Commander Richard

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About Commander Richard

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  1. Sectorial armies are heavily favoured thanks to fireteams.
  2. Same problem here! Could someone write a short tutorial?
  3. Your list looks good to me! Go play a couple of games and see Yourself what is working for You and what is not! Every player is different and has a different playstyle. The list above seems fairly good for me. (I would make a few changes, but It is all about my personal preferences!) Give It a test-drive! Soon You will see that army lists should change slightly depending not only on Your playstyle, but also on the mission You play. The above list is a farily diverse all comers list, taht is It has a fairly good chance of performing well against a wide range of opponents playing most scenarios.
  4. You can take the smoke grenade launcher loadout of the Muyibs. Most players prefer this set-up. Hassassin Bahram ────────────────────────────────────────────────── 3 ASAWIRA (Fireteam: Haris) Spitfire, Nanopulser / Pistol, Shock CCW. (2 | 44) MUYIB Doctor Plus (MediKit) Rifle + Light Shotgun, D.E.P. / Pistol, Knife. (0 | 27) MUYIB Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 23) 3 SWC | 94 Points Open in Infinity Army In order to get the needed SWC, You can substitute the ML Ghulam for a sniper, for example.
  5. As a more generalist advice: pick the fireteam apart one by one with a high burst weapon! Move a trooper (preferably fireteam member) wielding a high-burst weapon (HMG, Spitfire) from total cover to get LoS to ONE of the link team members (remaining in partial cover, of course). Normally fireteams consist of a couple of heavy hitters and weaker troopers who are either specialists or only taken to get the fifth member of the fireteam. Try to shoot at the weakest member of the fireteam. (This is rarely feasible against a good opponent, but always check, if It's possible or not. Sometimes even good players make suboptimal decisions.) During Your active turn Your trooper has a higher burst. Suppressive Fire kicks the opposing trooper out of the fireteam; as a result You will be facing B2. That is not bad, but Your B4 (or B5 with the burst bonus of the fireteam) is superior. Keep a doctor nearby if things go wrong and heal Your downed trooper. Haqqislam is very good at healing! Since return fire is only B2 chances are high Your trooper will fall unconscious but not dead. (Watch out, Shock, T2 and other exotic ammunition can kill Your trooper!) After the first casuality the BS bonus is gone; after the third the burst bonus is over.
  6. "The best way to victory is always trapped."
  7. You're welcome! I lack this experience. Good point, thank You for sharing Your insights! I aggree. As I mentioned I strongly prefer playing on very dense tables. I find It much more fun doing all the maneuvering.
  8. Just for my 5 eurocents: In case You expect a LOT of hackers why take legal targets (Myrmidon Hacker and Achilleus) for them!?! I would definitely not field any HIs or hackers in this scenario. This way You can render Your opponents' anti-HI weaponry useless. Moreover: Syntax error: Atalanta is not detected!
  9. I don't get this one... These links can fight, take objectives and hold table quarters as needed. The troopers cannot do this one by one but the team as a unit is capable of performing all these tasks. (Actually the sole exception is the Eudoros fire-team because this unit lacks specialists.) Perhaps there is a misunderstanding, could You please elaborate on Your point? Thank You in advance! Her name is Scylla. :-) I hope I answered all Your questions. If not, feel free to ask more! I hope It helps.
  10. I have found SSL2 almost totally useless. I just do my best to survive the first turn in case my opponents goes first. (He regularly does.) And then I take care of all the opposing troopers, mines, MSV2 shenangians and the like in my first active turn. I think this is pretty much a huge difference in our playstyle. Beacuse You want a fourth fire-team for more offensive capacity AND cheerleaders (2 Netrods) to get more orders. You can field three three-man fire-teams in G1 and Atalanta. Indeed You can uprgade one of the fire-teams by a fourht member, but in this case Atalanta will go to G2 - and chances are very high she will be (even more) order starved. Upgrading the fire-team in G2 is a possibility, but this way You will lose one order. Low order count is a much more aggrevated problem (for me) than a slightly better defensive capability. According to my experience Thoras are fairly good short-range ARO pieces without the SSL2. Burst bonus is just golden; alternatively You can put them in Suppressive Fire - this kicks them out of the link, but a Submachinegun is pretty impressive in SF - and the trooper is relatively cheap. (Too bad You cannot put them in SF mode during deployment...)
  11. Any time, my friend, any time! It's both. I strongly prefer playing on dense terrain and I throw (preferably Eclipse) smoke a lot. 24" accuracy is a huge problem in case You have no access to smoke, but my list has quite a lot of smoke grenade wielding troopers AND a lot of orders so that I can do all the smoking. To be effective with this list You need both of them. Chain rifles are good - twin-linked chain rifles are jolly good! That makes a huge difference! Au contraire. The main reason I started spamming (twin-linked) chain rifles were BS infiltrators ruining my day. To deal with BSs You should do two things: spread the fireteam out (fairly omplicated in case You field a four-man fire-team) so that the enemy trooper will have a hard time hitting more than two of Your troopers at the same time (occupy roof-tops!) and have all Your troopers watch each others back and SHOOT BACK!!! This way the infiltrator can take aout one (maybe two) of Your troopers but will die in the process. Put Thoras on the flanks and make a very sad face when Your opponent kills them - leaving the Myrmidon fire-teams intact! And Machaon is very, very good at bringing back downed troopers. Eclipse. What good is a big gun good for if You are unable to fuel them properly with orders?!? Seriously I never ever thought: 'Oh, my, if only I had a HMG on this Thora!...' On the other hand I regularly leave Thrasymedes sitting idle in the back-yard, because I spend all the order pool on Atalanta, Eudoros and Machaon... The lack of orders hits this list much harder, than lack of big guns. There is a dedicated fighter in every fire-team. Everybody should do his/her job. Have the gunners do the shooting and let the specialists do the button-pushing!
  12. I normally run fairly similar lists (less specialists in case the mission awards VPs for killing more specialists). I get a truckload of specialists, all fire-teams (except for Eudoros) bring at least one guy to push buttons. All fire-teams has one gunfighter. Half the army is equipped with smoke grenades so I can get to the mid-range fire-fights SP excels at. (Four Myrmidons bring normal smoke to pull of the good old nasty MSV2+smoke trick. The couple of Eclipse grenades are just invaluable to deal with enemy MSV2 shenanginas.) Of the 5 fighters 3 (Eudoros, Atalanta and Alke) is doing the heavy lifting, but after the big game hunting is over and secondary killers have to step up, Machaon and Thrasymedes both do their job. In case You have additional questions, feel free to ask me! I'm not very sold on 4-man links. ;-) Indeed my list is pretty similar. Notable difference I never leave home without Atalanta (in place of Phoenix) and I play Eudoros instead of Spitfire Myrmidon. Pretty much a question of personal taste. Oh, I always make sure I can avoid infowar that is not fielding HIs and/or hackers. KHDs are just too good.
  13. The list I currently run is the following: SP ────────────────────────────────────────────────── GROUP 110 1 MACHAON Lieutenant Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) EUDOROS Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) THRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Flash Grenades / Pistol, Shock CCW. (0.5 | 30) THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13) THORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14) ATALANTA MULTI Sniper Rifle + TinBot E (Spotter) / Pistol, Knife. (1.5 | 39) GROUP 25 ALKÊ Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25) THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13) THORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14) NETROD Electric Pulse. (0 | 4) NETROD Electric Pulse. (0 | 4) 4 SWC | 298 Points Open in Infinity Army I run 3-man fire-teams. I firmly believe the main advantage of fire-teams is the burst bonus. A fourth member is pretty much redundant. Of course, a 4-man team is better than a 3-man team, but I think It just does not pays off. SSL2 is situational, and a 4-man fire-team can sustain losses (and keep the burst bonus), but the price is just too high for my liking. As You can see there is no problem digging up SWC. Although Alke is fairly expensive SWC-wise, Eudoros (best zero SWC killer in the whole game!) nicely counters the SWC cost of Alke. If You prefer You have 2 SWC left to spend. The 300 points limit is effective, not the 6 SWC limit.
  14. I have no problem going second. (I strongly prefer deploying second; as a result I go secound more often than not...) I always put ALL my troopers in total cover. That's right, no-one is peeking around a corner. Yes, Your opponent is able to roam the board free. That is a drow-back. But You can make up in Your first active turn. Trust Your fireteams, SP is epitomy of order efficiency. But You need orders to be efficient with orders in the first place. My experience is ARO pieces will go down fairly quickly and You are better off sparing Your army (and strike back in Your first active turn) than slowing down the opponent a little bit. SP has no dirt cheap snipers You could afford to throw away, like sniper Grunts in Ariadna... SP excels in the active turn, but is handicapped in ARO. I always field four fireteams, two of them Thorakitai with 360 visors on the flanks. They are fairly good at watching their own backs and covering my flanks. Normally Thorakitai will suffer casualities, but the heavy hitters (the two Myrmidon fireteam) will remain intact. The key is instead of dodging incoming fire fight back and (try to) kill the opponent! You can afford loosing a couple of Your troopers but You should not let the opposing troopers rampage freely in Your DZ murdering Your troopers with no retaliation at all. SMG Thorakitai are fairly good at short-term counterfire, smoke grenades work nicely against longer-ranged attacks. (In case the board has a decent amount of terrain, You should be able to hide Your own troops fairly well and not suffer too much long-ranged attacks, but still...) Normally the burst bonus of being part of the fireteam is enough to cause a lot of trouble for my opponent. In case the whole fireteam is shooting back, that is 6 shoots coming back! DTWs hit automatically... That is nothing to sniff at. I hope that helps!
  15. Thank You for the link! Unfortunately I have not yet had the time to read It properly (just take a glance) but It seems very informative and valuable! I am sold! ;-)