push in with an akalis or bulleteer. Killing a hacker makes it safe for my remote, HI, Tag, to push up the board later in the game. This is what the first turn is about, setting up yourself for the rest of the game. When I play Haqq I think it is almost always correct to take 1st turn, you can control the flow of the game and make it very difficult for your opponent to advance up the board. Mutts get the opportunity to get into hard to reach spots creating 16in jammer zones. Fidays can safely take out problem models before your opponent gets a chance to try and kill him. With other factions they have strong rambo models that can do massive damage at very low risk. Even with 2 less orders a sphinx can still kill half an army and retreat back to safety. Without rambo models you get the opportunity to deploy mines, put models in suppressive fire, take objectives at low risk, and bring up supportware. A lot of people bring infiltrating specialists so taking those out can be really painful, forcing a lot of orders spent on a backup specialist that is out of position. Alphz, you might not agree with daboarder but he has a really good guide about doing more with less found here. Capture and Protect I think this mission is actually better for the first player as you can dictate which objective the second player needs to get. It takes 1-2 orders for your infiltrator to grab one of the consoles, and the rest of your orders can be spent deploying mines and putting units in suppressive fire around the other console (after killing their infiltrator of course). Cold Sleep I agree this is a second turn advantaged mission in general. Taking a console an opponent grabbed earlier effectively steals that order from them, so the objectives in the center and on the opponent's side really shouldn't be grabbed until later in the game if your the first player. I can think of some ways to negate that advantage with first turn. Most lists have infiltrating specialists with mines which is a solid way to protect the consoles without wasting orders or risking models. They will stick around the whole game and will cause problems for a last turn push. Assassinate opponent's specialists. Bringing something to hunt infiltrators in the midfield will essentially cost your opponent extra orders as they must move up a specialist hiding somewhere in deployment. This is a spot where the montessa shines as specialists are often squishy and hiding out in deployment and you get to deploy in exactly the right position to take them out with no risk. Heavy Armor. A tag can both take out aro models and set up to protect consoles. A tag is very hard to dislodge if you don't move it up the board and protect it's flanks, which can nullify most of an opponent's turn. The goal is to basically take control of the board and keep it, so the same thing applies with a HI link team. Rambo. Take away enough relevant orders and you have control of the game. Every faction has a unit that is pretty good at this, and some have a model that is exceptional such as the Sphinx or Kitsune. Order Efficiency. Do a bunch of coordinated orders to get things done and get to favorable positions. Your deployment zone might not be the greatest so leave it behind. Set troops up in places where suppressive fire is effective, no long range bands and covering routes to objectives. You can leave several models in suppressive fire the entire game to stop a last turn push on objectives so no wasted orders there. Really the objective on these types of missions when going first is not actually pressing buttons but preventing your opponent from pressing buttons.
  3. Not really, you can take unconventional routes to avoid common traps with its fast movement/climbing plus and you can't be attacked at all while in marker state. I feel like the only good defense against a sphinx is repeater/hacker coverage over your entire deployment or a heavy tag with a discover guy (like a jotum paired with a warcor). Any mistakes in deployment or positioning of those crucial defenses will let the sphinx slip by and do a lot of damage at very low risk.
  4. No, but he can dodge onto the roof standing in aro, as you cannot climb while prone. Yes, you can't dodge off a building normally as there's no legal movement path for your base(and jump/climb are long skills), but climbing plus lets you move normally on vertical surfaces as a short movement skill. From climbing plus: This Special Skill alters the user's Climb Skill from an Entire Order Skill to a Short Movement Skill. Climbing Plus allows the user to move along vertical surfaces as if executing a normal Movement on horizontal ground. From Dodge: In Reactive Turn only, a successful Dodge allows the user to Move—or use another Short Movement Skill that doesn't require a Roll—up to 2 inches. So if you have climbing plus you can dodge up and down any sort of vertical surface since it is a short movement skill, but your only going as far as you can move on that surface (not falling). He could also super jump too, useful for dodging off a building fast.
  5. Put simply, he is a close range rambo HI that can hunt down hard to reach targets. Use the assault pistol on active, it can take out most light and medium targets and ideally you are going to be very close. Take out tags and HI with your melee skills, dmg 14 ap + da and your also critting on 14+ The contender is for aro only, it makes you a big threat when watching over an objective. Rooftops are generally safe places but the shikami makes them unsafe with his movement abilities. What's crazy is that he's a specialist, so those orders spent pushing up the board to get in your good range is not wasted if you can push a button along the way. With kinematica lvl 2 and climbing plus, you can dodge onto and over buildings and such on reactive turn, keeping him protected from further attacks. Nimbus grenades are very niche, you mostly want to use them if your going to run around a corner and hit someone as it doesn't affect your CC stat and when they are very likely to shoot you.
  6. Maybe something like this? You can do your normal first turn stuff. If your going second you can set up the halqa bowling alley, put them bunched up in the open. You could even put more halqa in the list and have them in the center kinda near both objectives. I'm not sure how many troops is correct since ideally we are aiming to get below 75pts, but need just enough to be able to grab an objective. Retreat ────────────────────────────────────────────────── 10 TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) TUAREG Doctor Plus (MediKit) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 33) HALQA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (1 | 15) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HALQA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) HAWWA' Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 27) 1.5 SWC | 211 Points Open in Infinity Army
  7. Ha, thats an interesting thought. You can just put all of your non-objective models out as aro troops rather than jumping a bunch of them off a building. Your opponent still has to get through several AROs to possibly reach an objective and you can use command tokens to force your guys to pass guts. I feel like you might just want a bunch of infiltrators, that way you have multiple models preventing an opponent from grabbing an objective before the game ends and back up specialists for that last ditch grab on your turn. They added stun ammo to multi-weapons for this reason. I think the game ending on retreat is important to prevent turn 1 wipes and skew lists built on only doing that, which is good for general game health. Unless your talking about the effects of retreat where troops run away, which I think is bad and not fun.
  8. Unless they have sixth sense to dodge they cannot do anything due to what skills are allowed in cc, as change facing is not a skill usable in cc. There is a -6 penalty for firing into cc, and if you miss your shot that would normally hit without the mod, you hit your own model instead. For ex. a fusilier with bs 12 fires at an enemy engaged with an ally. He adds all his mods up first (+3 good range) and would normally be hitting on a 15, then -6 so he needs a 9 or less to hit the enemy. If he rolls a 10-15, he hits the engaged ally.
  9. Adding another question onto this, is this the only way to rejoin a fireteam other than using a command token to reform it? Recently a player claimed that you could rejoin as long as your were in coherency with the leader when spending an order on the team. I wasn't sure about it so I let it slide.
  10. Here's another thread with the same question. Here's my response in that thread Like the others said, take a Chain of Command Farzan and use tarik aggressively. After pushing up the board and doing some damage, put him prone on top of buildings using super jump , makes him very hard to kill. You can get a lot of movement out of him by just falling, instead of jumping down a building, jump horizontally and fall the rest of the way(like the normal ice storm scenery, don't jump off a 5 story building). Him having grenades is silly, you can spec fire those in good range on an 11. Watch out for Multi snipers and HMG bots, don't jump into their line of fire, always check before you jump. Use spitfire for mid field control, high burst and good range so you don't have to push that far up the board, just sit on rooftops and be a constant threat. The ap rifle + shotty loadout is for flanking and pushing far up the board. The rifle is meant to shoot heavy armor while its out of cover, so maneuver behind them as much as you can. He has martial arts and can stealth super jump. Don't forget he has poison, he is very likely to one shot anything he hits in melee with a dmg 15 DA weapon + dmg 15 poison.
  11. USA is definitely good, the way the faction operates is just different from what ariadna normally wants to do. Something like this list would be solid against camo spam. USAriadna Ranger Force ────────────────────────────────────────────────── GROUP 19 1 1 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30) K-9 ANTIPODE AP CCW. (7) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) 112 Light Shotgun / Pistol, CCW. (0 | 12) BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) GROUP 27 1 1 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30) K-9 ANTIPODE AP CCW. (7) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) 6 SWC | 300 Points Open in Infinity Army You have 2 devil dog squads so put them on both sides of the board to get maximum coverage with sensor. They can move very safely around the board smoking on 19's and can reach rooftop camo units with super jump. Remember that if both dogs are btb you get a +1dmg and +1 burst on your cc attacks which is great for wrecking just about any non martial arts troop. Try to keep them alive in this list as they are your main attack models, put them prone on rooftops and use a regular order to prevent them from impetuously walking into deathtraps. You have 4 foxtrots for objectives and laying mines.I currently have them separated as its easier to manage but you might want all 4 in one group to do coordinated mine drops and re-camo. If you manage to get a grunt infiltrated (on average 1 a game with 4 inf grunts) it can do a lot of damage with the amount of pressure it applies. The doctor should be hanging out with your grunt team to get your snipers back up. There are plenty of other options you could throw in if your not comfortable with only 2 main attack pieces, cutting a devil dog and a grunt in the second group lets you add 3 desperados and a warcor which gives lots of orders to discover and more ways to push up and take the board. USAriadna Ranger Force ────────────────────────────────────────────────── GROUP 19 1 1 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30) K-9 ANTIPODE AP CCW. (7) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) 112 Light Shotgun / Pistol, CCW. (0 | 12) BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) GROUP 26 4 3 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) DESPERADO Chain Rifle, Smoke Grenades / 2 Heavy Pistols, AP CC Weapon. (0 | 11) DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) 6 SWC | 300 Points Open in Infinity Army With Onyx you have a couple options. Personally I would take a sphinx as it's near impossible to deal with when you don't have hackers, you can take out their entire back line and then sit on the middle of a rooftop and go into suppressive fire, which protects you from flamethrowers on the ground and stacks lots of mods on their tankhunters and other heavy hitters. Also, have slave drones sit next to overwatch models, that way the slave can discover while your aro trooper can delay. Onyx Contact Force ────────────────────────────────────────────────── GROUP 110 UNIDRON Missile Launcher, Light Shotgun / Pistol, Electric Pulse. (1.5 | 20) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15) UNIDRON (Forward Observer) Plasma Carbine / Pistol, Electric Pulse. (0 | 15) NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SPHINX Spitfire, 2 Heavy Flamethrowers / EXP CCW. (2 | 106) SCINDRON Flash Pulse / Knife. (0 | 0) ÍMETRON . (0 | 4) ÍMETRON . (0 | 4) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) GROUP 24 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) Q-DRONE HMG / Electric Pulse. (1 | 26) M-DRONE Combi Rifle, Sniffer / Electric Pulse. (0 | 17) 5 SWC | 300 Points Open in Infinity Army You could take a rodok link that roams around the board using the 5 man mods to discover and shoot things effectively with b4 shotguns, then jump them onto a rooftop to protect from camo troops setting up templates to cover your team. Onyx Contact Force ────────────────────────────────────────────────── GROUP 110 RODOK Combi Rifle, 2 Light Shotguns / Pistol, Knife. (0 | 26) RODOK Combi Rifle, 2 Light Shotguns / Pistol, Knife. (0 | 26) RODOK Paramedic (MediKit) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 21) RODOK Paramedic (MediKit) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 21) UMBRA SAMARITAN Spitfire, Flash Pulse / Pistol, Vorpal CC Weapon. (1 | 44) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) NOCTIFER Lieutenant Combi Rifle / Pistol, Knife. (1 | 24) GROUP 23 Q-DRONE HMG / Electric Pulse. (1 | 26) NOCTIFER Missile Launcher / Assault Pistol, Knife. (1.5 | 32) NEXUS Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) 5 SWC | 299 Points Open in Infinity Army You could take a more classic approach with skill bot and msv2 units. March up both sides of the board with msv2 hmgs Onyx Contact Force ────────────────────────────────────────────────── GROUP 110 UNIDRON Missile Launcher, Light Shotgun / Pistol, Electric Pulse. (1.5 | 20) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) MAAKREP TRACKER HMG / Pistol, Knife. (1.5 | 33) MAAKREP TRACKER HMG / Pistol, Knife. (1.5 | 33) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) SLAVE DRONE Electric Pulse. (0 | 3) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) GROUP 25 Q-DRONE HMG / Electric Pulse. (1 | 26) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) M-DRONE Combi Rifle, Sniffer / Electric Pulse. (0 | 17) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) MALIGNOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 36) 6 SWC | 300 Points Open in Infinity Army You could also brute force your way around the board with xeodrons, they can get close for good discover rolls and have the wounds and armor to tank their way through mines. Super jump lets you catch models out across the board with the red fury. Onyx Contact Force ────────────────────────────────────────────────── GROUP 110 XEODRON Red Fury, Blitzen / Heavy Pistol. (1 | 59) STALDRON Flash Pulse / Knife. (0 | 0) XEODRON MULTI Rifle, Blitzen / Heavy Pistol. (0.5 | 58) STALDRON Flash Pulse / Knife. (0 | 0) UMBRA SAMARITAN (EI Assault Hacking Device. UPGRADE: Goodnight) Plasma Carbine, Flash Pulse / Pistol, Vorpal CC Weapon. (0.5 | 43) UNIDRON Missile Launcher, Light Shotgun / Pistol, Electric Pulse. (1.5 | 20) UNIDRON Plasma Sniper Rifle / Pistol, Electric Pulse. (1.5 | 24) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) UNIDRON Plasma Carbine / Pistol, Electric Pulse. (0 | 14) NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) GROUP 21 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) 5.5 SWC | 300 Points Open in Infinity Army
  12. Read this thread by daboarder, it will show you some common scenarios on what you should be doing with tags.
  13. I might do something like this with Grunts. If going second you have your snipers as the initial link and have the 2 potential hmg links on both sides of the board. On your turn you can spend command tokens to flip between links and advance. GruntsRUs ────────────────────────────────────────────────── GROUP 110 GRUNT HMG / Pistol, Knife. (1 | 21) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) GROUP 210 GRUNT HMG / Pistol, Knife. (1 | 21) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GROUP 35 GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) 6 SWC | 300 Points Open in Infinity Army
  14. Currently you get to take the alive hackers which are fantastic. I've liked Cypher to lock down areas with emaulers and threatening templates. Switch gets to disguise as a Heavy flamethrower grunt so no one goes near him. I've only ever taken Bit+Kiss in the full alive group, but they certainly can set up a wide coverage repeater network for the other hackers.
  15. Since your playing Limited Insertion I would go with an Al-Fassid, a Djanbazan, and naffatun to guard your deployment with multiple units watching over each other so that a fiday will have trouble sneaking around and stabbing people without high risk. You want your deployment to be kind of clustered together but not have multiple models in direct lines from each other so it is hard to hit multiple models with a shotgun. Limited insertion has a different playstyle to it, I would recommend not adding any g:servant bots to doctors so you can include them in coordinated orders. If your going with the saladin strat I would just take the CoC farzan with him and not worry about trying to fake out your opponent since it's limited insertion. I don't think the fake out is generally worth it since saladin has v:nwi and the CoC farzan got his cost reduced with H3. Taureg can also be used well defensively since usually you can deploy to see your whole deployment and they won't know where she is, making it a little risky to try and engage someone that looks like they are alone. Sekban are also great deployment guards, they can watch everyone's back including their own and they have chain colts to hit a fiday trying to surprise attack them. Odalisque are also pretty good deployment guards in a similar vein to sekban. A maghriba guard can be really good here if your protect it properly, Haqq has tools for tags but your opponent is likely to have less than normal in Limited insertion.