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Found 25 results

  1. So, as I said in the other thread, I'll be loading my Mobile Brigada into the dropship on the regular. We can use this thread to discuss Mobile Brigada-related things as I and other folks try them out. Here the first of (hopefully many more) battle reports: We're Oscar Mike (Supplies at 300 versus USARF). I took this list: Not too much data from this game, basically it comes down to I needed to be much more aggressive with both my deployment and order expenditure. Biggest turning point of the game was me missing the potential for my Intruder HMG having some shots on a Devil Dog across the table during my active turn. I just didn't see the shot till my turn was over. The Mobile Brigada ML that I took was also deployed too conservatively. I think I need to think of her as a sacrificial ARO piece that will be a PITA to remove efficiently, especially if I have some other things lined up to help her out. The MB died to a Devil Dog, basically, the rest of my list did all the work. Everything came down to bad placement on my end and some really really terrible rolls (20 and a 1 on a LSG. UGH.) Anyway, the big Mobile Brigada takeaways for this one are: Don't be afraid to deploy and use them aggressively. If you're going to lean on your Intruder HMG (which is pretty much what you do in a 10 order list), make sure your MB start where you want them! Mobile Brigada will last for a few orders against a Devil Dog, but they are very expensive speedbumps. Not much else, given the events of the game. Any suggestions on lists to try next? I'm liking the challenge of 10 order lists so far. I might swap the Bandit KHD for a Moran FO and upgrade the CR jag to an LSG jag with the points, but that's debatable.
  2. "Bienvenida, Commandante! Kick those chickens off the crate and we'll get to work. If you pay attention I won't have to shoot you. Afterwards, there's a lamb on the spit. If those Ariadnans ask, it wandered into the camp. And so did the beer. And the cake. I like cake. "You're probably thinking Corregidor is the poorest ship with the crappiest tech in the Human Sphere outside of Ariadna. Well, you're not too far wrong with that. Our power armour is outdated, our TAGs are museum pieces and we don' got no fancy TO or HD plus. And definitely no furries. Although that would be kinda nice. But, like the Haqqsters, we know how to pick 'n' choose the right tools for the job. And we've got great big cojones. 'Cos that's how Corregidor wins!" -------------------------------------------------------------------------------------------------------------------------------------- Seeing as Bakunin and Vanilla Nomads both have Tactica threads, I thought I'd start one for Corregidor. Especially seeing as we're getting new units and new sculpts over the next year or so. Of all the factions and sectorials, Corregidor is the one that's focused on getting the job done and getting paid. If you want, you can fill up an entire Combat Group with Engineers. Plus a little extra. Or have your entire army arrive with Aerial Deployment. But there's much more to Corregidor than Wildcat spam. The increased AVA of certain units and link options do allow for some extremely flexible tactics. I'd like it if people contributed their ideas, tactics and experiences with these units, for which I'll happily credit them with. NOTE: READ THE RULES. Even if a tactica appears to contradict what the rules say, ALWAYS FOLLOW THE RULES. The tactica are a guide, not a rules cheatsheet. Sectorial Overview: Strengths: - The definitive AD sectorial - Strong, dependable and flexible units - Wildcats!! - Intruders: the epitome of terror - Good mix of long and short range weapons - The Brigada Link (aka Pain Train)!! Now with 4-4 MOV and a discount! - Quirky toys (loads of ADHL) - The Zero-G combat masters - 5 TAGs!!! And we can afford them, too! Suck on that PanO! - Few cubes make EI sad More Cubes now for Doctors to reroll - Excellent Lieutenant choices - Warbands: Sr. Massacre leads the way! - Access to the excellent Clockmaker Weaknesses: - Few fancy tricks - no ODD, TO, Marksmanship etc - Slow - Lack of smoke - Only AVA 2 Moran are Infiltrators - No Hacking Device Plus - No minelayers Favourite Victims: - Camo armies - ? suggestions please Worst Enemies - Horde armies - The Avatar At a Glance: - MSVL2: Intruders - Camo: Intruders, Bandits - Flamethrowers: Tomcats, Wildcats, Intruders, Mobile Brigada, Lunokhod, Iguana - E/M: Tomcats (E/Mitters), Senhor Massacre (E/M CCW and grenades), Wildcats (BS w/ Flash Grenades) - Grenades: Alguaciles (LGL) Intruders, McMurrough - Smoke: Jaguars, Lupe Balboa, McMurrough, Senhor Massacre (Zero V) - ADHL: Hellcats, Intruders, Carlota Kowalsky - Repeaters: Alguaciles, Morans, all REMs save G:Servant and Vertigo Zond, Iguana (!) - Pitchers: Valerya Gromoz, Tsyklons - Zero G capability: Tomcats, Hellcats, Wildcats, Intruders, Geckos, Transductor Zond
  3. Greetings comrades and welcome to the Kazaks. Due to the current state of the forums, I've decided to create a series of Google Docs and links rather than an extensive, forum-based, tactica. Everything is still in the works, however, so please bare with me as I make this transition and hopefully make an even better tactica for Kazaks than what we previously had. As you might note, I added the word "Hub" in the title as well. Not only will this be the home of the Kazak tactica (via a Google Doc), but I'll also link all sorts of other relevant and useful things here as well in, thanks to the suggestion from @Palomides. I will slowly start adding things as they come along, so keep posted! Without further ado, the new and improved Kazak thread: Tactica Other tidbits: Why I like Veteran Kazak Paramedics - Pride of Rodina blog Kazaks' Troop List - Excel sheet on my Google drive Scout Tactics - provided by @Lazarus0909 Battle Reports: Limited Insertion: Kazaks vs. ALEPH - provided by @Lazarus0909 Limited Insertion: Kazaks vs. Military Orders - provided by @Lazarus0909 ---------More to come---------
  4. Greetings, I’m going to try to unify all my knowledge and thinking about the Shasvastii sectorial after playing with them for a while. For trying to be purely objective, the next reviews you are goint t oread are made through my experience, and shaped up my game style and my metagame, trying to be universal anyways. I hope you enjoy it, and feel free to improve or correct anything you see wrong or insufficient. Why to play shasvastii as a sectorial? Because you like camo’d units, regular or TO, because you want to use and abuse infiltration and impersonation. Because you rather go from side, taking advantage of opponent’s weakness, instead going head to head. Because you don’t need the Ur shiny toys to have fun. And because you like slimy and sinister aliens. Why not top lay shasvastii as a sectorial? Because you like Heavy Infantries. Because you want HMGs the more the better. Because you feel naked playing without potent fireteams. Because you think MSV are a must. Because you like “swarm” lists. Because you are Humanity, or Tohaanity, fan. Possible solutions to the lack of MSV ¿How to play a sectorial which can’t field not even one MSV? First solution that you can figure up is to field a fireteam, due to the four men link bonus the miniatures have SS Lv2, but fireteams (as will be explained later) are not the main shasvastii feature. So playing this sectorial you have to learn to play Supression Fire properly. There are not plenty of direct template weapons to fight camo’d and smoked units, but you can field lists which have most of the units geared up with mines what, taking into account ranges and scenery, are a good help against smoke and camouflage To play a sectorial without fireteams? Play a sectorial have a nice advantage, you can link troops; but in the shasvastii’s case due the nature of the available fireteams all of this is relative. Seed-Soldiers, Gwailos and Caliban are the three linkable options. Seed-Soldiers are the worst cheerleaders in the game, the most disappointing “basic” trooper. The “putty patrol” suffer the seed-embryo infamous rule and the combi+light shotgun cost tax, so are only playable if you want to sabe points for a more expensive unit, aka the Sphinx. Gwailos are a weird link in the usual shasvastii ways, forcing you to tailor the list around this fireteam and, since the third book, mostly making Cadmus-Naish Sheskiin mandatory. And Caliban are a great input for missions, but have little use outside this kind of games, and even they are arguable in missions without a heavy infiltration penalty. On the other had, regarding CA generic lists, we have highter AVA in some units, making possible (if the games allows or require it) to field lists full of camo’d and infiltration units. “Kamofest” doctrine To lose the initiative roll is seen for many players as a bad omen, but with this sectorial not have to be that way. Due to the large amount, even whole list, of camo’d and hidden deployment units you can field, the opponent may have a bumpy first turn, and not an easy task to take advantage of the initiative roll. Deploying To units downgrading their camo, stack several miniatures under a single marker, minelayed mines, and embryo seeds, are very useful tools to mislead your opponent, and turning against him or her the iniative. A Lazarus sectorial Almost every unit have Auto-medikit (PHI 12), adding the spawn embryo factor, Shasvastii are hard to make retire, specialy if you are playing Batroids Baggage. A miniature coming back to the game is a constant threat for your opponent, you can’t make your strategy around this, but a miniature threatening an important area of the table, an objective or a botteneck, may force to play defensively to your opponent, leaving a unit behind ready to ARO the Auto-Medikit use or even using orders to wipe all the seeds threatening that area. Briefly; you can’t trust in that sixty percent for revival, but you may calculate the seed effect in your opponent’s turn. Light Infantry Seed-Soldiers: The most basic Shasvastii. A part from what has been said; you can field a Light Grenade Launcher loadout, but initial BS11 make speculative shots tricky. You can also field Fordward Observer loadout, making a cheap specialist for missions and a handy AROer. Cadmus: The one and only shasvastii airborne, and exotic troop if there was ever one. Coming into play as a Cadmus-Seed they are not as “inmediate” as other AD units, and can’t field heavy weaponry as other AD units either. Although the Light Grenade Launcher loadout offer some amount of sinergy with the Cadmus feature: Morpho-Scan; duplicating a high BS, the Cadmus could be the better source of speculative shots available. As a shortcoming, this unit is the same points range of the better units in the sectorial, so they don’t see much games. Haiduks: Another weird unit, without the most common skills. Sapper don’t make them as hard to kill as the rest of the available AROers, but Haiduks can overtake areas which other units couldn’t just because they can create cover in the middle of nothing. Even with their low points cost, their subpar BS and their CAP cost don’t make them profitable. Guided multi sniper loadout is an exercise in futility, and personally I’ve tried to make a slot for them in several lists without any memorable performance Noctifers: TO non-infiltrator unit, and with the V:Dogged twist. Apart of the basic and Lt loadouts, both with combi, they can be fielded with Spitfire, Missile Launcher or as Hacker.As no infiltrators, and its cost, Spitfire Noctifer is not the most useful unit. Missile Launcher attack from combat camouflage is a big surprise, but most of the times after this blazing glory momento, the noctifer is going to have to do some overtime to rent its cost. The hacker option would be ideal if there were no a higher WIP hacker available, but the V:Dogged skill is pretty useful if the Noctifer have to venture in a hot area to reach an objective. Asuangs: More camo’d units, and through S:Prothein sharing V:Dogged with Noctifers. Arguably the most playable Spitfire (even not infiltrating), the only ADHL source, and the best cost-effect relation Lieutenant in the sectorial. One of those units which owns its cost range. Ironically the miniature available is the less playable loadout. Med-Tech Obsidon Mechanoid: Wip 14 engineer and doctor, 6-4 movement, 23 points, an old reliable for missions. The only “buts” you can say about it, are their 40mm base and what is a Medic in a sectorial plenty of Auto-Medikits and V:Dogged Agent Cadmus-Naish Sheskiin: The only sectorial’s chacacter, linkable with any fireteam. Despite its ARM 1, Agent Sheskiin has a nice survivality due the Nanoscreen, S: Protheion and V:NWI, so its a good Lt option. Multi Rifle and Nanopulser are great weapons to be in a fireteam Linked with Seed-Soldiers is a cheap source of BS18 (21 in optimal range) Multi Rifle, with Gwailos is their only way to geta a full fireteam, and with the Caliban may be used as a bulwark for the engineers and bringing more firepower to the posible Feuerbach. Skirmishers Shroudeds: Auto-Medikit, camouflage and infiltration, the shasvastii sign of autheticity. Another unit which AVA was reduced in Paradiso, from four to three. The masters and landlords of the twentish-thirtish points range in my lists. Most basic loadouts are not very common in the tables on behalf of more specilized shroudeds, not the most useful Lt., and an arguable sniper (since infiltrating snipers are arguable). Both Hacker and FO are useful as cheap infiltrating specialists for missions. And lastly the minelayer loadout, the jewel in the Crown full of sinergy and fun. Malignos: De-Luxe Shroudeds. Improving regular camo to TO, one more ARM point and one more WIP point. That extra WIP point makes Malignos really useful in missions, as FO loadout in a lesser extent. Another arguable sniper, but harder to kill than the Shrouded one. And in the same way as their little siblings, the Malignos standing out is mine related one, not a minelayer loadout, but a monofilament mine nightmare for the mid table control. Another unit paying the taxing overcost of the Combi Rifle and Light Shotgun mix, but in this case is less hurting due to the excelent whole. Speculo Killers: Shasvastii impersonators. The first thing standing out of a mile is the Monofilament CC weapon and its Martial Arts, its a threat for “flamboyant” targets like obvious Lts, Characters, even for TAGs (not entering the CC discussion). But I think Speculo are more useful for psychological warfare, threatening flanks, possible routes and objectives. It’s incredible the amount of orders an opponent may use to neutralize an elusive Speculo Killer, for this task the Smoke Grenades are really useful, once the unit is spotted. Medium Infantry Gwailos: Previous to Paradiso’s book the only medium infantry in the sectrial. One weird unit between the shasvastii; no camo, no auto-medikit, and ready to blaze some glory to the opponent’s face. It’s hard to make room for this fireteam in the lists due to their lack of sinergy with the whole sectorial, even with their nanoscreen, a BS only bested by the Sphinx, and the possibility to link spitfire, Multi Rifle and/or HRL. In the latest book their AVA was reduced from five to four, making mandatory to link Agent Sheskiin to get a full fireteam, equating Gwailos with other fireteams, but reducing even more their playability. Caliban: In first place I have to say that linkable engineers are the apple of my eye. and I see them as the best choice to play several missions. This unit can be fielded as Seed-Embryo or already hatched and developed. The Seed-embryo Caliban may use Inferior Infiltration as an alternative loadout. Imho this option is subpar, you only save one point and you are going to lose a whole turn with these miniatures or one order a piece to hatch them before time. The Inferior Infiltration loadouts are even worse because you usualy want top lay Calibans in missions, and even in not infiltration penalyzed missions, you are going to risk your engineers unnecessary. Developed Calibans are the most standard costwise. They begin the game in your own deployment zone what aggravates their 4-2 movement, but as a fireteam you are saving orders to move them. The Calibans vantage point is the possibility to link the mighty Feuerbach (on the the few options you have in the game), bringing a lot of firepower to the sectorial. Remotes M Drone: Usual Sensor and FO remote, adding Multiterraing to the mix. Too much expensive to be an usual cheerleader, and unfortunately in the same cost range of the very best units in the sectrial. Maybe the most useless drone. Q Drone: Total Reaction with the only HMG and the only Plasma Rifle availables, and another source of Monofilamente Mines, and on the top C: Mimetism. Total Reaction and Neurocinetics units are often easy killable from combat camouflage, but since you can field two Q Drones they can look for each other. Q Drone is the reason for what Drones Box is a must for Shasvastii players. T Drone: A regular GML Remte. WIthout HD+ and several Markers in the sectorial, GML tactic is hard to play, relying in FOs only. I’ve played T drones in missions where you already need to field several FO as specialists, but with no remarkable results R Drone: The cheapest order and the swiftest repeater in the sectorial, For a point more you can field the Ikadron Batroid which is usually more useful. Slave Drones: Little to say about this little remotes, maybe a little less useful amongst shasvastii with so many Auto-Medikits. Ikadron Batroid: Paying nine points you can’t ask anything else; Baggage, dual light flamethrower, repeater and Flash Pulse as main features. Ikadron allows you to field really useful cheerleaders for first time in the sectorial TAG Sphinx: Light Tag by excellence: 6-6 movement, Multiterrain and Climbing Plus, the Sphinx is one of the most mobile units in the game. This mobilidty, its TO camo, and its weaponry (dual HFT and Spitfire) make this tag a close quarter nightmare, but obviously the Sphinx may suffer against some marksmans, always depending on scenary. Imho, one of the units in the game which is the most fun to use a whole group ten orders on it. EDIT: English is not my first language and this is a pretty long text, so if anyone spot some grammar unnecessary roughness, please PM to correct it. Thanks a lot.
  5. So, as time goes by, the gaming experience changes. i have the impression that about Bakunin is still good enough, since 1) not really much changed in Bakunin and 2) my own playstyle matched what N3 now is more than it was in N2 ... but i still think it can get some overhaul. i have a pretty busy time at the moment in my life, so i will not take a full attempt to rewrite this thread until at least the midst of march 2015. so until then, we can have a discussion about the units, what i wrote back then, and how we think about it now. please post any indeas/opinions. but to get this a bit sorted, lets start with Bakunin in general. what are the strenghts of Bakunin ? what are its weaknesses ? how do we get better options than vanilla ? which playstyles do you prefer ? what are your ways to play Bakunin ? EDIT: Here the actual Guide (i will edit new articles in here now and then): Bakunin in General --- Moderators from Bakunin --- Reverend Morias --- Reverend Custodiers --- Reverend Healers --- Sin-Eater Observants --- Prowlers --- Riot Grrls --- Lizard Squadron Treehouses thoughts: --- Zeros --- Der Morlock Gruppe --- Bakunin Uberfallkommando --- Reverend Superior Cassandra Kusanagi --- Bran Do Castro, Triple Zero --- Zoe and Pi-Well Treehouses opinion on this: --- Avicenna Treehouses ans Icchans thoughts: --- Tsyklon Sputnik Lunokhod Sputnik --- Stempler Zond Reaktion Zond Vertigo Zond Meteor Zond Transductor Zond Treehouses thougts: Salyut Zonds --- Clockmakers Treehouses rewrite: --- Daktaris Treehouses opinion on this unit: as requested in another thread i will try to not only update this thread as time goes on, but also try to post some lists. i normally do not like luist postings and their discussions, since often players post lists without their own thoughts about them, and without knowing how their playstyle is there is n way for me to have "right" comments ... i do not have any direction in which the player wants to go, and as long as one knows how to use the units, there is no real "wrong". but some players seem to struggle with this knowledge of in-built tactics, the direction a list gets you to play in Bakunin. also we have many strengths and abilities to which hard counters exist, like ODD and Camo, so we always have to plan to have a way to counter these counters. pretty meta, eh ? so, i want to give some examples of how i would play some tournament lists with setting certain themes. these themes will be using some assets in the Bakunin sectorial list which you could not do in Vanilla, so for example exceeding the Vanilla AVA or using Link teams. of course i am happy to get comments on how other players would change these lists to suit their playstyle and on how i could use the list more effective, if i forget some thoughts i could use on the battlefield. so on to the first example. 3 SinEaters was my intention. first the list, then my thoughts,
  6. Greetings knowledge-seekers and welcome to the Ramah Taskforce. Due to the current state of the forums, I've decided to create a series of Google Docs and links rather than an extensive, forum-based, tactica. Everything is still in the works, however, so please bare with me as I make this transition and hopefully make an even better tactica for Ramah than what we previously had. As you might note, I added the word "Hub" in the title as well. Not only will this be the home of the Ramah Taskforce tactica (via a Google Doc), but I'll also link all sorts of other relevant and useful things here as well in, thanks to the suggestion from @Palomides. I will slowly start adding things as they come along, so keep posted! Without further ado, the new and improved Ramah thread: Tactics Other tidbits: ITS Season 8 Guide (it is a WIP, more in-depth detail will come later) ---------More to come---------
  7. As Killionaire called it, "ARM 3: The Faction." 6th Airborne Rangers Reg. MOV4-4, CC22, BS12, PH12, WIP13, ARM1, BTS0, W1, S2, AVA4 Special Skills: Martial Arts L2, AD: Parachutist, Kinematika L1, Jungle Terrain AIRBORNE RANGER Submachine Gun / Pistol, AP CC Weapon, Knife. (20) AIRBORNE RANGER Molotok / Pistol, AP CC Weapon, Knife. (1.5 | 32) AIRBORNE RANGER Boarding Shotgun / Pistol, AP CC Weapon, Knife. (24) AIRBORNE RANGER Rifle / Assault Pistol, AP CC Weapon, Knife. (25) AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (21) AIRBORNE RANGER Lieutenant Submachine Gun / Pistol, AP CC Weapon, Knife. (1 | 20) The 6th Airborne drops in to cap objectives and quadrants and hunt some cheerleaders. I will start off by saying I am disappointed that these guys don't solve some serious ITS problems for the faction. No d-charges and no engineer here are surprising to me. The faction remains at a disadvantage in any tournament that includes highly classified. But setting that aside, the 6th Airborne will be helpful for USARF. AD1 means they can come in on a board edge, though they all need to come in on the same board edge. MA2 gives them stealth, so while walking on the board will trigger an ARO if you're in an enemy unites ZoC, you will be able to do walk up for back shots with that SMG or BSG. I'd argue that the SMG is better in suppression mode than not. The SMG is +3/0/-3/-6 normally. But 0/0/-3 in Suppressive Mode. Add in Suppressive Mode's -3 for your opponent, and the mods are actually better on the reactive turn. Walk an Airborne onto the board in a smoke cloud left for him by a DD or Maverick, drop him into Suppressive Mode, and you've got some good reactive turn board coverage. These guys are AVA 4, but two seems like the very most I'd ever want to field. Notable Profiles: Rifle/Assault Pistol: Great range bands for hunting mooks. FO, SMG: A specialist with AD helps you be very order-efficient, which is critical. SMG: 20 points to put a Suppressive Mode turret down on the board edge is not bad. BSG: Alternatively, starting a BSG 36" upfield can be invaluable. No one wants a BSG in their DZ. It's a bad time. Molotok: When you absolutely, positively must kill every ARM 2 dude in the room, this is a good option, though the SWC seems excessive to me. Pairs Well With: Hardcases: Their Ambush Camo can help hide your total numbers, though in USARF, them being the only Irregular troop may give it away to canny opponents. Roger Van Zant, Captain of 6th Airborne Ranger Reg. 'Oklahoma' MOV4-4, CC22, BS13, PH13, WIP14, ARM2, BTS0, W1, S2, AVA1 Special Skills: AD: Tactical Jump, Kimematika L1, MA2, V:Dogged 37/1 AP Rifle, Heavy Pistol, AP CCW 38/1 (Executive Order) AP Rifle, Heavy Pistol, AP CCW RVZ is back. And he lost his mimetism and shotgun, which is very sad. But he can still be your opponent’s worst nightmare with Tactical Jump, a skill about as rare as they get in this game. The way I look at it, if you have a dude who has access to something that only a couple other people in the game have access to, you may wanna check that out. RVZ continues to Roger his enemies in the backfield for me. And we'll see what special synergies he brings inside the sect. Executive Order - As soon as this model is placed on the board, they become the army's Lt. and strip the previous Lt. of their rank. This information is private. Does not work in a LoL situation. The XO version of RVZ is useful if you have a CoC spec ops on the board. We’ll see if RVZ gets any Wallace-like bonuses inside the USARF. US Ariadna Grunts MOV: 4-2, CC 13, BS 11, PH 11, WIP 12, ARM 3, BTS 0, W 1, S 2, AVA T Special Skills: Shock Immunity Rifle, Pistol, Knife, Cost 10/0 Heavy Flamethrower, Light Shotgun, Pistol, Knife, Cost 10/0 HMG, Pistol, Knife, Cost 21/1 SWC Rifle, Light Grenade Launcher, Pistol, Knife, Cost 14/1 SWC *Marksmanship LX, Sniper Rifle, Pistol, Knife, Cost 18/.5 SWC *Inferior Infiltration, Heavy Flamethrower, Light Shotgun, Pistol, Knife, Cost 11/.5 SWC Forward Observer, Rifle, Pistol, Knife, Cost 11/0 Paramedic (MedKit), Rifle, Pistol, Knife, Cost 12/0 Lt., Rifle, Pistol, Knife, Cost 10/1 SWC Lt., Rifle, Light Grenade Launcher, Pistol, Knife, Cost 14/1 SWC The basic line troops of the USARF are beefy, capable, and aside from being slow, look a lot like our HI with a slightly worse statline. This might be the only example of a 4-2 troop I will field. Notable profiles: The Flaming Inferior infiltrating Grunt is here to protect your DZ, or to infiltrate up into your opponent’s link team’s face(s) and provide an 11 point, fiery welcome to USAr. With the huge nerf on deep infiltration in N3, sticking a few templates in your opponent’s face is harder now. But if these guys fail their infiltration roll, no biggie. They become badass cheerleaders—11/.5 that you won’t mind sitting on the sidelines, discouraging flanking maneuvers and AD3 surprises. With fire. Also, while I'm not crazy about handing the sniper rifle to a BS 11 guy, the Marksmanship LX may make this a great option as well. MMS X lets you take one shot instead of two, but you get a +6. It only works in the active turn. Use it on something targeted and in your sweet spot to get the mythical +12 mod, and a 20% chance to crit. Or use it against something TO and in cover across the board to have to roll one 8 instead of two 2’s. Or use it against anything in a saturation zone that was going to give you B1 anyway. One thing I am focusing on in my game is setting up more dangerous ARO’s through cheaper guys, which makes a linked sniper Grunt my friend. Also, the ladies come with Tactical Sweaters. So there’s that. 5th Minutemen 'Ohio' MOV4-4, CC17, BS13, PH13, WIP12, ARM3, BTS0, W1, S2, AVA ? Special Skills: Kinematika L1, Multiterrain, Not Hackable, Shock Immunity Rifle, 2 LFT, Pistol, CCW 22/0 AP HMG, Pistol, CCW 34/1.5 Boarding Shotgun, Grenades, Pistol, CCW 24/0 Missile Launcher, LFT, Pistol, CCW 29/1.5 *(Forward Observer) Rifle, 2 LFT, Pistol, CCW 23/0 *(Marksmanship L1, X-Visor) AP Rifle, 2 LFT, Pistol, CCW 29/0 (LT) Rifle, 2 LFT, Pistol, CCW 22/0 (LT) AP HMG, Pistol, CCW 34/1 The Minutemen cement the USARF as the “fire” faction, bringing five profiles with the LFT, four of which include two of them. That means B3 fire damage when linked. That means anything you hit is going to be making at least three armor saves. I would not want to be hit with B3 fire. The efficacy of Kinematika is TBD in my book, but getting an extra inch on dodges can’t be a bad thing, and it sure doesn’t seem to drive up the cost much. With all the right guns and skills, these guys bring the pain. They also have an FO option for objective capping, and targeting for the Muls, or just to make those AP HMG’s a bit more effective. Notable Profiles: A link team with: AP HMG, Missile Launcher, BSG, two FO’s. That’s 123 points. Not bad. MMS 1, X-Visor: This is the USARF suppression fire expert. Anything walking into 24” if him is going to have a bad time. 7th Foxtrot Rangers 'Newport' MOV4-4, CC13, BS11, PH13, WIP13, ARM0, BTS0, W1, S2, AVA ? Special Skills: CH: Camouflage, Infiltration, Multiterrain Rifle, Antipersonnel Mines, Pistol, Knife 17/0 *Boarding Shotgun, Antipersonnel Mines, Pistol, Knife 19/0 *Rifle, LGL, Pistol, Knife 20/1 Sniper Rifle, Antipersonnel Mines, Pistol, Knife 24/.5 *(Forward Observer) Rifle, Antipersonnel Mines, Pistol, Knife 18/0 (LT) Rifle, Antipersonnel Mines, Pistol, Knife 17/2 Still the most efficient specialists in the faction. 18 points gets you a camoed, infiltrating FO with mines. Notable Profiles: The auto-include FO, is still an auto-include for me. The BSG that starts midfield can really do some harm against advancing link teams. He’s probably coming around a corner to shoot troops out of cover, giving him two 17s to hit, while the opponent will likely have negative cover, camo, and surprise shot mods against him. Juicy. With all the FO in this sect, I want to like the LGL more. Being able to dodge spec shots at -3 is a bummer, but no more shadow zones makes everything more simple. So maybe... Hardcases, 2nd Irregular Frontiersmen Battalion Irregular MOV4-4, CC14, BS11, PH13, WIP12, ARM0, BTS0, W1, S2, AVA 2 Special skills: CH: Ambush Camouflage, Infiltration, Multiterrain Tactical Bow, Light Shotgun, Pistol, Knife, Cost 12/0 Tactical Bow, Rifle, Pistol, Knife, Cost 14/0 USAriadna gets some camo shell game action with the Hardcases, making going first a bit more difficult for your opponent. The Frontiersmen come complete with Ambush Camouflage, adding an extra camo token per troop. Infiltration, of course. And the vaunted new Tactical Bow. At only 14 points, the Rifle version might seem like the obvious choice to set up suppression fire in your first turn, but in the messy center of an Infinity board, a template spreading out can often be the best "discover" roll you ever make. The tac bow does damage at the troop’s PH (13 in this case) and is +3 within 8, 0 8-16, and -6 16-24. The bow will be situational, but very useful for its DA ammo and the whole anti-materiel thing. Though because they're irregular, one or two of these guys will be plenty. Devil Dogs Irregular, Extremely Impetuous MOV 6-4, CC 21, BS 10, PH 16, WIP 12, ARM 4, BTS 0, W 2, S 6, AVA 2 Skills: Aquatic Terrain, Superjump, Total Immunity, Courage *Chain Rifle, Smoke Grenades + K-9 Antipode, AP Heavy Pistol, AP CCW 30/0 *Heavy Shotgun, Smoke Grenades + K-9 Antipode, AP CCW ?/0 Sensor is a big deal in N3. While most factions get it through their sensor bot, we get the meaty/growly version in our K-9 Antipodes. G: Synched with their Devil Dog Cameronian-like handler, these vicious teams will let us reveal all sorts of camo spam. And then eat the spam with space werewolves. I love getting the Heavy Shotgun on a profile that I want to live in the middle of the board, or in my opponent's DZ. While using g:synched units is going to be new for a lot of Ariadna players, using impetuous is not. So expect to see a lot of Devil Dog teams in the center of a board near you. Marauders 5307th Rangers Regular MOV 4-2, CC 14, BS 12, PH 12, WIP 13, ARM 3, BTS 0, W 1, S 2, AVA 5 Skills: Advanced Deployment L1; Stealth; Jungle Terrain; Dogged Rifle, Heavy Flamethrower, Heavy Pistol, Knife 21/0 Molotok, Heavy Pistol, Knife 1.5/28 Boarding Shotgun, Mines, Heavy Pistol, Knife 22/0 MSV 1, Sniper Rifle, Heavy Pistol, Knife 29/.5 MSV 1, Heavy Rocket Launcher, Assault Pistol, Knife 26/1.5 Paramedic, Medikit, Rifle, Heavy Flamethrower, Heavy Pistol, Knife 23/0 *Fireteam: Haris L1, Rifle, Heavy Flamethrower, Heavy Pistol, Knife 22/1 LT, Rifle, Heavy Flamethrower, Heavy Pistol, Knife 21/0 I'm calling these guys the most USAriadnan of all the USAriadnan profiles. 4-2, ARM 3, Molotoks, cool kits, the only thing they're missing is yet another FO profile. These guys are going to do a lot of the heavy lifting/killing for us. Because they have a Haris profile, we now have access to two link teams on the board at once. Because ONLY these guys have a Haris profile (which lets you form a second link team, but only of three units) it's best to think of these guys in threes. So MSV Sniper or HRL + Haris + BSG/Mines as a defensive link team Or MSV Sniper AND HRL + Haris as a defensive link team Or Molotok + Haris + BSG/Mines to march up and wreck face, overcoming the 4-2 movement with Advanced Deployment's head start up the field. There is a paramedic option, but it's usually better to let the guys go Dogged. So you won't get to heal your Marauders much. Still, you could take a Medic, Molotok, and Haris as a secondary objective-grabber crew. Look to these guys to really help out in Supremacy, Quadrants, and other "king of the hill" type missions. Mavericks 9th Motorized Recon Bat. Regular, Impetuous MOUNTED: MOV 8-4, CC 14, BS 12, PH 12, WIP 13, ARM 3, BTS 0, W 1, S 4, AVA 5 Equipment: Bike; MSV 1, Light Smoke Grenade Launcher Skills: Kinematica L1 DISMOUNTED: MOV 4-2, CC 14, BS 12, PH 12, WIP 13, ARM 3, BTS 0, W 1, S 2, AVA 5 Equipment: MSV 1 Molotok, Pistol, Knife 29/2 Boarding Shotgun, Pistol, Knife 21/0 SMG, Light Rocket Launcher, Pistol, Knife 22/.5 FO, Rifle, Pistol, Knife 19/.5 The Mavericks are our first regular/impetuous troop. That means they will not gain benefit from partial cover. But as they are impetuous and not extremely impetuous, you can decide to not let your biker go charging off. The molotok profile is expensive in SWC, but pretty much lets you put a B4 weapon in the middle of the board before you even start spending orders for real. All of these profiles are good, and though your opponent won't be getting a -3 for you being in cover, the Mav's MSV can balance out the modifiers for you quite a bit. Molotok seems like a great idea here because that 8" movement is going to trigger multiple ARO's at times. But the true gem here is the FO. She's gonna be an MVP in Beaconland/race. And her huge movement and sorta-impetuous will make the mavericks a boon for the USARF and Vanilla in ITS missions where infiltration is nerfed. Four FO Foxtrots and Five FO Mavs are 167/2.5. It'll be interesting to see all the ways this super-mobile specialist is leveraged in ITS this year. Though I do find her lack of d-charge disturbing. Since we have so few non-FO specialists who are actually capable (looking at you, 112), we can expect to NOT do any doctoring or engineering of the HVT, let along hacking. Instead, we have the option to end the game in the HVT's ZOC to replace one of those missions—a task the Mavericks are particularly well-suited for. 112, Emergency Service Regular MOV 4-4, CC..... eh, who cares? These guys are doctors. So...they could doctor one of your guys, hypothetically. They also have a light shotgun and a fire axe which counts as a CCW. But I just can't bring myself to put them in a list. Not because of their dopey fireman model; I'm sure there are plenty of people who are good with that. But because I can always find a better use for 12 points in any army. C'mon, CB. Don't do us like this. Get us a real doctor if we're meant to doctor things. You really think this guy is going to march at least 20" up the board to doctor an HVT? Not gonna happen. I guess you could keep one next to your Minuteman AP HMG LT to give him a chance at rezzing if he catches a bad ARO. But here are some other things you can spend 12 points on instead: Frontiersman with Tac Bow, LSG: 12 pts. Inferior Infiltrating Grunt with HFT, LSG: 11/.5 pts. A linkable Grunt Spec Ops, if CB ever decides to let us have one: 10 pts. A Katyusha Traktor Mul, in case you have any FO's in your army: 11 pts. I know, I know, there are plenty of people who love the 112. But this guy is mighty situational: With no helper bots, you'll be walking a 4-4 dude all over the board to revive guys. And with no reliable way to dodge ARO's beside actually dodging, you can expect him to die a lot. He's okay for DZ defense, if you can keep him 4" from a sniper or HMG to get it back into action. Just make sure your opponent can't use the 112 to proc a shotgun blast or to cover a camo token with a direct template weapon. Okay. I'm sorry, all you fireman lovers. Moving on. Here's an alternate point of view from BrotherSmoke: I'm gonna have to disagree with you there. Having a cheap-as-chips 112 parked next to a link team is miles better than a paramedic, especially with an expensive link such as minutemen. He won't move thanks to courage and he'll have a pretty good chance to revive that expensive AP HMG. Dozers, Field Engineers Regular MOV4-4, CC13, BS11, PH11, WIP13, ARM1, BTS0, W1, S2, AVA 1 Special Skills: V: Courage, Engineer Rifle, D-Charges, Pistol, Knife 13/0 Rifle, Akrylat-Kanone, Pistol, Knife 14/0 *Traktor Mul Control Device, Rifle, D-Charges, Pistol, Knife 14/0 Well, they are definitely engineers, so that's good. And they are the only way to bring Muls. So you'll want one for that, probably. You'll definitely want one for the D-Charges, as these guys are the only source of them in the faction at this point. The Dozers are unspectacular in almost every way, aside from point cost. These guys let you complete the Sabotage Classified Objective. But bringing two minesweeper muls also creates three orders that average out to 8 points each—the cheapest in the USARF. That's really squeezing the extra orders in, and the right thing to do in certain situations, but I'd rather have some weapons on the muls, personally. More on that later. Bringing the Dozer will let you repair a Mul (Classified Objective!) and it'll let you engineer the HVT. If anyone is able to pull that off, though, I want pictures. Maybe one of the best uses for the Dozer's D-Charges is blowing open a door to the objective room. In Armory, for example, passing a WIP roll to open one opens them all. I tried that against Barakiel one time. It was bad. Much better to blow open one door and fill the room with specialists and fire. As a way to open doors that are 8" from your DZ, the Dozer is highly recommended. He's also a good candidate for Suppression Fire, if you have an extra order to spend. Traktor Mul, Artillery and Support Regiment Regular MOV4-2, CC18, BS10, PH9, WIP12, ARM2, BTS0, W1, S4, AVA 2 Special Skills: G: Remote Presence Equipment: Baggage Uragan 18/1 Katyusha 11/1 Minesweeper 5/0 So you're running a faction with all kinds of Forward Observers. Camo FO's, HI FO's, FO's on motorcycles, 11 point line troop FO's... you'd think running our artillery option in the Traktor Muls would be a no brainer, right? Maybe. You need a Dozer for engineering and d-charge-related ITS missions. And the Mul is the only thing we have with STR to fix. So chances are you're going to want to bring one of our remotes. But which one? Well, There are a few ways to look at this one. You might bring two minesweepers for the extra orders and the baggage, which means any troop can reload disposable weapons by coming into B2B with the traktor. As I wrote earlier, The Mul Controller Dozer and two Minesweepers is just 24 points. You can use their baggage to help claim quadrants (they count as 25 point models, though they cost 5). And you could, theoretically, switch mines to your side, but since the Muls are slow, that seems unlikely to ever happen. Still, three orders for 24 points is a good thing. Personally, if I'm going to roll out a remote, I want it to have some guns on it. MRRF almost definitely needs to bring the Uragan for its AP-ness. But we have plenty of AP HMGs and Molotoks at our disposal. The USARF might want an Uragan to take a few free shots at a TAG that a Foxtrot, say, has marked. Guided ammo works like this: You get a +6 to your BS, and that's the only mod. So you're rolling a 16 to drop an AP + Shock circular template on something. Not bad. Keeps other order-generating dudes out of harm's way. But if there's a hacker on the board, he can give you -3 to that BS. And if your target has and uses ECM, that cancels your +6 for guided. So this might not be our best option against TAGs. It does give us a total reaction bot to protect our DZ, which makes it a bit better than the Katyusha, in my opinion. The Katyusha, on the other hand, drops DAM 14 DA circular templates on your opponents. This is one of the four sources of of anti-materiel rounds in the faction, the other three being the Dozer's d-charges, the Minuteman's Missile Launcher, and the Frontiersman's Tactical Bow. If all you're looking for is to have DA out in the field, then the Tacbow might be the better choice. But if you're playing against link teams or swarms, or the table is light on terrain, forcing your opponents to bunch up, a Katyusha might be the right choice. Any time you can catch three models under a template at no risk to you, that's probably a good way to spend an order. Both the Uragan and Katyusha have baggage, and therefore claim quadrants with their cost + 20 points. All in all, I used to love our remotes, but they've been nerfed pretty severely. So while I'll probably still take at least one with guns just in case, I'm going to remind everyone that anyone shooting at an enemy in a targeted state gets a +3 to their BS roll. So a Minuteman in a five man link can get +3 for range, +3 for link, +3 for targeted to give him an effective BS of 22 on 5 shots. Probably a better use of orders than the Muls, in most cases. Here's hoping they get some love in N3: HS. Desperadoes MOV: 8-4, CC 18, BS 11, PH 12, WIP 13, ARM 1, BTS 0, W 1, S 4, AVA 6 Equipment: Motorcycle, BS Weapon: Smoke Light Grenade Launcher Special Skills: Kinematika L1, Sixth Sense L2, V: Courage DISMOUNTED: MOV: 4-4, CC 18, BS 11, PH 12, WIP 13, ARM 1, BTS 0, W 1, S 2, AVA 6 Special Skills: Sixth Sense L2, V: Courage Chain Rifle, Smoke Grenades / 2 Heavy Pistols, AP CC Weapon. 11/0 *Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. 13/0 Boarding Shotgun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. 18/0 Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. 13/0 Filling out the cheap/impetuous warband option for USARF comes Corvus Belli's interpretation of Space Hells Angels: the Desperadoes. They come with incredible speed, a Smoke LGL, Smoke Grenades for them to throw, and some interesting weapon load-outs. They also come with Kinematica L1 when on their bikes, meaning they move 5 inches on a successful dodge in the reactive turn. Courage to let them stay put if their ARM 1 somehow lets them survive a hit. And the jimmy-rustling Sixth Sense L2, which helps him not get shot through his own smoke, not get surprised by the camo troops he's well-suited to hunt, and to rustle the shit out of some jimmies, judging my some of the other forum posts about him. I'm grateful for these guys for a few reasons. First off, they give us a source of cheap smoke. And cheap troops that aren't gonna sit around and grunt. The dual Assault Pistol load out is my all star for now. He is the cheapest unit in the game that gets B5. If you've played with Uxia before, you know how deadly that can be. Notable is their BS of 11, which is higher than the 10 most Ariadna warbands get. No, he cannot benefit from cover, but these bikers are great flankers. And if you get within 8", you're throwing five dice at 14s. That's good stuff. The dual Heavy Pistol are only B3, but they do benefit from Shock, which will kill dogged and NWI guys straight away. (See: lots of Haqq and Aleph.) So don't be afraid to draw down on punks and do a sweet fishtail on their skulls as you tear off into the dusty, dusky sunset. I leave you with this: Desperado, why don't you come to your sensesYou been out ridin' fences for so long nowOh, you're a hard oneI know that you got your reasonsThese things that are pleasin' youCan hurt you somehow Blackjacks 10th Battalion of Heavy Rangers MOV: 4-2, CC 13, BS 13, PH 14 WIP 13, ARM 5, BTS 3, W 1, S 5, AVA 3 MOV: 4-2, CC 12, BS 12, PH 13 WIP 13, ARM 4, BTS 0, W 1, S 5 (Wreckt Mode) Special Skills: Lo-Tech A, Heavyweight, V: Courage BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36) Blackjacks: The other T2 Sniper.™ Anyone who's run the Cateran and had the pleasure of telling their opponent, "Actually, that HI is now unconscious...T2 ammo..." is gonna love this guy. You'll also love this guy if you enjoy the AP HMG, which I know you all do, because it's one of the five pillars of Ariadnan dominance. Great load outs on these guys, and our first "real" HI with two wounds and HI weapons and armor (sorry, Wulvers). The AP HMG version has a great ARO in the DEP. It'll be hard for me to not want to hand The Big Gun to this guy. However, the T2 Sniper load out is pure Edge of Tomorrow stuff...huge cross-board damage potential, ARM 8 in cover, -=AND=- he can leave his sniper nest to mix it up in the mid-board with his SMG. Also, Chest Mines. Would love to hear about everyone's experiences with this one. The Unknown Ranger MOV: 4-4, CC 22, BS 13, PH 13, WIP 13, ARM 4, BTS 0, W 1, S 4, AVA1 Special Skills: CH: Mimetism, Natural Born Warrior, Kinematika L1, Scavenger, V: NWI UNKNOWN RANGER (Chain of Command) Rifle / Heavy Pistol, T2 CCW, Knife. (0 | 41) UNKNOWN RANGER (Specialist Operative) Molotok / Heavy Pistol, T2 CCW, Knife. (1.5 | 47) WHY!?! WHY DO YOU MAKE US CHOOSE? The Unknown Ranger is, of course, AVA 1. But both profiles demand to be taken: CoC is a fantastic skill, especially when running the Minuteman AP HMG LT. But the Molotok is the exact right weapon for this guy, advancing up the board with his B4, flipping switches, wrecking doors and consoles with his T2 CCW... Unfortunately, we can't have both. In the end, I'll likely run him with CoC more often, ramboing with my LT in turn one with total impunity, then sending TUR up the board to hold quadrants with his 41 points and 1.9 wounds. Do not forget about Scavenger; it can turn this guy into a hacker, or get him a gnarly weapon, all while curbstomping an unconscious enemy. Wardrivers MOV: 4-4, CC 13, BS 11, PH 10, WIP 13, ARM 0, BTS 3, W 1, S 2, AVA 1 Special Skills: Sixth Sense L1 WARDRIVER Hacker (Defensive Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 17) WARDRIVER Hacker (Hacking Device) Boa Wardrivers: They Drive the War™. Get a hacking device on the board when you're playing without Spec-Ops. BSG makes for good DZ control. But a rifle in suppression fire is a little better. Unfortunately, no rifles here. Just a nerd (PH 10) in his undies (ARM 0) with a BSG (BSG). So if you're looking for a suitable proxy, keep in mind that it must be wearing naught but tighty whities. That said, the W-D is a critical addition to this sect, making it instantly viable in more ITS missions, or any tournament that's running Highly Classified. It'd be better if he was linkable somehow, or useful beyond just being a button-pusher...buff your muls, I guess.
  8. I'm about to have a lot more time on my hands, so I'd like to get an early jump-start on my favourite non-existent sectorial - the mob money of Tunguska. Over the next little while, I'll be posting articles on the extant Tunguska models, and will keep adding to this space as new Tunguska models are released. Models seldom function in a vacuum, so things will change as more Tunguska models are released (building up to a total sectorial article like the other brilliant Nomads articles we have!). For those who don't know me, I wrote the longstanding N2 Ariadna vanilla tactica and used to write for Crits Kill People. Please do not post any replies yet, as I intend on taking a bunch of placeholder articles...but am on a cumbersome phone interface. Updates later tonight or tomorrow.
  9. I have been recently in Army Builder creating lists for my soon to be completed (for now) NCA sectorial force. When coming across the Locust I'm at odds on how to use him let alone place him in a list for missions. I was thinking about creating two conversions for my Locusts but I held off from doing so until I understand the unit better. So how do you Hyperpower players handle this unit in both Vanilla and/or NCA? Can you take two Locusts in NCA and still use them successfully or is just running one a better idea? Looking forward to any information and example lists at any/all points levels (100-400) that you guys & gals come up with.
  10. I've been preparing some articles for a blog I intend to start, but this one was a bit complex so I wanted to get it out there and get some feedback now. I also think misuse of smoke is holding a lot of people back, so getting it out now might help some. Please give me some feedback on what you agree/disagree with, and preferably some explanation or advice you'd like to add. If you have a problem with not having smoke, give me an example list and example target you would want smoke for, and we can try to figure something out. It could add useful info to the final article. If this goes well expect some more drafts to get some shared thoughts soon. Anyways, here it is: Smoke grenades are considered one of the most useful tools in Infinity, to the point that no access to it is often considered crippling to a faction. It certainly looks useful, since you can just negate the reactive turn by preventing any Line of Sight (LoS). Not only that, but it allows factions to use the “Smoke Trick”, making MSV2 potentially much more powerful. But just how useful is it? I’d like to go through the advantages of smoke. I’ve seen many people’s use of smoke do more harm than good, so I hope this can allow players to make better use of it. The other point is for teams that do not have access to smoke, to see what they are actually missing out on. If you know what smoke is good for, you can figure out how you can accomplish the same thing. The same attitude towards smoke that is making people use it in inefficiently is causing players with no access to smoke feel seriously disadvantaged. Just to clarify, smoke is useful. It is a very useful tool, as I am about to explain. But it isn’t quite as important as it is usually portrayed. The most common use of smoke is to block LoS from long range enemies. This allows the player to navigate the map without giving opposing troops AROs, potentially moving much faster. This is only useful with at least all three of these being true: · When your goal does not require killing the enemy model. When you actually need to kill the model, smoke is not useful (except when using it with MSV or CC, more on that later). Smoke is “dealing” with the enemy, but only for now. · When you need to get somewhere on the map, but the enemy model is preventing safe movement. This seems obvious, but smoke is only useful when you need to reposition. You could be getting to an objective or get to a different enemy troop. It can also be used to get to a more advantageous position to kill the enemy you are blocking LoS to now. No matter what, using this tactic adds the order cost to whatever action you are doing. · When throwing a smoke grenade is more order efficient than killing the enemy troop. A smoke grenade costs at least 1 order. This can be increased with failed smoke grenades (20% chance to fail is still 1/5 throws), and usually cost more orders to bring the unit in to range to drop the smoke. In the best case scenario the grenade is safely thrown with an Impetuous order. Sometimes you can get smoke down for minimal to free orders, and other times it costs quite a bit. If you can kill the enemy in 1-3 orders instead, that is usually a better option. Always consider killing the unit giving you trouble instead of blocking it with smoke. Ignoring it means it generates an order next turn, and that you are going to need to deal with it later. It can often be much more efficient to spend 2-3 extra orders killing it now than it is to spend orders dealing with it later. If you consistently smoke instead of killing you end up with an opponent at full orders and strength, and you will have to throw smoke every turn to get past the same ARO units. So when to use smoke? · When you are pinned. If you simply can’t kill the enemy troop, avoiding is your best bet. Smoke is a reliable way to do this. · When you really need to get past in minimum orders (screw the next turn!). Sometimes the whole mission comes down to pushing that button. · When you set it up so it’s free! · I’m sure you can think of other situations. Using smoke in this way generally cost more orders than not. It should be used as a backup, not a first instinct. Another use of smoke is in offensive methods. Smoke can be used to amplify certain offensive abilities. An MSV 2 can shoot through smoke, giving BS attacks firing back a -6 penalty. It can also be used to prevent LoS, allowing a unit to close in for CC easily against certain units. Providing smoke for your MSV 2 is a powerful ability. No question about that. But here are some common situations where it is a waste of orders to use it: · When they are helpless anyways. The smoke only provides a penalty if your opponent is trying to target you back, typically by shooting. If you are in a situation where they would not want to shoot back (for example using an MSV2 HMG against their Rifle) they are probably going to dodge whether or not there is smoke. In this situation the smoke provides no benefit, because it has no modifier to the dodge. · When you are going overkill. Even if they have a good weapon to shoot back with, using smoke when it costs even one order can be unnecessary. It may be safer, but there are times when you would be better off trying to save the order since you are so likely to win anyways. There is a certain point where your chance to win is so high that getting the additional -6 is not worth the order. Figure out what that threshold is for yourself. So when is the MSV2 “smoke trick” really valuable? · When you have multiple units with LoS, and you want to target one at a time. Sometimes you are on a roof, or in a position where you cannot target one unit at a time. Your opponents only get a reaction through smoke if you target them. This allows you to target them one at a time. For example, if someone links 4-5 Fusilier, they get Sixth Sense level 2. This means they get no penalty to their return fire through smoke. But if they have two Snipers watching, throwing a smoke can still be useful so you can easily target one at a time instead of dealing with them all at once. Another example is when they want to put an MSV2 and non-MSV2 ARO unit watching the same location. You can place smoke and target only the MSV2, then shoot the other one after the MSV2 is removed. · When you have a lot of targets If you have a lot of targets that can be reached firing through a smoke template, spending the orders on getting the smoke down seems much more reasonable. A few orders to drastically improve your chances on multiple face-to-faces in a row is a better trade. · When your enemy has a very powerful ARO. Total reaction, units in suppression, etc. can all have difficult to beat odds. Using Smoke and MSV2 can allow you to easily take care of high risk situations like that. The same thing could be done with a unit equipped with ODD for less orders, but if you have MSV and smoke but no (nearby) ODD, you work with what you have. · When you have an Impetuous order to throw smoke anyways. An Impetuous order is free. Even if it is overkill, you can just throw the smoke anyways. Be careful where you throw the smoke so you don’t hurt your non-MSV troops though. Smoke is often paired with Close Combat abilities, and can be used together. If you throw smoke so that it is touching the enemy, you can walk in to them, and their only reaction will be CC since they cannot see you until you are engaged. This is not always, or even usually, necessary, but can still be useful when: · Your target has a Direct Template Weapon. If they have a direct template weapon, your CC attack will not be face-to-face and you will take an automatic hit. This makes the attack a potential suicide run. This can still be worth it sometimes just to save an order, especially if your guy has Dogged or a second Wound, but it can be worth it to spend the extra order or two to get a smoke down, allowing you to get to your opponent without taking the DTW. Note that there are other tactics to get in to CC without taking the DTW, but that’s not what this article is about. · Your target has a more dangerous shot than CC. Especially against a guy in Suppressive fire, your target could have a good enough shot to put your CC unit in danger. Smoke allows you to bypass that and get directly in to CC, denying them a BS attack back. · You can’t reach them on the first order they see you, so you need to use smoke to get closer. This is sort of the same as the next point, but a unit will often be out of your range to CC. This means you’ll have to trade shots before you get to CC. Unless you’re a Myrmidon or something that can shoot well, it is putting your guy at serious risk. Using smoke unnecessarily can be a waste of orders, so it is good to be aware of when you don’t need it. If you can get to CC with your target without smoke, they usually don’t stand a chance anyways. Their CC value is often similar to their BS + range mod, so allowing them to shoot while you CC isn’t a big deal. The last offensive smoke tactics I can think of is repositioning. This is a similar point to repositioning in CC, but it applies to all weapons, not just getting to CC range safely. Sometimes smoke allows you to get past a weapon’s +3 BS range and in to a more advantageous range. This is investing quite a few orders, between smoke and movement, just to get that target, but it can be worth it at times. If this is your first resort, however, you will be spending a massive amount of orders per kill. Smoke is great, but most smoke grenades thrown are a waste. If you are using smoke, try to find where you can avoid it. See it as your opponent forcing your hand. Overuse of it will kill you. If you have no access to smoke, whether in your list or faction, consider what situations smoke is useful for. What other tactics could you use for the same results? Which ones do you run in to? Figuring that out should help, and I think you will find that it comes up less often than one would think
  11. I'm writing this tactica to share my perspective on playing JSA. I own models for many factions/sectorials and play them from time to time, but the JSA has been my primary force since before Human Sphere was published. I'm still learning the depth of new possibilities brought by N3, and as I learn more I may revise/refine my thoughts here. The JSA specializes in naked aggression with a hint of finesse. Point for point, few others can match the raw power of iconic units like Haramaki or Aragoto, but they pay for this with their impetuousness. Stealthy units like Ninjas and Oniwaban require precise usage but have almost no limit to their potential. Like other forces, they have a bare minimum of specialists (FO/Paramedic/Hacker Keisotsu, Tokusetsu), but units like the Karakuri provide effective linkable combat specialists. The JSA may not have flexible models like other forces, but they have a wide variety of options that makes them very versatile as a sectorial. Above all, however, they focus on dominance over the enemy rather than success in the mission. To this end, I have three strategies to victory. The Way Honor Fighting with honor is engaging the enemy in straightforward combat, relying on superior attributes, favorable modifiers, and optimal weaponry. The goal is simply to bring down an enemy model, either removing a roadblock to your continued advance, neutralizing a potential threat, or withering the enemy's order pool. Mastering this approach requires understanding the fundamentals of playing Infinity - choosing the correct attackers and carefully positioning them. High-powered fireteams are designed to win straightforward engagements. Haramaki fireteams threaten the hardest of targets with blitzens and MLs. Because their best weapons are low-burst they benefit most from fireteam bonuses. Coupled with their high BS and multiple wounds, they are more than capable of overwatch tactics, threatening key sections of the table and controlling the game on your enemy's turn. They lack high-burst weapons, so they're stuck with a ML for long range and a combi for short range active turn engagements - which won't be enough when you truly need a high burst weapon to dislodge a well-fortified enemy. Their high CC and MA skills repel aspiring assassins from approaching them. Their only true weakness is hacking, which can render them helpless and break them from the fireteam (changing their dynamic completely). Keisotsu fireteams are dirt cheap and provide much more flexibility, but are much less resilient. There are enough weapon options to fill any battlefield role. The "ideal" fireteam has one HMG, one ML, and three specialists (FO or Paramedic). The ML can be directed at hard targets or used for overwatch on long firelanes, the HMG can clear fortified enemies in the active turn, and the specialists use their combis to cover/engage in the short range. Keisotsus, used aggressively, are destined to face losses and should have Tokusetsu support (preferably in the form of a Yaozao). Yuriko Oda is an expensive but valuable addition to a fireteam, providing a higher BS and a Panzerfaust (enabling her to cover 0-32" range). In an ITS game with objectives on the table, you will need to use them aggressively to get them up the board and seize objectives. Domaru fireteams focus on close quarters supremacy. The N3 loadout changes gave them a Combi Rifle and a Spitfire profile, providing some much needed ranged fire. The Spitfire is especially valuable because the fireteam can advance with its own fire support. The Chain Rifle profiles are more useful than the Combi or Shotgun profiles in my opinion, but I usually find a way to hunker down and force my opponent to eat template weapons if they want to attack. With E/M grenades, chain rifles, and CC mastery they can own their ZoC and perhaps a little more. This makes them ideally suited for assaulting/holding an enclosed area. This can make them vulnerable to being hacked, but mostly on the enemy turn - their stealth skill keeps hackers from shutting them down on an uncovered approach. Karakuri fireteams are resilient, flexible, and useful. They lack true heavy firepower, but their array of weapons can handle almost anything in the short-medium range. Total Immunity removes the risk of many powerful ammo types, allowing them to directly engage devastating enemies with much less risk to themselves. Also, they are each specialists, making them key objective takers and holders in ITS. Unfortunately, they're only AVA 3, and a single loss breaks the team. However, they are capable and versatile models on their own, unlike Keisotsu (fragile and unskilled) or Haramaki (impetuous and low-burst weapons). Heavy Firepower, when properly applied, owns the table. The Oyoroi is the best HMG available to the JSA. At BS 14 on an ARM 7 STR 3 model, it's on par with the best of many factions. This model is an effective troubleshooter, dealing with enemies at long range who dare to threaten the table on your turn. In optimal HMG ranges, there are few threats it can't handle, but be careful about engaging skilled shooters with effective anti-TAG weapons. If your target is putting BS modifiers on you and rolling at a higher number (perhaps with multiple dice), you need to consider what will happen to your best model if you lose the FtF roll. Lastly, don't forget the crazy koalas, which can be used like mines to keep the enemy away from certain areas (or at least slow them down). The Rui Shi (and, to a lesser extent, Lu Duan) are ideal for clearing out camo models in overwatch positions. Their mid-range weapons may require maneuvering to engage far-away enemies. Combined with a Marksmanship upgrade, they can dispatch 1 wound models relying on dogged/NWI or a nearby doctor. These models are difficult to hide and the enemy will surely consider them priority targets, so make sure to position carefully and use suppression fire liberally. Raiden are cheap firepower options that have no special capabilities other than limited camo and x-visors. Raiden are not particularly subtle, and an experienced/educated foe will know exactly what to expect from a camo marker deployed in the DZ. Currently, the HRL seems severely undercosted and provides long ranged firepower with fire ammo and templates. The MSR and Spitfire, while more expensive, offer higher damage and higher burst, respectively. Unfortunately, once the surprise shot is expended, the Raiden has no real advantages in a firefight. Suppressive Fire makes an aggressively placed model difficult to dislodge and a defensively placed model harder to kill. Suppressive Fire has its own range modifiers and burst, so forget the awesome or pitiful range bands of the model's gun when it enters SF. Use terrain to lock the model in a 24" hemisphere (or otherwise protect it from longer range/rear attacks). Camo and cover stack nicely with SF. This makes Ninjas incredibly effective at holding their SF zone, which is a good reason to pay for that Combi. The 16-24" range band is paradoxically better for a model in SF when attacked with a *Rifle, because the range bands will be equal. Only position the model closer if an enemy model has a longer range weapon (Spitfire/HMG/Mk12/etc). The Raiden Spitfire is particularly effective at holding poorly-armed enemies at bay thanks to his X-Visor. 1 regular order and 1 command token can place 4 models in SF. Enemy models with DTWs and a death wish don't care for your SF. Be aware of nearby enemies with DTWs and their likelihood to eat 3 shots to hose you down with a template. Ninja are especially vulnerable to this. Forcing the enemy to perform an ARO other than SF is the best way to break SF. Moving a camo marker, Hacking attacks, Speculative Fire, and shooting from more than 24" away can force the model to defend itself with Discover, Reset, Dodge, or normal shooting. Keep this in mind for taking down enemy models in SF. Camo modifiers are a powerful advantage against enemies without without BS modifiers or MSVs. Ninjas with combi rifles are very versatile for harassing the enemy. By infiltrating into the midfield, they can easily engage foes inside their ideal range. Stacking suppression fire with cover and TO camo can make a ninja nearly unhittable. The MSR is powerful, but it requires long range for positive modifiers, so infiltrating may not be a good idea. Unfortunately, the tactical bow is too limited in range and burst for effective attack - the pistol is preferable just for the burst advantage. Oniwabans are ruthless inside 8" with their boarding shotgun. Superior infiltration provides ample opportunity to start in effective range and tear through the vulnerable underbelly of the opponent's DZ. The only effective way the enemy can stop him is with a direct template weapon, and in the worst case scenario he can use the nanopulser just to throw out some spiteful damage. Aragoto are unmatched in their reckless speed and ruthless efficiency. Being impetuous means they can't use cover, which is a huge blow to their survivability in a firefight. They don't have much chance to dislodge a dangerous foe, but they can certainly dominate weaker models with mimetism and superior range modifiers. Direct templates and deployable weapons can stop them in their tracks - you will need to either risk an ARM/BTS roll or find another way to eliminate the threat. Be mindful of enemy minelayers. Nothing is more honorable than defeating a foe in close combat. The most feasible form of engagement is charging an enemy hiding behind a corner. Enemy models without direct template weapons can be reliably trounced in this manner - BS scores are much lower than CC scores and MA skills can widen this divide. Enemies with Direct Template Weapons require special maneuvers to engage in CC without getting blasted. Smoke can block LoF and prevent the model from using the DTW. Approaching from the rear will also deny the target the opportunity to use the DTW. But, perhaps the most reliable method, is to spend a move action out of LoF without using Stealth (which is an optional skill) and forcing the nearby foe to declare an ARO before he sees you, and then sneaking into CC with the second move skill. I'm aware this maneuver smells like an old, moldy wheel of Camembert, but its legality is beyond reproach. Note that enemies with Sixth Sense are immune to this maneuver, as they can delay their ARO declaration in this circumstance. Smoke is a rare and effective tool for engaging enemy models. Only 3 named characters get smoke, but they are all well-suited for it. Any models touching smoke cannot be seen, so as long as the edge template is within 1" of the target, there's a safe approach. Smoke effectively neutralizes the threat of DTWs and covers an approach longer than a single move skill, but apart from that it's not necessary. Even the most resilient models (TAGs, total immunity) can be engaged in CC. The CC specialist will probably win the FtF roll, and there's a significant chance of critting. Keeping the enemy engaged also stops it from rampaging through your lines. With Kinematika, CC specialists have significant engage range, and, with hidden deployment, Ninjas can pounce on unsuspecting models with a 60% success rate. JSA has top tier CC specialists - the standard Haramaki, Domaru, and Ninja are all CC 23 and MA 3, better than most other factions can possibly field. But being better than enemy CC specialists doesn't make engaging them the best idea. Consider CC against inferior enemy CC specialists a risk. Domaru don't need Berserk to defeat the enemy. With MA 3 and CC 23, the FtF roll is almost always in his favor. There are only two circumstances where Berserk should be used: the enemy is performing an unopposed action, or you want your attack unopposed to remove the possibility of failure. If your target is giving you a normal roll (by attacking with a DTW, for example), use berserk for the extra crit chance (and MA 2 for the extra damage). Likewise, Berserk removes the risk of failing against an enemy CC specialist, changing a duel to a trade. Either the Domaru can rely on his armor to save him or know that his sacrifice has brought honor to himself and his comrades. Musashi is the purest form of CC-powered death. He's quick, he's tough, and his blades can shred a TAG. If the enemy is hiding behind cover, Musashi is free to do what he does best - move forward and kill the enemy. However, don't forget his Chain Rifle and Flash Pulse. Yojimbo is ridiculously fast. He can strike quickly at models with direct motorcycle access, but dismounting and approaching on foot might be necessary and worthwhile. He's capable of taking any non-CC specialist target to pieces over the course of a few orders. Impetuous models are cheap and powerful, but tactically impaired. The impetuous order can expose the impetuous model, setting it up for a very unfavorable FtF roll. Skilled opponents will recognize the potential liability and set up overwatch models. Be ready to hold back your impetuous models unless there are no other options to eliminate or contain the enemy. Plan out your impetuous orders carefully. If you suspect hidden threats, probe the field with your least valuable models first. Because of their inability to claim partial cover, this consideration must be completely removed from their positioning. Only range bands and LoF matters for them, which means they should either stay concealed behind terrain or engage in the most direct manner possible. Impetuous models are ill-suited for long-range shootouts with entrenched foes. Direct assaults on unprepared targets work much better - the enemy should be just as exposed as the impetuous model. Motorcycles are faster than many opponents expect or prepare for. Aragoto can travel from DZ to DZ in 2 orders (1 of which might even be impetuous). If your opponent has not exposed models to threaten their advance, then they own the table. Coordinated orders can mitigate the risk of crossing dangerous territory. Multiple activated models means multiple threats. With a credible enough threat, the enemy may choose to dodge rather than shoot. If the true goal is simply to move through a dangerous area, then the coordinated models can keep moving if they need to. If the enemy decides to shoot one of the coordinated models, the rest have normal rolls to retaliate. Or, the rest are safe to keep moving. Treachery Use tricks to avoid direct engagements and force your enemy to make hard decisions. Camouflage, Stealth, Smoke, and Holoprojectors enable these tactics. Ninjas can sneak past sentries, smoke can cover a dangerous approach, holoechoes can clear deployable threats and confuse enemy AROs. These tools have a lot of potential to bypass normal combat mechanics and get your troops into places they wouldn't otherwise be able to go. Camouflage Markers shield the camo trooper from enemy fire, freeing it to seek new positions or even advance. Revealing from a camo state to make an attack exposes the camo troop across its whole movement path for its order. This could open you up to many AROs if you act brashly. If you spend an order moving through overlapping enemy LoF and into just a single enemy's LoF (or perhaps even past it, into his back arc), you can safely attack with your next order. Ninjas have a lot of potential for sneaking towards targets or around sentries. Enemies need to discover the marker, but by doing so they surrender any defensive ARO. This makes many players hesitant to declare a discover against a marker moving in for a kill. An enemy within 4" of a Ninja is doomed if it declares discover. It's allowed the Ninja to engage in CC - which is the only safe way for the Ninja to neutralize DTW threats. If the enemy does not declare discover, the Ninja can continue moving - either past it or around it. If you must kill the model and it has a DTW, you'll need to approach from the rear. If you simply want to get past it, then the coast is clear. Don't forget Stealth! Even an exposed Ninja can sneak around a model's rear facing and dispatch it. Enemy models with Direct Template Weapons pose a serious obstacle. The safest way to enter CC with them is also the lamest (waiving stealth/camo to force a change facing ARO),but unless you can approach from the rear or drop smoke, there's no way around it. Skilled opponents will rarely declare discover against a basic camo marker (expecting it to be a Raiden capable of unleashing ranged hell). This gives it the power to move safely into a firing position, because the enemy would need to give up an ARO and face heavy fire otherwise. If there are multiple AROs, someone may attempt a discover (probably the weaker of the two). Consider your options carefully, because the Raiden will only have Surprise Shot (no camo modifiers, no cover modifiers). Remember that mines blow up against camo markers. Be mindful of enemy minelayers. Ninjas are highly capable CC assassins, but otherwise unimpressive TO skirmishers. With Sneak Attack and MA3, most targets have no hope of winning the FtF roll unless they crit. Even after that, non-CC specialists are still very unlikely to win. Even hard targets like TAGs can be reliably locked down in CC, though shredding them requires more orders and risk than should be spent. With Kinematika and Hidden Deployment, a well placed ninja can Engage an enemy rambo before he draws first blood. This is a risky maneuver and requires some forethought - the ninja must wait at a predictable approach and must succeed in the Engage roll. Ideally, other models are declaring AROs on the enemy rambo, forcing him to split his burst (or perhaps even ignore the ninja altogether). The Silent attacks of the Knife and Tactical Bow are more a novelty than anything else. The weakest targets fall to the silent arrow only half the time (assuming ideal range on the bow), and the knife is not much better. Remember the silent bonuses if it comes up, but don't rely on a string of stealth kills to sneak past sentries. The cheap Tactical Bow profile can't effectively threaten an enemy more than 8" away. Its positioning during deployment is critical to its effective use. This option is overly attractive for its price, but very difficult to use because of its short range burst 1 weapon. Saito Togan has superior CC abilities, giving him a lot more capability to defeat stronger/tougher models in one order. With Burst 2 CC 24 EXP CCWs, he can cut down unskilled heavy infantry with ease. The Oniwaban is the ultimate surgical alpha striker. Superior Deployment is a rare, valuable skill. The Oniwaban has a 3/4 chance of deploying at a convenient edge of the enemy DZ. When going first, this is the perfect reserve model, ready to deploy within 1 order of killing the juiciest target(s). To make matters even better, this skill is basically immune to scenario rules like Exclusion Zones, because it deploys clear across the other side of the table. The Boarding Shotgun is an excellent weapon for assaulting huddled cheerleaders. The Oniwaban may have a mediocre BS, but with camo, surprise, and range modifiers, the FtF roll will (almost always) be in his favor. The Monofilament CCW and the Oniwaban's top-notch CC skills make him a spectre of death. While not as effective against light targets as DA or EXP, it's perfect for dispatching high ARM targets with multiple W/STR points. The target may get lucky and survive the ARM roll(s), but as long as the Oniwaban keeps winning FtF rolls (as he should), that luck will run out. Direct Template Weapons ignore all of the special advantages the Oniwaban exploits. It ignores camo, surprise, and martial arts. It might be worth a risk to attack valuable model(s), but it's very difficult to avoid (the Oniwaban's best attacks are between 0 and 8"). Shinobu Kitsune has a Combi instead of a Boarding Shotgun, which makes her less effective at sweeping up cheerleaders, but more effective at ranged engagements. Also, her MA 5 makes her capable of attacking multiple enemies at once, potentially making short work of HI fireteams. Saito Togan, Shinobu Kitsune, and Yojimbo are your only source of precious smoke grenades. Smoke opens a lot of tactical possibilities to avoid enemy fire. When an enemy is too costly to engage directly, smoke allows you to negate his LoF and proceed on the table with your plans. If you can land a smoke template within a base width of an enemy model, you have a safe path to CC. Closing a firelane to an objective gives your specialists a safe path to claim it. Avoid enemy LoF when throwing smoke, if at all possible. Most of the time the model can cut sharp angles to drop the smoke around a corner and land the grenade in a suitable spot. The Rui Shi sees through smoke and can safely fire on a smoke-screened enemy. Combined with Marksmanship L2 (hacking support) this is an extremely effective way of neutralizing enemy models on overwatch. Saito can surprise the enemy with smoke starting in the midfield. This is incredibly helpful for covering objectives, key firing lanes, and aggressive enemy models. Kitsune can do even better by laying smokescreens into and around the enemy DZ. Yojimbo behaves more like a standard warband, and his smoke is a very useful tool for himself as well as the rest of your forces. Even so, avoid relying on it as a FtF (special dodge) defense. Use it carefully whenever you can - his speed will more than make up for the time spent laying smoke. The Lu Duan can use its Holoprojector L2 for shell games, but I find the Holo L1 is preferable for confusion/surprise. It can only disguise as other Silhouette 4 models, which limits it to the Rui Shi, Pangguling, or Aragoto. Don't disguise as the Rui Shi. It's too similar for a meaningful deception, and if you want your opponent to think you have a Rui Shi, just take one for real. The Pangguling Minesweeper or EVO could be a great disguise to understate its threat. Your opponent may think its safe for a camo troop to kill it, only to get a faceful of Heavy Flamethrower. Likewise, it might be ignored, giving you an opportunity to attack with an unexpectedly strong combat REM. Disguising as an Aragoto can provoke the enemy to try and kill it. This has an added benefit of hiding its repeater, so your opponent might unknowingly use a hackable model to attack it. Make sure to use a model that invites the kind of attack you want to counter. Want a long range shootout? Use the Boarding Shotgun. Want the enemy up close? Use the Spitfire. The Hacker or Asuka are useful to make attacking the Lu Duan even more enticing. Don't use Yojimbo, as you can't disguise the CrazyKoalas he's supposed to have. His extreme impetuousness and irregularity would make him an obvious disguise anyway on your first turn. Utility Only a few models can perform mission tasks and synergize with other models. Infinity is not a game built on powerful combinations of models, and the JSA has few models specifically meant to assist others. But there is a healthy mix of mission specialists, and they each have specific uses. JSA hackers are not impressive in their baseline hacking abilities (WIP/BTS), but they have other advantages. The Keisotsu hacker is the only basic hacker in the army, which makes it the only source for basic SHIELD and UPGRADE programs. Upgraded REMs are surprisingly powerful. Try combining the Marksmanship program with the Husong, Rui Shi, or Lu Duan if there's an enemy giving you trouble. Fairy Dust could be vital to protecting an HI fireteam from enemy hackers. Unfortunately, using these programs is incompatible with fireteams, so he needs to operate solo. Aragoto assault hackers have speed as their primary advantage. They can move quickly into a target's ZoC to launch hacking attacks, and they have an excellent hacking device for that role. However, its speed makes it particularly efficient as a mission specialist for claiming objectives. Ninja assault hackers start in the midfield and can launch a surprise hacking attack, giving it a temporary edge. Like the Aragoto hacker, its starting position makes it an attractive mission specialist as well (starting near the objectives). Note that a camo marker can't be hacked, so the Ninja can bypass some repeater zones if necessary. The standard array of REMs offers the basic options for repeaters. This could be useful, but isn't special. Don't face enemy hackers in the net, if at all possible. Find ways to assassinate the enemy hacker threats so that you have the only hackers on the table. Linked specialists are very effective for claiming and holding objectives in ITS. The Keisotsu fireteam has easy access to Forward Observers and Paramedics. These models are cheap, can accomplish classified objectives, and fill out the core of a fireteam very nicely. However, they are not effective or tough fighters, so expect casualties when fighting over objectives. The Karakuri fireteam is expensive but very useful. Each model is a FO, so they are all capable of claiming objectives. Their various weapon options and resistance skills makes them versatile and reliable fighters. CrazyKoalas and Holoechoes trigger enemy mines. These are cheap and disposable options for clearing a path. Advance or lose. Mines are some of the most effective counters against the fast/sneaky but fragile troops in the JSA. CrazyKoalas work similarly to mines, but suit the aggressive playstyle of JSA much better. They are excellent for terrorizing an enemy if you advance on them and place the Koala within activation range but out of LoF of other troops. Holoechoes are only available on the Lu Duan. It's difficult to maneuver these large silhouettes without making one of them the obvious real model. Perhaps I just need practice, but I prefer the minesweeping potential. Yuriko Oda is the only source of mines in JSA. There is potential for shell-game shenanigans with deploying a mine (with the minelayer skill) and a Raiden camo marker in her ZoC, but the value of this is pretty limited. The mines are best used to protect herself and nearby allies, which could be very valuable for a Keisotsu fireteam. Speaking of Minesweeper, I have not tried out that Panguling variant. The basic Doctor and Engineer provide vital support. The Tokusetsu is a very humble specialist with average WIP and low fighting skills, but it's the best the JSA gets. Always include at least one YaoZao. The YaoZao is dedicated to healing fallen models while the Tokusetsu should be moving for objectives. It takes a lot of orders to heal models and claim objectives, so moving towards both at once makes the process much more efficient. Yuriko Oda is expensive, but has some superior weapons and abilities that might prove worthwhile. Also, she can link with Keisotsu. Consider her for missions that focus on Engineers. Repairing Karakuri is a risky endeavor because of their Explode skill. They can only be repaired at 1 STR, and there's a 35% of failure. Make sure to have a command token at the ready, and only try this with a YaoZao. Don't forget the focus of the mission. Defeating the enemy on the field gives your specialists the security they need to grab objectives, but they still need orders to accomplish the mission, and (thanks to WIP rolls) there's no telling how many orders that might be. Putting the enemy in retreat before you've accomplished the mission is a terrible way to lose. Know when to stop killing the enemy. Putting some specialists in a small second combat group provides some opportunity to move specialists into position while the primary combat group engages the enemy. Key specialists can be transferred into the primary combat group later on. Consider grabbing objectives with fast/infiltrating specialists and moving back to safety. If the enemy is well secured and not threatening the field, this is a good use of orders. Be ready for the endgame. If the enemy has the last turn, secure as much as possible and set up a final defense. Otherwise, plan one last assault. Lists and Playstyles When crafting a list, you should have a distinct plan for how you're going to win. You need to know the objective of the mission in order to have the necessary specialist(s). But, more importantly, you'll need a combination of troops that can support the maneuvers and tactics you plan on conducting. Some troops and tactics are multipurpose, but it helps to have a distinct plan in mind at the start of the game. The Alpha Strike Everyone has a plan until they get punched in the mouth. -Mike Tyson In order to launch an Alpha Strike, you need to get first turn. Many scenarios have inherent value in going second, and strategic command tokens hinder the first player, so going first can often seem unattractive. You could end up with first turn even if you lost the LT WIP roll - or perhaps even in you won the roll and chose "field" instead of "ball". If your opponent has given you first turn and you have deployment, there's no better opportunity for an alpha strike. The purpose of the Alpha Strike is to inflict losses on your opponent that he can't recover from. You want to kill key models and/or deplete order pools. In order to do this, you need to identify and eliminate/bypass obstacles and attack targets of opportunity. Enemy models in overwatch positions are the first targets. In order to handle these efficiently, you need heavy firepower in the right positions. Anticipate which firelanes you need forced open and have long-range, high burst/damage weapons ready. Midfield camo markers present a dilemma, especially if your opponents have access to minelayers. Either have something ready to clear it (CrazyKoalas, Holoechoes) or just advance right on through with a sacrificial model. Ignore the camo troops themselves as long as they ignore you. The Oniwaban and/or Shinobu Kitsune can exploit any holes in the enemy defense, no matter how small. If necessary, they can throw caution to the wind and make a bee-line towards the most valuable target(s) and strike, regardless of the consequences. A successful alpha strike isn't done half-heartedly. You need devoted attackers to reach the enemy DZ and wreak havoc. You can only poke and prod your opponent with ranged attackers. Exposed models quickly fall or take cover, and vulnerable models are never exposed in the first place. To take down models your opponent doesn't want to lose, you need to strike directly at them. Don't get attached to the models you send into the enemy DZ. Their purpose is to strike deep and ruthlessly, extending themselves past any hope of support and inflicting as much damage as possible until they go down. Order efficiency is vital to reach across the table and inflict devastating casualties. The Oniwaban (using Superior Infiltration) starts at the edge of the enemy DZ in the ideal range of its weapons and skills. It's fragile but deadly, and starts killing on the first order. Aragoto are ideal alpha strikers, especially if they can take advantage of the impetuous order. However, this is not common due to their predictable approaches (which the enemy will likely be covering). The Oyoroi is its own fire support, it's resilient enough to suffer a bad FtF roll, and it has lots of close assault weapons and equipment. Its size limits its movement paths, so it won't be able to reach some enemy models. But it can also move right through/over some obstacles too large for S2 troops but still smaller than the S7 silhouette. Fireteams don't move quickly, but each order moves the whole team forward. Domaru can wreak havoc in an enemy DZ, but they need to remove enemies on overwatch (or well-placed smoke grenades). This could cost too many orders if the Domaru can't do this with their own firepower. Haramaki can attack the enemy at range with extremely damaging weapons, but the low burst on the ML and Blitzen makes FtF rolls against targets with strong modifiers pretty risky. Keisotsu and Karakuri fireteams are too weak for a full frontal assault. Here is a list I would use when planning an Alpha Strike. Every model plays a part in the strategy described above, except for the Tokusetsu specialists that are vital for ITS missions. This list has no tolerance for losing specialists, so they must be protected. This shouldn't be difficult, as the bulk of the enemy's forces will be occupied with the alpha strikers, but make sure someone/something is hanging back to protect them from loose AD units or stray camo markers. Spoiler Group 1 9 1 3 O-YOROI Lieutenant HMG + Heavy Flamethrower, CrazyKoalas (2) / EXP CCW. (3 |81) DOMARU Chain Rifle, E/M Grenades / Pistol, DA CCW. (26) DOMARU Chain Rifle, E/M Grenades / Pistol, DA CCW. (26) DOMARU Chain Rifle, E/M Grenades / Pistol, E/M CCW. (25) ARAGOTO Boarding Shotgun / Pistol, Knife. (19) ARAGOTO Spitfire / Pistol, Knife. (26) RAIDEN (X Visor) Heavy Rocket Launcher / Pistol, Knife. (1.5 | 19) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (21) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (14) YÁOZĂO Electric Pulse. (3) TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (14) YÁOZĂO Electric Pulse. (3) Group 2 1 0 0 KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (23) 5.5 SWC | 300 Points Open with Army 5 The Tower The important thing in strategy is to suppress the enemy's useful actions but allow his useless actions. -Miyamoto Musashi This strategy focuses on giving the opponent the first turn, but forcing him to waste it confronting a powerful defensive position. By placing powerful weapons in positions covering objectives, vital firelanes, or even vulnerably-deployed models, the enemy has to deal with your entrenched troops on your terms before he can make any progress in the mission. The Tower is risky. By exposing powerful troops to your enemy on his turn, you're exposing them to anything and everything he chooses to throw at them. You can't expect your models to shoot the enemy down for the whole turn, but you can hope that the time, energy, and casualties spent overcoming them proves too much. Strategic use of the command token is normally "minus 2 orders", but consider your opponent before selecting the default. If you see potential for coordinated attacks on your tower (several long-range, low burst, high damage weapons), restrict his command tokens instead. You can't split your burst in ARO, so coordinated attacks force you to dodge or eat unopposed shots. The core of the defensive position is a heavily armed fireteam. A Haramaki fireteam is ideal for this. Their cost-effective power when linked and high-damage weapons makes them formidable as overwatch troops. As multi-wound troops, they can take a wound and keep fighting (or strategically fall back). You need at least 1, if not 2 MLs, and preferably a 5-strong link. A Keisotsu fireteam is a cheaper, but significantly less effective, defensive focal point. Multi Sniper Rifles and Missile Launchers provide the deadly ARO threat, but Forward Observers can harass enemies with a Flash Pulse. At their lower cost, extra Keisotsu can be enlisted to reform the link to max strength after the first turn. This strategy requires well-planned deployment. The fireteam needs a commanding position on the field - usually the best sniper tower available. The strongest heavy weapon (ML or MSR, depending on range bands in LOF) sits at the top, and the rest of the team is scattered around, either holding other long firelanes with heavy weapons or covering closer (and side) approaches with small arms. The link leader must be concealed behind total cover, to prevent easy poaching to break the link. Do not deploy link members within a blast radius of another link member. N3 template rules and fireteam rules combine to harshly punish link members struck by an out-of-LOF template. The fireteam is powerful on its own, but still requires support. A doctor's YaoZao should be on-call (and perhaps the doctor himself, too). Other models can act as spotters to discover enemy camo markers (so the team can hold its ARO to shoot). TR remotes can support the Tower for added ARO threat. Ninja, carefully peppered in the midfield, can surprise enemies attempting an approach against your tower. An ARO engage can halt an attack on the tower. If the Ninja is waiting near the enemy's attack position, the engage can be combined with the tower's powerful ARO to force the enemy to split his burst or allow someone to act unopposed. This is a sample list for a Tower game. When playing this list, I would opt to use holo L2 on the Lu Duan to set up multiple possible defensive positions (each covering an approach to the tower), leaving my opponent to guess which is real. The Oniwaban would deploy as a TO marker, huddled behind cover that's covered well by the tower. The hacker can support the fireteam with Fairy Dust (after the first turn) or the Lu Duan with Assisted Fire/Enhanced Reaction (burst 2 HFT is nothing to sneeze at). Lastly, the Ninja would be hidden, ready to surprise engage anyone attempting to close in on the tower (or, if you're confident in the tower's defensibility, the Ninja can cover an objective. Spoiler Group 1 10 0 5 HARAMAKI Blitzen, Contender / Pistol, AP CCW. (22) HARAMAKI Blitzen, Contender / Pistol, AP CCW. (22) HARAMAKI Blitzen, Combi Rifle / Pistol, DA CCW. (30) HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33) HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33) KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (14) YÁOZĂO Electric Pulse. (3) ONIWABAN Lieutenant Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (41) NINJA Tactical Bow / Pistol, DA CCW, Knife. (26) TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (14) Group 2 2 0 0 LÙ DUĀN Mk12, Heavy Flamethrower / Electric Pulse. (22) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (23) 4.5 SWC | 300 Points Open with Army 5 The Toolbox One man's 'magic' is another man's engineering. 'Supernatural' is a null word. -Robert A. Heinlein Many ITS missions involve complex interactions with different kind of objectives. This playstyle focuses on the objectives by fielding many combat-worthy specialists. Winning in these scenarios is measured by taking, holding, and covering objectives. Martial prowess alone can't accomplish the mission. Specialists must be the primary component of the list as well as the primary agents of victory. Don't forget that dedicated fighters are still needed for missions. You'll need them to neutralize enemies in overwatch, hunt down skirmishers, or harass exposed flanks. This is still a battle that can be lost to enemy fire. Specialists need to operate in the frontline. Spending orders separately on combatants and specialists can be inefficient. Having combat-worthy specialists allows the same model(s) to secure and claim objectives. Expect casualties among your specialists, so build redundancy with many specialists and develop contingencies for when they go down. Plan a core fireteam to deliver specialists to the midfield and protect them. Keisotsu are cheap and provide a lot of options for specialists and heavy weapons, but they're weak fighters. Additionally, a 5-man fireteam is difficult to position well and could lead to clustering or overexposure to enemy fire. They may need an extra order at the end of the turn to carefully position themselves in anticipation of an enemy attack. Karakuri are each, individually, resilient fighters with versatile equipment. They won't last long as a fireteam. They break after a single loss, and there's no bringing them back. Don't be afraid to send specialists to their deaths if their sacrifice could score objectives. Coordinated orders, camouflage, high Move values, and plain old luck can get specialists across dangerous territory. These opportunities should be your only concern in the last turn. Below is an example Toolbox list The Karakuri focus on central objectives - from the midfield their weapons can reach almost anywhere in ideal range. The Aragoto hacker and Weibing provide quick objective capturers, but they also work well (with the Son-Bae) as a team to eliminate enemy skirmishers (sensor to reveal, spotlight to mark, then nuke'm). The Aragoto spitfire is a potential threat for the enemy to worry about, and the Rui Shi (upgraded with Marksmanship) has a lot of potential to clear enemy snipers and hold objectives (in suppressive fire). The secondary combat group can expand sensor/hacking range, buff the REMs, and slowly (and safely) move the LT into the midfield to destroy enemy specialists in later turns. Spoiler Group 1 10 0 2 KARAKURI Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (35) KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (35) KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (40) ARAGOTO Hacker (Assault Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 30) ARAGOTO Spitfire / Pistol, Knife. (26) SON-BAE Yaókòng Smart Missile Launcher / Electric Pulse. (1.5 | 18) WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (16) RUI SHI Spitfire / Electric Pulse. (21) KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (11) TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (14) YÁOZĂO Electric Pulse. (3) Group 2 3 0 0 DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M CCW. (25) KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17) CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (8) 4.5 SWC | 299 Points The Horde Quantity has a quality all its own. -Joseph Stalin (maybe) Horde lists are rich in orders - the primary currency for buying victory. ITS scenarios with objectives require lots of orders to take and interact with them. Having a large order pool makes your army more functional after some losses and less susceptible to the first-turn order reduction Command Token. It's still important to have order efficiency. This way you maintain a strong advantage in terms of mobility and active-turn superiority. A 5-man Keisotsu fireteam is all but essential in a Horde list. Having extra Keisotsu to reform the team (or a secondary fireteam in another group) is strongly recommended. Fast attackers require only a few orders to give your opponent a black eye. Resilient ones can give him a headache on his turn. The JSA has many cheap specialists, so a Horde list has a lot of opportunity to capture objectives and accomplished classifieds. Basic Keisotsu can fill a fireteam with FOs and Paramedics. These should be the primary agents for claiming objectives. Tokusetsu can operate with enough orders to bring back lost models. The Horde is weak against superior, powerful AROs that halt your advance with deadly fire. Make use of coordinated orders to attack on several fronts, forcing a dodge or (some) unopposed shots. Anticipate/identify these threats when planning assassinations with TO models. Advance slowly and carefully if you have to. If the enemy doesn't have MSV2+, you should have plenty of orders to cover some advances with smoke. Closing in can even the odds with basic troops, like linked Keisotsu with Combis. Here is an example Horde list. The primary combat group has a fully loaded Keisotsu fireteam plus Yuriko. She's in the list to possibly fulfill 3 classifieds (sabotage, retroengineering, and test run on a yaozao), as well as providing panzerfaust AROs. The Aragoto and Yojimbo can push directly into enemy lines after the Oniwaban dispatches any troublesome defenders. The secondary group feeds the doctor (to heal models) and Musashi (to clear the midfield of enemy skirmishers) until they need to take over from the primary fireteam with another small Keisotsu link. The Horde has enough models to touch on Alpha Strike, Tower, and Toolbox strategies, but not devote itself fully to any strategy. Spoiler Group 1 9 1 3 ONIWABAN Lieutenant Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (1 | 41) KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (11) KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (10) KEISOTSU HMG / Pistol, Knife. (1 | 17) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (24) ARAGOTO Spitfire / Pistol, Knife. (1 | 26) ARAGOTO Boarding Shotgun / Pistol, Knife. (19) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (21) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (14) YÁOZĂO Electric Pulse. (3) Group 2 5 1 0 TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (14) YÁOZĂO Electric Pulse. (3) KEISOTSU HMG / Pistol, Knife. (1 | 17) KEISOTSU Combi Rifle / Pistol, Knife. (9) KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (10) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (23) MIYAMOTO MUSHASHI Chain Rifle, Flash Pulse / Pistol, AP CCW, EXP CCW. (24) 5.5 SWC | 300 Points Tenchu The purpose of the ninja is to flip out and kill people. -Robert, Real Ultimate Power Tenchu lists utilize many Ninjas/Oniwabans to harass and assault from many positions and angles. Composing a list entirely out of TO models leaves you order-starved and without any real presence on the table. You must bring some ordinary troops to the table. At a minimum, these ordinary troops must be able to defend themselves (unless the Ninja will expose themselves in ARO to support the order pool). Ideally, they can also provide ranged support. Ninja do not have much variety in their possible skills/weapons options, but the little variety they have is enough to serve different roles. When you are relying on Ninja as your primary active agents, they will need some flexibility to deal with enemies that pose various threats. A poorly-deployed Ninja is a useless Ninja. A well-deployed Ninja requires exactly zero orders to move into position to act. Hidden deployment is a powerful skill because the enemy doesn't know exactly where attacks may come from. Also, (with the exception of Sensors, which are rare) he can't deal with your assassins before they strike. If you successfully anticipate where the enemy go and from where he is vulnerable, Ninja will be very successful. Consider the predictable flow of battle. If you are deploying first, this is quite difficult. Focus on bottlenecks, firelanes, and objectives. If you deploy second, read your opponent's positioning to determine his intended attackers/active agents. Then determine which Ninja(s) can counter them. Sometimes, Ninja should deploy as TO markers. If the Oniwaban is your LT, you must deploy him as a TO marker, anyway. An experienced/educated opponent will understand this. Putting multiple markers on the table will leave him wondering which is marker is what kind of Ninja. Tenchu lists are vulnerable to MSVs, Sixth Sense, and Direct/Deployable templates, but not as vulnerable as you might think. A first-turn Oniwaban can usually dispatch the greatest threat to a TO-heavy list, even if it requires sacrifice. MSV troops can't shoot a camo marker, they have to discover it first. If the Ninja is close, they won't have a chance to shoot him before being dispatched masterfully. If the MSV model is far away, your firebase (ordinary troops in the DZ) might be able to draw a long LoF and obliterate them with heavy weapons. Sixth Sense and direct template weapons are a deadly anti-ninja combo. You can't use your second move from around a corner to sneak your way into LoF, and chances are these models are linked so the Ninja will be slapped with (at least) 2 templates. Smoke is an excellent solution to close off LoF and engage a template-wielding fireteam. Mines are a cheap and effective threat to Ninja. Have a strategy for a fast, cheap sacrificial model to trigger these mines. CrazyKoalas, Holoechoes, and even YaoZao make excellent "minesweepers". Strike from shadows, retreat to shadows. Don't leave Ninja in a revealed state unless their AROs are vital to interdicting the enemy. A camo marker is a pain (for most troops) to reveal and destroy. If you have hidden yourself in total cover, the opponent will need to spend several orders to bring someone into range to discover/intuitive attack, which may not even be successful. Enemies that come into the midfield to kill your markers are pulling themselves deeper into the Ninja zone. Try to keep at least one Ninja as your final trick. A list dedicated to surprise attacks from hidden models should not be outplayed by enemy surprise attackers. If you're effectively containing the enemy, you will force his hand to use his AD/TO troops. The last turn is dedicate to seizing objectives. If you can't harass/kill enemies going for objectives, you can't hold on to any victory you might currently hold. Likewise, if you can't launch any final surprises to secure/claim objectives in the last turn, then you can't get the final word on objectives. Here is an example Tenchu list. I've chosen a Keisotsu link as my firebase. They're fairly capable of defending themselves and they are well-equipped to lay heavy fire against enemy models guarding against Ninjas. The 2 Oniwabans are meant to provide strong certainty of having at least 1 surgical alpha striker. Saito is the ultimate midfield assassin and Ninja support model, using smoke to block LoF for himself or other Ninja. The Ninja hacker is an important specialist - only expose him to hack if absolutely necessary. The Doctor is a basic specialist that can support the Keisotsu with one YaoZao, Ninja with the others, and claim objectives. Use that second YaoZao to clear mines. Thanks all for reading. I'll update this post later with playstyles, army lists, and ITS missions.
  12. Hi guys ! So I'm having quite the debate with myself, and I thought that I would share with the class so here I am. I'm planning my second faction (JSA) around aragotos because bikes (I swear this sentence is correct ;)). So I'm looking at CC, because Yu-jing, on the other hand I look at my friend's myrmidons and I wonder : what really makes a good CC unit ? The uber high CC value coupled with nice skills like MA/berserk etc or having a little lower but all the tools to get there easily like ODD/Smokes ? On a side note there is the question of i-khol units, different CC weapons, mobility of the CC unit, dual wield, point cost. My experience with CC is the use of jaguars against hungries in my DZ or transductor zones going full electric pulse after being engaged, or being ripped to pieces by angry myrms... And you guys, what is a good CC unit to you? What makes a faction a good CC faction? What's your experience with the use of CC ? I'm curious to see how other people outside my group thinks !
  13. Note: this thread is a result of a summary of QK unts I made elsewhere, and I was suggested it could be made in a full-fledged Qapu Khalqi Tactica thread. I'll start with cross-posting the original post, then update, modify and expand it. Qapu Khalqi Qapu Khalqi - which can be translated as "Men of the Gate" - are the military force of the Funduq Sultanate: the part of the Haqqislam that is responsible for Silk transport and commerce in general, including protecting the Caravansarai space stations, Haqqislamite trade fleet and whatever trade interests the Haqq state does have out there. This includes letters of marqee, allowing Haqq-aligned corsairs to prey upon competitive shipping. A good deal of the Silk Route's protectors are private security companies, contractors and soldiers of fortune - mercenaries in short - who are also used by the Sultanate military. General overwiev: Qapu Khalqi are masters of Link Team shell games due to Hafza's ability of Holoprojecting as someone else and linking with any QK Link Team. We also have the (so far unique to QK) ability of fielding a Haris Team, an additional, 3-model team (of Sekban or Odalisques. Myself, I'm disappointed by Sekban, but the Girl Power works excellent). We are short on Infiltrators (only the al'Hawwa. They do the job, but aren't outstanding), trustworthy AD (Yuan Yuan make excellent finger in the eye disruptions to enemy line, and are super-cheap, but not exactly reliable or easy to control, Bashi Bazouk are somewhat limited with AD 1), so a Ragik HMG blitzkrieg is out of menu, and almost deprived of Mines (only al'Hawwa Sniper and the Shihab REM). Light Infantry review: Light Infantry are our main troops. They are fragile with their ARM of 1-2 and W 1, but not too fragile. And they are quick. MOV 4-4 means you can move them a lot and get into position where they will be in an advantage. Also, they are typically inexpensive, so you can recruit specialists for a sensible cost. Al'waziri, the Corregidor's Algulaciles, Nomad Mercenaries in QK service. Cheaper than Ghulam and not linkable, they make good Order Monkeys, and can be used as a source of specialist - Forward Observer the Ghulam lack, or to bring in a Hacker a few points cheaper than Ghulam. AVA: 4, Non-linkable 10/0 Rifleman. That's the Order Monkey of Qapu Khalqi, does great when you need a cheap model to sit on its butt and generate Orders. On his own, he's roughly as competent as a Ghulam, so feel free to press him into action against a target of opportunity. However, the inability to work in Link Teams makes him less than ideal choice for offensive operations. Makes a good, inconspicious cover for a Hafza Lt. 10/1 Lieutenant. Unless you are looking for a cheap Lt. for a fully Merc QK force (some folks like to put together QK lists with no Haqq models in them for that mercenary feel), don't bother with him. He can't work in a Link Team, costs SWC, is rather squishy and his WIP is substandard to Haqq. 14/0 Forward Observer / Deployable Repater. The only source of Deployable Repaters in QK, so if you plan to run some serious Hacker sheningans, it might be worth a try. It is also the cheapest Forward Observer QK can field. 14/0 Paramedic. With a wide access to Doctors (Ghulam Doc being just 3pts more expensive, and way more effective), I can't really see a point to field Algulacile Paramedic. 15/1 Grenadier. Skip that option, equivalent Ghulam Grenadier is 1 point cheaper and can work in a Link Team. 19/1 HMG gunner. If you have a hole exactly in her shape - i.e. you have 19pts and 1 SWC to spend, and want an additional HMG, she's a viable option. Otherwise, a Ghulam HMG costs 21 pts and 1 SWC. 22/0,5 Hacker. The cheapest way to field REMs in QK, as he is 3pts cheaper than Ghulam Hacker - that's his edge. Otherwise, there are better Hacker choices in QK, but depending on the role you plan for your Hacker, it can be a viable choice. If he is there merely to enable the drones to be fielded, he's a logical choice, and he's an average Hacker on his own. 24/1.5 Multi Sniper Rifle. Expensive, and without the Link bonuses, but for a long time she was the only MSR availble to QK. Now the Kaplan brought their own, I can't see a reason to field her. 28/1 Missile Launcher gunner. While this choice is 2pts cheaper than a Ghulam equivalent, there are many more interesting choices you can field for that cost, and ability to Link tips the scales definitely in Ghulam ML's favour. Skip this one. Bashi Bazouk. Corsairs, pirates and general up-to-no-good. Difficult to control and not exactly cheap AD Irregular (compared to Yuan Yuan), but he has a nice survival ratio thanks to Holoprojector L2 and ARM 2. Bashi Bazouks are potentially devastating, but using them requires careful planning: AD 1 Parachutist's entry zone has to be determined during deployment phase. They can be naturally fielded on the table, skipping the AD part (this will allow them to use their variant skill, Zero-G Terrain), and even use their Holoprojector L2 in L1 mode to pose as someone else. AVA 4, Non-linkable 16/0 Boarding Shotgun. My favourite variant, this Bashi Bazouk will do great wreaking havoc in enemy's rear. Boarding Shotgun allows to engage any target up close and personal, especially if you can take a shot against its back, and 16 points I'd consider cheap for such an unit. 17/0 Rifle + Light Shotgun. Here comes the standard Haqq gun. For one point more you get longer effective range and more Burst, or - if you choose - a weaker Shotgun blast (and no AP Slugs). Less universal, but more effective against light targets. 19/0 AP Rifle. Might be interesting if you expect to send the Bashi against numerous Heavy Infantry. 22/1 CombiRifle & E-Mauler. Our only E/Mauler. Given the difficulty you are going to face trying to set it up, I consider it to be not worthy the trouble. Use more direct firepower. Ghulam, Haqqislam's basic line infantry, and IMO one of the better basic infantries in Infinity, even if a little costly (due to the infamous "shotgun tax"). They have decent stats, and access to a wide array of specialists - including an inexpensive Sniper Rifle, a Panzerfaust and a good ol' HMG. Don't miss the Ghulam Doc, she'll be doing a lot of good job saving butts of your soldiers. Ghulam are the bread and butter, and a well-managed Ghulam Link Team is a force to be respected - in smaller games, often the game winner, and in larger - they can still do a lot of harm to the enemy. Any enemy - hail of bullets from a linked HMG can take down even a TAG. AVA: Total, Linkable 13/0 Rifleman. Most basic of the basic, he's valuable as a part of a Ghulam Link Team and cover for a Ghulam Lt. Remember (as with any Haqq rifleman) to carefully wage your chances when deciding whether to use his Rifle, or Light Shotgun - if we have to pay the "shotgun tax", we might as well get some advantage from it. 13/0 Lieutenant. inexpensive and effective, plus he's easy to hide in a Link Team. He's often overshadowed by Hafza, but he's still a viable choice. 14/1 Grenadier. A very cheap upgrade compared to the Rifleman, only 1 point more, which makes the model a good choice in small games. A Linked LGL can be pretty effective, however - mind the distance, as even a Link is going to have some difficulties lobbing grenades over a long distance. 16/0,5 Panzerfaust gunner. A cheap, disposable alternative to the Missile Launcher, Panzerfaust works great as a deterrent - no one likes to be AROed with AP EX, and especially - not one fired from a Link Team. 2 shots only (which means that in most cases it is one go), but a viable choice. 17/0 Doctor. The cheapest of our Docs, she's nevertheless very effective. Plus having a Doc in the Link Team does indeed pay off - she's going to be close to possible casaulties. Asigning her a Nasmat Assistant REM (G: Servant) is a good idea, though you might like to keep her outside of a Link then. Combining Link and a Nasmat requires some tricks to be effective1. 18/0,5 Sniper. Compared to Multi Sniper Rifles commonly used by the more advanced armies, the humble Sniper Rifle may look underpowered. Well, strictly speaking, it would be great to have DA ammo on it, but the old-fashioned Sniper Rifle is still an excellent weapon (and inexpensive!) - consider that, in ARO, it has the same Burst and DAM as a HMG, plus superior range. Bring two of these in a Link Team (just 36/1 points) and even enemy TAG will think twice about poking its ugly head around the corner. Think of Ghulam Snipers in terms of area denial rather than offensive power - they might not be killing enemies, but the very possibility of a high-powered ARO with long range is going to keep enemy models from moving into his LoS. If you have nothing better, a Linked Sniper Rifle makes an acceptable offensive weapon for long-range engagements. Switching to regular Rifles will make sense once you close into their optimum range, provided the target is not heavily armored. 21/1 Heavy Machine Gunner. This is the cornerstone around which a Ghulam Link Team should be buildt, if it is to have reliable offensive power2. Long range, high Burst, excellent stopping power - this is the weapon you use to kill things. All kind of things. 25/0,5 Hacker. Well, he's not the best hacker we can field in QK, but he's inexpensive and thanks to WIP 14, noticeably better than almost any other basic infantry's Hacker. Plus, he's just as comeptent soldier as any Ghulam Rifleman. If you can squeeze him in a Link Team to give him 6th Sense L2, he's a viable option. 28/1 Missile Launcher gunner. With Link Bonus to Burst and Balisstic Skill, a Missile Launcher makes an effective weapon - kind of Panzerfaust with additional Blast Template and unlimited ammo. If you manage to score a hit with is, most targets are as good as gone. Scoring, however, might be problematic due to low Burst - keep in mind to use the distance to your advantage. Hafza, disciples of the finest Military Academy in the Sultanate, make excellent field officers. They are the Link Team SuperGlue, which makes for their most useful ability: you can Link Hafza (one or more) with any linkable troop of Qapu Khalqi. This isn't much when you link them with Ghulam, but link them with, say, Jannissaries, and you might be getting a Link Bonuses of a 5-man Team for one copper fiq. Good infantrymen on their own, they make the best Lt option in QK due to their ability of hiding as somebody else (keep in mind they can also hide as "someone nasty you really don't want to mess with", like a HI with a heavy weapon, so your opponent will avoid him as a clear threat). Also, excellent ground to recruit a Husam SpecOps trooper. AVA 4 Linkable - with anything. 17/0 Rifleman. The cheapest option, and AFAIK most common. Used primarily to bolster Link Teams on a budget, even though he can look menacing (for example, holoprojecting as a Jannissary HMG) to keep enemy at bay. 17/0 Lieutenant (Rifle). A cheap (+4 pts over a Ghulam), effective (WIP 14) Lt. who can mask as another unit and join any Link Team? Yes please! Hafza officers are one of the most common Lt. choices in QK lists, and thanks to their Holoprojectors, Link Team protection and decent stats (plus the anonimity - it is the Lt, or just a Link fill-up?) they tend to have acceptable survival ratio. 20/0 Forward Observer. Apart of being useful in an ITS and Paradiso as an inexpensive Specialist Troop you could add to any Link Team, the FO has an excellent defensive weapon in the form of Flash Pulse - with WIP 14 he has a headlong start against most possible opponents, so there is a good chance for winning an FtF in ARO, and you may even blind the opponent for the rest of the turn... 23/1 Spitfire. Same as the Rifleman Hafza, but this fellow brings a small Squad Automatic Weapon for a small cost that can be either camouflaged or, which is more intersting, used to give a backup machinegun to an expensive Link Team intended for another task. On the other hand, in most cases he'll be not as good Spitfire / HMG user as a member of the unit he joined... 23/1 Lieutenant (Spitfire). While he brings the best combination of all, I'd consider him to be the most risky - the opponent will likely not know him to be your Lt, but he will want to have him down to get rid of that Spitfire. Still if you have some leftover points - why not? Still, being the LT is already harrowing enough, making him even more high profile is not helping things. Kaplan. Haqq is the faction of elite LI, and Kaplan are the most elite of them (also, most expensive, but you pay and they deliver!) with their own Doctors and Engineers, unparalelled BTS, and loads of hi-tech weaponary rarely seen in Haqqislam. Note that their Mimetism gives them a distinct edge in FtF shootouts (unless the enemy has MSV), and Courage keeps them cool under fire. Keep in mind that Kaplan use CombiRifles instead of standard Haqq Rifle+light shotgun combo. While few will mourn the loss of the Light Shotgun (I like these, but I agree their use is highly situational), you have to keep in mind the Combi is vulnerable to EM weapons - just like Spitfire is. Luckily, Kaplan's massive BTS -6 is likely to mitigate this threat. Your enemies will learn to fear the Sultan's Tigers. AVA 5 Linkable 23/0 ADHL gunner. This is the cheapest Kaplan option. And still viable. He has D-Charges, so he can perform demolition jobs and blow up the stuff he glued with the ADHL. Linked ADHL really makes for a nasty ARO. 24/0 Blitzen gunner. Same as above (save for D-Charges), these guys make the staple of a Kaplan Link Team. The difference - and choice - is yours, it really depends on preference: Blitzen has better range, and EM/2 warhead - makes for an excellent TAG, HI and REM stopper, but the downside being limited ammo (2 use only) and the fact some targets aren't vulnerable to EM. ADHL has unlimited ammo and is effective against everything, but big bad guys stand bigger chance agaisnt it, and the range's shorter. 27/0 ADHL Engineer. The best frontline Engineer in QK is a Kaplan, but basically this trooper is your standard ADHL Kaplan with additional training in Engineering. Take him, and he will be close to whatever needs defusing, repairing (keep in mind the Kaplan carry EM-vulnerable weapons - Combirifles, Spitfire and MSR), unlocking and what-not. 28/0 Blitzen Engineer. Same choice as before - you want to glue stuff down, or fry the fuses on hi-tech gizmos? Keep in mind this fella comes in with no D-Charges (a rare combination for an Engineer). 28/0 Blitzen Doctor. The Kaplan - as befits a Haqq unit - have their own medical support at hand. The Kaplan Doc is a good choice as a member of the team, as he'll be there to patch up any downed fellow Tiger (he's just as competent as most Haqq doctors, with WIP 14). Plus, he brings another Blitzen - really, jumping a Kaplan squad with a TAG or HI is asking for trouble... 29/1 Spitfire gunner. Kaplan use the small and maneuverable Spitfire as their Squad automatic Weapon. Since SAW is something a squad should be buildt around, I'd consider it an essential choice. 37/1.5 Multi Sniper Rifleman. Another weapon rarely seen in Haqq hands, the MSR is expensive, but in a link team it can inflict tremendous damage on any distant target. Thanks to decent BS and Mimetism, this fellow might even make sense as a lone sniper. Still, Kaplan aren't cheap, and I'd rather base a team around a Spitfire, plus Doc and Engineer and a pair of riflemen, with a mix of Blitzens and ADHL. And skip the Sniper as too expensive. But this is my personal opinion, the guy definitely has some potential. Najjarun Engineer, well, he's an Engineer. 'Nuff said. AVA 1 Non-linkable 17/0 Engineer. The standard Haqq Engineer is plain vanilla - basically a Ghulam with D-Charges and training in Engineering, but he cannot link with Ghulam (or, in fact, anyone). On his own he doesn't have much chance and is generally overshadowed by the Kaplan as a combat engineer. Ah, but the Kaplan is 10-11 points more expensive, which makes a valid point. If you are on a budget, Najjarun is just as competent in jury-rigging stuff as the Kaplan (same WIP 14). Assign him a Nasmat Assistant REM, and he will do. Odalisques. Gotta love the girls - they are your "pocket HI", with NWI (effectively 2 wounds - just watch out for Shock or Viral ammo - and build-in Courage), a choice of 360-Visor or 6th Sense L2, iKohl L3 (which makes them a real pain in CC - they don't excel in it, but generally nobody wants to engage in CC with them - I've witnessed Saito Togan swinging at one of them with an EX CCW and, after a few Orders worth of combat, ending with a pistol bullet between his eyes...). They can also form a Haris Link, and pack a good choice of weapons . You want to take the fight to the enemy, you will like them. Keep in mind the Valour: No Wound Incapacipation means there is little point in wasting orders on administering medical aid to wounded Odalisques - a botched roll will kill them, without it they are still going and able to dispose of your enemies. 6th Sense L2 is usually preferred, save for Link Teams of 5 where 360 Visor is considered a viable choice (you get 6th Sense L2 from the link Team 4+ bonus). AVA 5 Linkable / Haris 24/0 Boarding Shotgun & Nanopulser. The cheapest package, then again, DAM 14 AP slugs and shotshells are nothing to whine at up close and personal. Useful for cleaning out rooms as described below (but gets more oomph than the Light Shotgun). 25/0 Rifle & Nanopulser. This package doesn't excel in anything, there is better range than with Boarding Shotgun, and the Light Shotgun comes in handy for room-to-room fighting - Nanopulser is nice, but gives you no chance of winning a Face-to-Face roll. Shotgun does, and still can affect multiple targets. 26/1 Haris, Rifle & Nanopulser. The special one - you need her if you want to field an extra team of 3 Odalisques, the Haris Team. This is a very useful option, allowing you to use the Girls as fast-moving, hard-hitting force in addition to another Link. Besides, she works just like her Rifle-packing colleague above. 25/0 SMG, Contender & Nanopulser. Excellent package for short-range engagements against light targets - the SMG has short range, but Rifle-equivalent of Burst and Damage, with a rare gift of Shock Ammo - overriding Dogged, No Wound Incapacipation, Shasvasti and so on. One-wound targets that get wounded with that stuff are, generally, dead. Dead as a dodo. No need to check on them or risking they will stand up again. The Contender is interesting as ARO weapon mainly - +1 B with DA ammo and Rifle ranges makes for a rude surprise agaisnt anyone trying to get at you. 31/1 Spitfire & Nanopulser. An essential package - this weapon allows the girls to effectively engage targets outside optimal Rifle ranges. Plus, when used from a Link or Haris Team it gets the Burst bonus. Weight of fire can force anyone down... Husam SpecOps. Introduced to Paradiso Campaign and ITS Season 4, our SpecOp can come form one of the following backgrounds: 13/0 Ghulam Rifleman. Whatever has been said on Ghulam, can be repeated here. Ghulam are fine, and are the cheapest SpecOps optionfor us, but I wouldn't consider recruiting your Husam there. 17/0 Hafza Rifleman. All the advantages of a Hafza and then SpecOps bonuses on him? I consider it crazy good. We QK rely on Link teams - this fellow can be out in the field with any of these teams. 25/05 Hassassin Muyib Panzerfaust gunner. The most expensive, and while he comes with a bulid in Panzerfaust, I do include him here for completeness sake only. He cannot link with anything in QK. Medium Infantry review: A note on MI - I'm not a fan of them. Covering long distances with MOV 4-2 hurts your Order stack, and they don't bring the HI's resilience in exchange. They are too damn slow for me. On the other hand, fielding a link team allows us for a greater economy of Order consumption - one Order moves a whole Link, up to 5 models. Djanbazan. The strong arm of the Muhafiz, the Security and Intelligence Agency. Think of them as the Haqq counter-terrorist brigade. They kick doors and speak mean words - and have a well-earned reputation for going over the top. In my opinion the most useful of the MI bunch, especially the HMG gunner. Their distinguishing features are Multi Spectral Visor L2 (actually, the only MSV in Haqq up to date) and trademark Regeneration. Keep in mind though their Regeneration succeeds 55% times, so if possible, you get a better chance with a Doctor. Regeneration does also include Shock Immunity. An ability often overlooked is Multiterrain - the Muhafiz shocktroopers can be equally at home under any conditions. AVA 5 Linkable 28/0 Rifleman. Not very interesting on his own, he does fill Djanbazan Link Teams though, although he could be competing with the cheaper Hafza for that role. 28/1 Lieutenant. He has to stand competition against Hafza Lt just the same. 32/0 Doctor. The Djan Doc is unique as the only QK doctor who can regenerate. Therefore when she's down, you have a chance of bringing her back - any other QK Doc would be out, and your force left with no medical support (well, unless you brought doctors to spare!). She's also indispensable if you want a Doc up front with your Djan link team. 33/0,5 Sniper. MSV L2 is an useful ability for a Sniper - no Camo or Smoke will stop his bullets. Regeneration is also very interesting here - the usual problem with snipers is that they tend to be located on some perch where a Doctor or a Nasmat REM can't get in any sensible time. Therefore, in most cases, a downed sniper is considered to be neutralized for good. The Djanbazan however can Regenerate from being Unconscious, and go back to shooting. This makes him an interesting choice even on his own. 36/1,5 Heavy Machine Gunner. The Djanbazan you do see most often - either as a cornerstone of a Djan link, or even on his own: the combination of MSV L2 and a HMG is a godsend when there are ODDs and TO Camos involved. 40/0,5 Hacker. Useful, if you want a hacker in the thick ofthings, accompanying your Djanbazan Link Team, but nothing special on her own. Druze Shock Teams, are a bunch of tough bastards, who are pretty nifty in a long distance fight thanks to their X-visors. They have a very good ARM, 3 - if you position them in cover, and with clear field of fire, they become pretty effective defenders. AVA 4 Linkable 21/0 Rifleman. He packs a DEP too, but I have yet to see the DEP being effectively used. The bread and butter of a Druze Link Team. He's not a bad shot, but nothing to write home about. 21/2 Lieutenant. Carries the same kit as the Rifleman, including DEP. In my opinion, he's barely worth mentioning - the SWC cost is high, his WIP is substandard. Competing against Hafza for a Lt. assignment, he's going to loose most of the time. 25/1,5 Grenadier. Good BS combined with X-visor make this fella an useful choice on his own, as the range penalties on LGL start pretty close, and X-visor allows to mitigate them a bit. A recent clarification on Link Team using Speculative Shot made him less shiny in a Link Team (neither BS nor Burst bonus applies in the Speculative Fire mode... though still do apply in Direct Fire mode). 27/1,5 Spitfire gunner. The SAW of a Druze Link Team, and again takes advantage from the X-visor, though it is not as important as with DEP, LGL or even Combirifle. 33/0,5 Hacker. If you want a Hacker in a Druze Link Team, he's your man. Otherwise, skip him - his WIP is substandard, and he's slow like any MI. Sekban. A volunteer special defensive force of the Caravansaries, they belong to the Navy's command. I'm not impressed by them: yes, they get Zero-G Terrain and 360-Visor. They work in Link Teams. They have as good ARM as the Druze, 3. They don't pay the shotgun tax, they bring Direct Template weapons instead - Chain Colts. But I seriosly can't see a role for them. They can form Link and Haris Teams, but - being MI - they are slow. As a Link Team, they give acceptable performance, as a Haris - in my eyes, Odalisques are way better: faster and more resilient. While you could use Sekban as a defensive Haris Team, lack of 6th Sense L2 is likely to be their demise due to Combat Camo or Speculative Fire attacks. They are probably going to shine on a boarding action, however. They also bring linkable AP Rifles on the cheap (Tristan). Sekban are one of the newest units, and could be considered highly controversial - some folks say they are generally decent, but not outstanding, and thus overshadowed by other QK troops, while others defend their usefulness.AVA 5 Linkable / Haris 22/0 Boarding Shotgun & Chain Colt. A good choice of weapons for close quarters battle and room cleaning. 25/0 AP Rifle & Chain Colt. Better range than above, but is the edge given by AP Rifle worth the extra cost over a regular Rifle? 25/0 Lieutenant. He packs same weapon set as his subordinate above. An obvious choice, if you want a Lt. in your Sekban Team. 26/0 Doctor. He carries the Boarding Shotgun & Chain Colt too. It is always good to have a Doctor in the Link Team. 26/1 Haris. Packs the Rifleman's set. You have to field him if you want to field a Haris Team. Except for the fact I don't consider Sekban Haris Team a good choice. 29/1,5 Spitfire gunner. Always good to build a Link around a machinegun. 37/1,5 Heavy Rocket Launcher gunner. Okay, so it is the only HRL in QK, and it is an excellent weapon - especially if you give it to a Link Team... The fellow also carries an Assault Pistol for close-in encounters. Heavy Infantry rewiev: They suffer from the same MOV 4-2 problem as the MI do (we don't have a MOV 4-4 HI like Asawira in QK) but they have 2 Wounds and good ARM - at least 3. This makes them pretty resilient to conventional damage. Naturally, EM becomes a threat, but EM weapons aren't all that popular, and our HI have reasonable BTS of -3 to protect them. I'd call it a fair exchange. Azra'il, the disgraced Sultan's bodyguards, make our budget Heavy Infantry. And actually I like them. They pack a Swiss Army Knife assortment of weapons, but have to be mixed with Hafzas if you want a full Link. They bring HI resilience (2 Wounds, even if their ARM of 3 is equal to Druze & Sekban) and are way cheaper than our other HI. AVA 3 Linkable 36/0,5 Panzerfaust, AP Rifle & Light Flamethrower. This is a set that alllows him to threaten any target, provided the distance is right. The most universal loadout. 36/2 Spitfire gunner. Apparently the least popular, due to general high SWC cost of Azra'il Link Teams and the ease of substituting him with a Spitfire Hafza. Personally I do field him, as compared to a Hafza he gets a bit more accuracy and a lot more staying power.If I field a single Azra'il, it is usually this guy too. 41/1,5 Feuerbach gunner. He packs an Assault Pistol for those close ecounters too. This is an intersting, long ranged weapon with a punch (DAM 14 AP DA), and in a Link Team, the Burst isn't terribly low. Sometimes described as "Haqq MSR". Janissaries. These are the guys who are apparently the most iconic - or sterotypical - Haqqislamite Heavy Infantry: big, mean Religious guys in HI armor. Well, apart from being Religious, they are indeed pretty vanilla. And it has been rightly observed that if you need the Janissary's Reliigious, then it means you're in deep trouble already: if you are in Retreat, and you still have a 45pts+ Janissary active, you likely don't have many models left... Unless you need Religious because you are in loss of Lieutenant. The "Pain Train" of Janissaries - a Link Team - is going to be expensive. Other standard HI troops (including the vanilla Haqqislam's Ahl Faseed) include a cheaper profile armed with a boarding shotgun, excellent for building up the Link Team's strength. Here, you have two options: either use Janissary Riflemen for the full cost, or bring in some Hafzas that cost less than a half of these points... but doesn't have that resilience. AVA 5 Linkable 45/0 AP Rifleman. The basic grunt you want to use when filling up your Janissary Link Team (unless you prefer to go with Hafzas). 45/1 Lieutenant. Packs the same AP Rifle as the guy above. Now if you want a resilient Lt,, bringing in a Janissary to lo lead your force might be an idea - especially if you can hide him in a Link Team. There's SWC cost to that, but it is bearable. 47/2 Heavy Machine Gunner. Big, tall and nasty, he's good shot and you might want to take him solo, if you're not building a Link Team around him - but solo, he has a tough competition in the form of Mobile Brigada. 49/0 Doctor. Also packs AP Rifle. Apart from being a good addition to a Janissary Link Team, you might also want to take him solo: it is a tough, resilient Doc (thanks to his proper HI armor) who isn't going to panic when everybody else runs away or get disorganized (Retreat or LoL). This might give you a chance to get to your wounded and bring them back into the fight, perhaps making your force stick their head above the Retreat treshold and grasp the breath they need to fight on. I'd consider a Nasmat Assistant an essential add on for that purpose, as it is way faster - with MOV 4-2 the Janissary Doc is going to burn a lot of orders to get to his patients. Mobile Brigada the oddbal Nomad HI make an interesting alterantive for the Janissaries, provided you aren't interested in fielding a HI Link Team. Having Courage instead of Religious, they aren't going to stay with you once the SHTF, but on the other hand they won't mind bullets bouncing off their armor. And regarding stats, they're almost identical (save for WIP, but that is understeandable). Keep in mind the Brigada carry knives, not CCW's like Janissaries, so in case of a Close Combat Janissary would be better. On the other hand, with PH 14 even a knifle isn't that bad. AVA 1 Non-linkable. 34/0 Boarding Shotgun. Having short range, this loadout makes little sense in QK (in Corregidor, it is an inexpensive way to build up a Link Team's strength). 43/0 MultiRifle & Light Flamethrower. One of the two LFT available to QK (the other one being Azra'il). And if you really want to have a MultiRifle on table, it ain't bad either. 43/0 Lieutenant. Packs the MultiRifle & LFT set. While his WIP is substandard in Haqq, he's just as resilient as Janissary Lt, but a bit cheaper, costs no SWC and - in my personaly opinion - better armed. Also, he's a highly unprobable Lt - difficult to guess since the revised rules no longer require to disclose Lt's WIP when rolling it before the game. 43/2 Heavy Machine Gunner. 4 Points cheaper than equivalent Janissary, and having Courage, while being just as good shot with the HMG - a better pick if you don't intend to build a Link Team around it. Our Warbands are limited to Yuan Yuan is pretty nifty if you consider him to be a Warband with AD rather than AD elite - which most AD are. Just drop him (I prefer AD 2 to AD 3, as it is not random- and not vulnerable to Hacking!) and let him rip thorough enemy Order Pool. Also, this is the only source of Smoke in QK. Occasionally, you will be able to get some useful bit of Booty (or scavenge it on the battlefield) but don't base your battleplan on it. Just be mean and nasty,and use his Imperous and Irregular to your advantage. You have to declare spending an Order to stop Yuan Yuan's Impetous Order deployment (luckily, you can use his Irregular Order for that). The point is - your opponent will know there's Yuan Yuan in AD. You will have no element of surprise that is typical for most AD. You can, however, use it to your advantage as a Damocles' Sword3. It might be beneficial to put several Yuan Yuan in the same Combat Group; that way, it gives you the option to drop them all at once with a coordinated order. Excellent for swarming an LT/LI Link/Sniper nest. AVA 3, non-linkable. 11/0 Chainrifle. There are two variants with either AP or Shock CCW. Personally I lean towards AP, as it will give some edge if there's and kind of body armor on the opponent. But if I were to hunt Shasvasti, Shock might be an option. Still, this is the cheapest and most obviously useful Yuan Yuan variant. You drop him, use Smoke to cover your approach and blast your targets (preferably Order Monkeys and medical / engineering specialists) with a Chainrifle. Occasionally you make Intuitive Attacks with it. Sometimes you charge into CC. If Yuan Yuan is still alive after that, rinse, repeat. If not - 11 points aren't going to be a big step towards your Retreat Treshold, losing an Impetous Irregular doesn't affect your Order Pool, and dead mercenaries don't come back to request their paycheck anyway. He's cheap, he's nasty, he's disposable. 11/3 Lieutenant. Packs a Chainrifle and Shock CCW and makes no sense in a QK list - you can't take an Irregular Lt unless the whole army is Irregular. Not to mention the SWC is a robbery. Skip it. 17/0 Rifleman. Let's be honest: Yuan Yuan are lousy shots. With BS 9 thay aren't likely to hit a broad side of a barn. You want a Rifle-armed AD trooper, you can have a Bashi Bazouk for the same 17 points. Well, no Smoke Grenades then. 19/0 Boarding Shotgun. Same problem as above, but less Burst, shorter range and even more expensive. Sure, within optimal range and with no FtF, even a Yuan Yuan can score some hits... Our Skirmishers are limited to al'Hawwa, the Naval Recon unit and apparently a kind of Haqq Air Marshalls. As Camo Infiltrators they are pretty competent and get the job done, but remember they are rather fragile - I have a low survival ratio in this unit. Then again, Naval Special Reconaissance is a risky business, and rescuing a downed Infiltrator usually means a long raid - and therefore tends to be abandoned as too hazardous. Al'Hawwa shotgunners are a godsend in games with forward objectives requiring Specialist attention (in most cases both Hacker and Forward Observer count as Specialist). AVA 3 Non-Linkable 24/0 Forward Observer. He packs a Boarding Shotgun and D-Charges, and is an OK choice for a guy who is meant to jump things with his trusty Shotgun using Combat Camo. The Forward Observer allows him to point targets for Speculative Fire (which I consider to be too much fuss to try) or Guided Missiles (but this calls for a Shaytanyah REM and a rather specialized list). Flashpulsing from a distance - with his WIP 14 - remains an option, but for a general gaming I'd love a cheaper version without the FO skill and D-Charges (the Almighty knows what is the purpose of these...). However, in ITS Season 4 and Paradiso having a Specialist Troop (and FO is one) infiltrating near the objective can give your opponent a serious headache. 33/0.5 Hacker. Does pack Boarding Shotgun and D-Charges too, which makes for an useful combination: if you manage to Hack something, you can then walk to it and strap some explosives to it. Boom! He's as competent fighter as the FO variant, but having a Camo Infiltrating Hacker with the typical Haqq WIP of 14 makes for one of the most interesting Hackers in QK - in my opinion, the best one. 29/0.5 Sniper. She packs the standard Haqq Sniper Rifle and AP Mines, making her one of the two QK mine-equipped models (a Shihab REM variant being the other). I just can't get her working right, even though she is on-par with other Camo Infiltrator Snipers in terms of stats and equipment (barring army differences). I had to give her some practice: she's pretty effective with her Mines. Just as any other Camo Infiltrator with mines (plus her Haqq WIP boosts her chances in Intuitive Attacks against Camo Markers. Why she got a Sniper Rifle for that, remains a mystery - she's not remarkable with it, a plain Rifle or Boarding Shotgun like the other al'Hawwa carry would be far more useful. Or some other short-ranged weapon. But she is what she is, well... Think of her as of a Minelayer, not a Sniper, and use the Sniper Rifle only against targets of opportunity - when you have someone outranged, not facing you or simply desperate situation calls for desperate means. Our REMs are the standard Haqq choice. They do the job, though I envy other armies their specialized combat REMs like PanOceanian Armbots or Nomad Sputniks. REMs are usually fast and good in a given application, but not very universal. A few interesting points: Fanous. This is the Mobile Repeater REM and a very cheap Order generator. AVA 3 Non-Linkable 8/0 Repeater. At MOV 6-6 it is the fastest thing we can field and- thanks to Multiterrain - isn't going to get stuck in some nasty stuff.. Unfortunately, it lacks any weaponary, so it has only one intended use - provide a mobile repeater. Unless you intend to go for a hacker-heavy list, it is best left home. As a cheap Order generator it competes with Kameel Minesweeper, which has some utility functions. Kameel the Baggage REM. Just having it on table - active, that is - means your army counts as 20pts larger when calculating Retreat Treshold. Baggage skill allows it to run Casevac duties without worrying about casaulty's PH rating: yes, they can tow a TAG. And do whatever they can without dropping it. With ARM 2, they are more resilient than the rest of our REM - but slower. AVA 2 Non-linkable 8/0 Minesweeper. A cheap Order generator (just as cheap as a Fanous, but does also have other functions. On the other hand, Fanous is 50% faster), it does also provide the Minesweeper ability - it does not remove mines (Koalas, E/Maulers and other deployables) like Engineer would, but actuallt makes them change colours and work for you Since it is way cheaper than an Engineer, it is easier torisk and a lesser loss if the Minesweeper ability doesn't work. 13/0,5 EVO Repeater. If you want to seriously invest into info-warfare, this baby will be a great asset. The ability to guide a Yuan Yuan in more precisely is just an extra bonus - the real purpose is cutting down enemy BTS and helping threatening TAGs. If your list contains more than one Hacker, seriously ocnsider taking an EVO repeater. 22/0 Rifle, Light Shotgun, Total Reaction. Seriously now - I can't see much point in this one. No 360-visor, armament - unimpressive. And for 6/1 pts more you could have a Shihab. Maybe if you want to protect your rear-area from an AD raid. And I suppose an Armed Recovery unit for Casevac purposes would be better than unarmed. Nasmat - these little wonders are Doctor's - and Engineers - best friends. AVA 2 Ghost: Servant 3/0 Ghost:Servant. Fluffwise there are different models to assist Doctors and Engineers, and even the models do differ, but game-wise it's all the same. You assign one ot your specialist and then he can be virtually in two places at once! However, using Nasmats is not exactly compatible with being in a Link Team, so it must be well planned. Be sure your Doctors and Engineers are equipped with Nasmats if they ooperate on their own - and consider doing so when they work in Link Teams too. Rafiq. This is the Sensor / Forward Observer REM. AVA 1 Non-linkable. 22/0 Rifle+Light Shotgun, Sensor, Forward Observer. It is the standard Sensor REM like most armies use. Obviously, you can use it to Discover Camo Markers and to mark targets for Speculative Fire and Guided Missiles. It is also a Repeater. Not an alltogether bad bundle for 22pts, but I wouldn't call it a bargain either. Definitely useful if you go against a Camo-heavy army, and a good thing to have if you bring in a Shaytanyah REM. Shaytaniah. Our Guided Missile REM. AVA 1 Non-linkable. 34/1 Guided Missile Launcher. That's it. Building a list around a GML requires to... build it for the purpose. A GML is a deadly weapon (anyone who has been on the receiving end can attest it) but it requires means to mark the targets - and we have no Hacking Device Plus access, so we would have to rely on old-fashioned Forward Observers and maybe a Fariq REM. So far, I didn't managed to build a GML list... Shihab. Our Total Reaction REM - make excellent defenders, that's what they are meant for. And no one likes to mess with a Total Reaction, 360-Visored HMG, which makes Shihab excellent for area sefense.. AVA 2 Non-linkable. 28/1 HMG & AP Mines. Basically a defender, one of the two models in QK with AP Mines (the other being al'Hawwa Sniper). I'd prefer this one because of the lower cost. 35/1 HMG & EM Light Grenade Launcher. The more expensive Shihab brings us a Speculative Fire EM weapon. The problem is, you have to be pretty lucky to lob a grenade over any serious distance.It eats a lot of orders and is less effective than we'd wish for. Short range does also make it a lousy ARO weapon... not to mention you already have a Total Reaction HMG at hand. Our TAGs are of the light variety, so they fall down pretty easily. That's not a problem as long as you mind this and have something else up your sleeve. They are cheap enough to leave you room for that. Iguana, a heavily modified Reptile-class TAG on rent from the Corregidor Jurisdictional Command. AVA 1 Non-Linkable. 73/2 Heavy Machine Gun & Heavy Flamethrower. Iguana is rather fragile for a TAG (2 STR, and is completely destroyed once it loses 2nd Wound - no Unconscious state for it). There's no point in trying to Repair it then, so unless you expect there will be EM or Glue there to stop it, don't bother bringing an Engineer for it. However, once the Iguana is out, it ejects the Iguana Operator, a pilot wearing HI armor and carrying the TAG's HMG. And while the Operator is active, he still generates a Regular Order and the TAG doesn't count as lost. So yeah, the opponent wasted your TAG. But the 73pts it was worth aren't counted against your Retreat treshold. Let him celebrate, in the meantime apply your backup attack force and get him. Iggy packs a classical TAG weapons package - a HMG and HFT (actually, the only HFT in QK). Interesting feature - it has a Repeater too, so if you have a Hacker on the board, you might pull some sheningans with this. Scarface & Cordelia, Mercenary Armored Team, aka Psycho & His Fairy Godmother. You get them both for the price, they generate separate Orders, and aren't considered to be lost if at least one of them is still standing. AVA 1 Non-Linkable. ​69/1,5 Scarface, double Mk12, Panzerfaust. In his customized Ramhorn TAG, John "Scarface" Turner makes a point in being a disposable TAG choice. First, he has anger management issues (Frenzy) so he might be difficult to control. Besides he drives a rather unimpressive TAG: the twin Mk12 give him roughly a Spitfire's firepower if with HMG's stoppoing power. He's not a good shot either, BS 13 being the level of a typical HI. Yet, still a TAG, and you can perfectly afford to lose him if he makes a dent in the enemy force big enough. Then, like it was with Iguana, apply your secondary offensive element. He has a TAG's mobility, and resilience is on the level of a Gecko. One more thing - if the TAG is downed, Scarface will be prefectly willing to get out of the suit and blast someone with his trusty light shotgun. He's way better at this than other TAG pilots are, so let him. 0/0 Cordelia, Combi Rifle & ChainColt. She's not as good Engineer as Najjarun or Kaplans, but she has a good chance of survival. Still, she seems most useful providing repairs to her brother's TAG (assign her a Nasmat, it is legit) and keeping in the rear to prevent your opponent from claiming points from a destroyed Scarface. The Tricks (to be updated) 1. Nasmat in a Link Team. Nasmat REM are extremally useful - and can be assigned to any Doctor or Engineer. Even in a Link Team. However, this is where things become hairy - a Nasmat can be assigned to a Link member, but it cannot be used by a Link member. as soon as you want the Nasmat to do anything - move, repair, Doctor, its operator is outta the Link. Yes, it sounds nasty and unjust. But these are the rules. Now, a question: what do we need a Nasmat for? The answer: to be - or to quickly get - the helping hand somewhere you can't get the Doc / engineer in person. Nasmats are faster than any of our Doctors or Engineers, and there is no range limit for operating them. Here, it depends on your Link Team build. If you have an offensive Link, you should be able to include Doctor into it. This way he'll be moving on with the team and be close to potential casaulties. What is the use for a Nasmat then, you'd ask. A Nasmat is in this case posted in the rear, with your support troops, so in case they get sneakily attacked by AD or Infiltrator, once the survivors manage to fend off attacker, you can patch up the downed ones. You activate the Doc / Nasmat and make as many attempts at First Aid as required - yes, this drops you out of the link Team. Once you're done, you spend Lt's Order to reform the link with the Doc in again. The same techique is useful for snipers hanging on a sniper's tower - somewhere high where you cannot send medical help because it would be too risky (too many Climb tests, too much ARO fire, or at least too many Orders required). just post a Nasmat in Total Cover near the sniper. If he buys a bullet, do as above - activate the Nasmat and heal him. When you are using a defensive Link Team,it is a bit more complicated. In such case I'd rather keep the Doctor out of the Team, but close to it - therefore you wouldn't be forced to spend the Lt's Order re-linking the Doc every time you want to move the Nasmat around to assist your offensive models. Keeping the Doctor as a team's 5th member may make sense, if the offensive elements of your list aren't likely to require medical attention (because, for example, they are REM or Odalisques). Or you are really short on points / combat group spaces, and have to squeeze the Doc to have a full Link - in this case you simply accept the suboptimal solution of "linking and unlinking" as the price. 2. Offensive Link Teams and Defensive Link Teams. Since QK rely so much on their Link Teams, building them up is na essential skill. The first question you have to ask is what role you expect your LinkTeam to fulfill - either be offensive in nature (to take the fight to your enemy and operate primarily in your Active turn) or defensive (bunker up and block lines of sight with powerful AROs, also, generate Orders in your Active turn rather than spend them). An Offensive Link Team should be buildt around a high-Burst weapon - the HMG is ideal, Spitfire does the job too. Using the Link bonuses, its gunner will be able to maximize the effect on your chosen target. There is little point in setting two such weapons in a Link - only oe can be used actively at any given moment. A Doctor is also a good addition. A Defensive Link Team doesn't necessarily need a HMG - you assume that most of its actions will be in ARO, so Burst will be low, down to 2 (including a Link Bonus). This suggests Sniper Rifles - they are cheaper then HMGs yet just as good in ARO. In case of a Link Team, actually multiple weapons do make sense - all the members with LoS to the active model will react. Ghulam Missile Launcher or Sekban HRL do make a scary ARO weapons too, But I say you shouldn't rely on a single scary ARO weapon - a ML plus a sniper Rifle or two makes way more sense. Doctor can be useful, but isn't necessary. You may, of course, build a Link that can serve both defensive and offensive purpose, acting as your backup active force. Or just allow it to be effective against a target of opportunity. However keep in mind that if you press your backup force into action, it usually means the primary force is down and out. Now it depends on game size and Link Team's worth - but it may mean you are in Retreat or too low on Orders and can't really act. This has to be taken into consideration - maybe it would be better to save some points by building a link as a purely Defensive one, and use them to strenghten up your offensive element? 3. Damocles' Sword. Our primary AD - the Yuan Yuan - lacks the element of surprise that is usually associated with AD troops. Simply - as Impetous troop, he has to either deploy at the very beginnig of your turn, or spend an Order to stop that deployment. And you have to declare spending that order - meaning that your opponent will know there's a Yuan Yuan in the air. This could suggest that you should deploy him as soon as possible to make the biggest possible use of these 11 or so points. True, this is one option. The other is a mind game - one of these we in QK are so known for. Damocles' Sword is a mythological reference - a sword hung over one Damocles' neck by a singe hair of a horse tail. A menace that can fall upon one in any moment and without warning. If your opponent has been raided by a Yuan Yuan before, he will know how nasty this troop is. He will take precautions to prevent you from raiding his order pool, support troops, or main battle line from behind. This means - he will have to place troops on watch, covering the lines of approach, plant mines and so on. This means Orders spent on something else than attacking you or pressing mission goals, and troops that aren't supporting the mian task, for they are safeguarding landing zones. You aren't destroying the opposing force this way, but you are binding these enemy assets down - all with a 11pts model who does so by not being deployed. Keep in mind that this is not a wonder trick - if you notice your opponent is not safeguarding against the attack, exploit the situation. If its all guarded and protected - keep it that way. Yuan Yuan may do the most for you by not doing anything. 4. The Funduq Body Shuffle. It is perfectly doable to have in your list 4 Hafza and up to 6 other, linkable troops - say, Djanbazan HMG (for anti-Camo work), Sekban HRL (for fiery template rain), Druze LGL (for Speculative Fire), Azra'il Feuerbach (for anti-TAG / anti-HI work), Kaplan Spitfire (for quick offensive operations) and Ghulam Doctor (just because), then switch who's in your Link Team every turn depending on the situation. This has, of couerse, its limitations, but on the other hand gives a very elastic Link Team combo - a tool for every job plus link bonuses. 5. Lt. in a link. While not list-breaking, having your LT in a Link is a potential risk for if/when the enemy is toting template weapons. This doesn't mean the list is unplayable, just that it's a potential weakness that a canny opponent might exploit. However, Link Lt will benefit from 6th Sense L2, so not all is lost. A Defensive Link should be a perfect place to hide your Lt, an Offensive one is much more risky, unless the Lt is really durable (like Janissary). 6. Knocking out the teeth. This is not a QK special, but a general tactic. Some lists tend to have distinct division between the few, the proud teeth and then Order-generating shell hidden away. These lists rely on herd-hitting offensive element to act, and hidden away cheerleaders to provide them with Orders to do so. While Order deprivation is an old and honored tactic of dealing with that, sometimes it is difficult to execute - too many Orders required to get to them, mined approach routes and the like. In such a case a viable answer is to attack directly the offensive pieces. Since they are few, it takes less Orders than to put a sizeable dent in enemy Order Pool. And once they're gone, the opponent is likely to concede the game due to loss of his offensive potential.
  14. Hey guys! I've published an article to Data-Sphere for Aragoto tactics for the uninitiated (and even for those that might want a quick refresher). It's even updated for HSN3. Vroom vroom!
  15. I recently put together a simple list of my staple units for a new player on another forum, and thought it might be useful to post here. A while back I wrote a sizable piece on the different unit roles in list building, and my list of stand-out Haqq troops is broken down into those categories. If you haven't read the previous piece before, I'd suggest at least taking a look at the link - there's very little I'd change if I were to re-write it (I might consider smoke a category of it's own). With that brief preface, the list: Cheerleaders: - Ghulam Infantry -- Cheap Lt. shell game with good WIP. -- FO option lets them double as backup specialists and ARO threats. - Naffatun -- Heavy Flamethrowers make for excellent cheap corner guards (who, since they're non-impetuous, will guard all game long). Strikers: - Hassassin Fiday -- Up in the opponent's grill the moment the game starts, and as a token to boot. -- Amazing for kneecapping people playing an obvious Lt. - Hassassin Ragik -- Dogged makes it noticably more difficult to stop a Ragik rampage compared to most AD troops. - Odalisques -- An incredible package of fundamental combat stats for the price. - Tuareg -- Hidden deployment + infiltration + shotgun = opportunities. -- Hacker option with WIP 15 can seriously mess up mechanized opponents (and is a specialist). -- Hidden doctor can revive other offensive pieces that your opponent thought was safely stopped. - Hunzakut -- Perfectly good as an inexpensive camo striker. -- Gigantic bag of tricks means you're not dedicating points to just being a striker. - Jannisary -- Quite solid HI striker who, thanks to a great specialist profile, you're never sad to move up into action. - Kum Bikers -- Cheap, fast, and extremely likely to trade up due to Dogged. - Muyib/Sekban -- Heavy Rocket Launchers are exceptional at killing clumped units and we have no other access to the weapon. Ranged Controllers: - Hassassin Lasiq -- One of the nastiest snipers in the game, with an almost perfect collection of equipment and skills to be dangerous in ARO. - Shihab REM -- Total Reaction bots are always a solid ARO option, and Haqq engineers have good willpower to back them up. - Ghulam Infantry -- Ghulam Panzerfausts can be situationally worthwhile just due to the risk they present with AP+EXP ammunition at range. -- Very cheap. - Djanbazan -- Sometimes you need to be able to ARO through smoke, usually against warbands. The Djan is your man. - Azra'il -- Extremely heavy armor (in cover) combined with an AP HMG presents a very durable ranged ARO threat. Forward Controllers: - Hunzakut -- Mines and deployable repeaters mean you can set up a very nasty zone in the right terrain. - Ghazi Muttawi'ah -- Cheap and ridiculously dangerous in tight terrain, plus they move themselves forward with minimal order investment due to Impetuous. - Hassassin Muyib -- Viral Minelayers present a serious deterrant, though they don't infiltrate. - Hassassin Lasiq -- A Viral Rifle in suppression fire is extremely nasty when backed by an X-Visor and Mimetism. - Azra'il -- If placed in suppression fire and cover, the Azzie is almost impossible to dislodge conventionally at short-medium range. Specialists: - Ghulam Infantry -- Multiple excellent and cheap high-WIP specialist options. - Najjarun Engineer -- It's basically a Ghulam Engineer; everything good about Ghulams also applies to the Najjarun. - Halqa -- Cheap pseudo-infiltrating specialists. - Hunzakut -- Infiltrating camo specialist. -- Very versatile at performing other roles as well. - Tuareg -- Infiltrating hidden specialist. - Jannisary -- Amazing combat doctor. - Hassassin Ragik -- High-WIP combat jump hacker with Dogged opens angles that would otherwise be impossible. - Djanbazan -- A very solid alternative hacker or combat doctor if you're expecting to deal with lots of ODD/TO Camo. Ranged Sweepers: - Djanbazan -- MSV2 HMG is the architypal ranged sweeper, and Haqq's version is solid. Regeneration is expensive, but can be useful (especially as shock immunity). - Azra'il -- TAG locking down an inconvenient fire lane? Apply AP HMG to the affected area! - Hassassin Govad -- Cheaper and more mobile than a Djanbazan, allowing better coverage, but doesn't answer smoke/TO/ODD as well. Forward Sweepers: - Ghazi Muttawi'ah -- Cheap, Impetuous, and they already want to be in the kind of terrain that needs sweeping. - Naffatun -- Grenades and flamethrowers are legitimate ways to deal with TO/ODD troopers in suppression fire. - Kum Bikers -- Expect them to die horribly, but they can clear a lot of mines and template a lot of enemies due to their speed. Visors: - Djanbazan -- Multiple good options for sweepers or specialists. Our only MSV2 option. - Hassassin Govad -- Djan-lite. A perfectly good option that is in many ways more versatile than a Djanbazan, but I tend to prefer full MSV2.
  16. There have been many threads on why there's no vanilla tactica yet. However, there are several guides out there, generally in an incomplete state. This is an attempt to combine (see what I did there) all of them into a single tactica thread. If you're wondering why to play vanilla rather than one of the sectorials read here Sources on combined army tactics can be found here: Saise's tactica thread Eypyeash's guide Calculon's tactica Morat guide to supremacy De Natura Shasvastiirum Using the Avatar successfully Shaavish's blog thread Popg0estheworld's lessons learned by a new combined army player Anathematic tactics TAG warfare in CA Rasyat vs Ko Dali In a few cases I've struck through sectorial specific advice. Any other suggestions please post in the thread and I will try and update it. General Advice Eypyeash: The key to making a solid Combined list is to use full advantage of what you're given access to. You've got a lot of great tools, but your specialists' WIP are generally lacking. You've only got one doctor, and you don't even need him much. Of the four main components in Combined, each has their own piece of the puzzle: EI - Fantastic leaders, of course; hi-tech equipment, with Lieutenants that entirely take away a major aspect of the game (Loss of Lieutenant). They don't play fair, and get a lot of hate. Show 'em it's justified. Morats - These are your cheaper end of everything, and usually, cheaper doesn't mean worse. Their hackers are sub-par, but they infiltrate, and are some of the cheapest in the game; their engineers are loaded with options, to include the awesome Autocannon, and sport AP mines just for the hell of it; their medium infantry is solid MSV2 anti-anything type, while their heavy infantry can be a massive pain to put down (Sogarats, specifically). Better still, they provide fantastic synergy with any list in the form of Daturazi and Pretas. Finally, if you want some airdropping troops, Rasyats can help you out... but if you're willing to pay the points, pick up KoDali first. Shasvastii - Many are these guys' proverbial bags of tricks. You can select from such toys as a Sphinx, who winds up assassinating whatever the hell it wants without much fight back, a Caliban for some specialist support and deployment weirdness, a Noctifer for sneaky long ranged firepower, a Malignos for EXTRA sneaky short-ranged firepower, an Aswuang for gluing people to the ground, or... well, those are the noteworthy guys for most people. The others shine primarily in the Shasvastii sectorial army, where Sheskiin can lead a group of Gwailos or Caliban for maximum stupid and those two units' low movement values aren't hindered as much while they're moving around in a group. Exrah - A highly debated race, with the Vector Operator being a crowd favorite. Oh. And hey, Caskudas! And there you have it... the four races. So what are we missing? Solid hackers, beyond the insanely priced ones. This probably isn't a huge deal, but compared to Nomads and Aleph, our hackers generally suck (again, besides the WIP16 versions... though you could alway just G:Mnemonica into a previously crappy Zerat and have a party). Your TAGs need to be careful, because most of them are very expensive, and if you took one, you probably don't have the hacker support to make a solid Face-to-Face with it. I usually like to default to BTS anyway, because the only hackers we have with BTS are the EI, the Caliban, and Noctifers (the latter two with BTS -3 each, but WIP 13). It's better to shoot a hacker than deal with all that potential ugliness. Solid doctors... we've only got one doctor at all, and then a bunch of stupid paramedics. But most things you'd want to keep alive usually has some form of keep-alive ability anyway, like auto-medikits, no wound incapacitation, eat-people-dogged (striga), and so on. Solid engineers... plenty of options, but generally poor WIP, though this is coming from a former ALEPH player's perspective. As said before, you can just G: Mnemonica into any of the specialists and make them better than most, however. That's really it. If you want stealth, go Shasvastii-style. If you want synergy and brute force, go with Morats. If you want creepy surprise attacks, take some Exrah. But a fully functional Combined list will pick aspects of everything, and let your play style really be whatever you want it to be. Depending on your playgroup and all that, you may already have an idea of what you need to do. We play a lot of ITS around here, and just got done with Paradiso, so I'm very much in the specialist-troop frame of mind; pure killy mission groups will probably find a lot to offer from Combined, and will probably try to abuse the Avatar (it's hard not to, when he has everything but MSV). My personal tactics seem to work reasonably well in missions that allow AD (half of them in Paradiso don't). I'll also make some severe tactical errors, then somehow fail to capitalize on my opponent's LoL about fifty percent of the time. My general gameplay strategy is this: Turn 1 - Determine the lieutenant, and find the best route to take to kill him. If there are several potential options, kill them. Then go crush their order pool, but not enough to put them into retreat. Turn 2 - Satisfy mission objectives, then go murdering some more. Turn 3 - Defend mission objectives, continue murdering. To this end, the basis of my vanilla CA lists are a Skiavoro Lt, a Charontid HMG, and Ko Dali. It's a trifecta of happiness that can only result in bloodshed. The Skiavoro usually wins initiative and lets me keep him and the Charontid in reserve. Ko Dali will drop in and kill things until she feels like she thinks she found the lieutenant, then find a safe place to sleep while the Charontid starts marching. I've highlighted a lot of my preferences above, in various forms. I like the Sphinx, but you have to drop a lot for it. I like the Cadmus, but rarely have space. I like Daturazi, and always MAKE space. I like Pretas, and always have four. My regular order pool is usually sitting at about 10 (including LT order), because I won't leave home without the Skiavoro now that I've had a taste. The flexibility afforded by Stratego really helps. Anyway, I hope this was worth a little of your time. I don't have enough experience with an Anathematic or Avatar to really give much on them. Light Infantry Shasvastii Seed Soldiers Saise: + One Turn Camo - Weak stats, Limited AVA Seed Soldiers sucks. But not enough, to be "un-take-able"! Seed Soldiers have puny stats in comparision to Vanguard and costs only 2 points less. And well, they are not morats so no bonuses here. BUT they have two most important stats to a cheerleader on the same level as Vanguard - BS and WIP, so they shoot and discover as good as the basic monkey! And well, to be honest, if cheerleader actually does something on the battlefield is either shoot or discover. Also, those are the cheapest guys we can field apart from the R-Drones. And they have one solid plus - being camo markers in first turn - making your opponent think twice before he make a first turn rush with tactical jump, impersonator or combat jumper! Pretty neat ability, but without "Oh-Ah!" factor in it. And only four options! And one can be useful! Well, regular Combi Rifler is cheap and... cheap. But give him a Light Grenade Launcher for a few additional points and SWC if you have one to spare, and you have a guy for speculative bombardment - from the safety of being not seen he can kill multiple of his point cost with little luck and persistence in grenade spamming. As a paramedic or forward observer... like with Vanguard, we have simply way better guys to fill those roles. Choose this only if we need them badly and have no points! Calculon: Bottom line: bare-bones Shasvastii troops with an odd deployment approach; slow to yield their point values, and with some interesting weapon options De Natura Shasvastiirum: Seed-Soldiers: The most basic Shasvastii. A part from what has been said; you can field a Light Grenade Launcher loadout, but initial BS11 make speculative shots tricky. You can also field Fordward Observer loadout, making a cheap specialist for missions and a handy AROer. Morat Vanguard Infantry Saise: + Solid Statline, Religious Troops - Expensive for a cheerleader Morat Vanguards are the most basic troopers we have access to next to Seed Soldiers and god-damn, they are expensive at terryfing 16 points a piece. Why? Explanation is Simple - they have the best overall stats amongst all basic infantry with exceptional CC, solid WIP and the highest PH of its kind. Belive or not but this is worth additional points - but if you still want to make a fuss about them being too expensive remember, they are Morat so they are Religious! Don't run away, don't care about fighting without lieutenant. Like all basic infantry they have a wide spectrum of options and weapon output, however I do not find those very tasty - HMG is never a bad choice and its quite cheap on those for only 1 SWC and 25 point cost, so why not if I have points to spare? Multi Sniper Rifle? No, not really, if you want firepower go with the HMG - 4 bullets are twice as much, and you need all the dices you can gather with BS:11. That's why I would not give those guys Missile Launcher either, especially now, when we can buy dirty cheap rockets on TO Camo, Dogged Noctifier or even cheaper Panzerfaust on much harder Yaogat. Hacker? Nope. Never. First, because its expensive as hell, 3 points more than a HMG totting Vanguard! Second, because we have access to much more awesome hackers. Same thing with forward observers and paramedics. And a big no no to a Lieutenant option for 2 SWC killer cost!' So what is the role of Vanguards? Simple - Cheerleaders. Expensive Cheerleaders, but also a cheerleader that can dodge bettet than most cheer'ios, shoot as well, punch way better and have solid Willpower. Yeah. Cheerleader on stiroids ! Eypyeash: Morat Vanguard - Pretty cheap, and very flexible, like all line infantry. You pay more for them than other basic troopers, but it's probably because of that Morat special rule. They're one of the only places to get a Missile Launcher, and for a meager 32 points, at that. In a full link team you'll probably have solid success: the +3 BS is pretty much a requirement if you want to use them as a firebase of any sort, because their standard BS of 11 just won't cut it against the other monsters in the world. That means in vanilla Combined, you'll have to rely on a lucky shot, and you're better off with the Shasvastii option instead, frankly (see Noctifer). You can also get a very cheap hacker (28 points) and a solid Forward Observer (19 points). Calculon: Bottom line: the most straightforward line troops in the Combined Army. Strong stats and the Morat attribute keep them (and your army) in the fight, but a minimum cost of 16 points makes it hard use them just to provide orders Morat Guide to Supremacy: It's easy to forget Vanguard Infantry due to competition with other units and their high cost (most expensive Line troops around) but they bring a number of advantages to the table, as well as being the only place to aqiure some of the rare specialist option's in the aggression forces. While Daturazi are similarly priced (or cheaper) and bring a number of upgrades, Vanguard life expectancy is remarkably longer due to their less impetuous nature and more reserved role. Ultimately you need some inexpensive orders to be your mainstay and these guys fill the role very well when given the chance. Having a boost in CC and the best PH of all line troops (along with being Morat) piles on the cost, but a 5-man link with an HMG or ML can be devastating and as far as morats go one of the more affordable links.I have also had a sucsess running 3 with a HMG as order providers and a backup link if the Yaogats go down. • Combi Rifle- cheapest option, wars are won on the shoulders of grunts. • HMG - Nasty gun, BS14 Burst 5 with Sixth Sense L2 (in a 5-man link) is nothing to laugh at. • Light Grenade Launcher - only non TAG launcher around and speculative fire can be used out of LOS and has a template making it surprisingly useful, I find people always underestimate grenade launchers. Sadly the SWC makes it an option that often can't fit. • Missile launcher - only place to get one of these devastating guns, Linked team makes it more reliable with +1 burst. Also the lack of a model doesn't help this guys playtime. • MULTI Sniper Rifle - cheaper option then Yaogat but the 1.5 SWC and the lack of BS and Visor (when compared to the Yaogat make it the less attractive option. • Hacking Device - one of two places to get a hacker, and i personally love this model. • Forward observer - only Morat that has it, flashpulse is a good Rambo solution (blinding ends killing spree's), marking targets for speculative from grenade launchers or other parabolic weapons, been wanting to team one of these up with a Riacho. • Paramedic- only paramedic, a lonely proffesion for a morat but given our races naturally high PH I find myself bringing this guy alot, also a medtech can nullify our 100% religious so this is my personal medical solution. I have had success running him with a Daturazi (long as you can keep him under control) to provide protection and smoke cover, keeps him mobile and fixing up your dudemen. • Lieutenant - cost a lot of SWC making it an un-attractive option,i think the lieutenant order must be used on someone that will get more done, not hiding, also Yaogat's can hide just as well and use the extra order much better AND dont cost SWC, I have never used him. Remember Morats don't hide like weak humans. Med-Tech Obsidon Mechanoid Saise: + Multipurpose, cheap support - Very low durability, need slaves to be of any serious use Well, if you got multiple race to fight alongside in your huge invasion army there will be a problem with non-combatant field support. For example, you need a doctor that can patch up guys with totally different anatomny. You need an Engineer that can fix gear from two totally different technology branches. Hard to get specialists like that, that's why EI wasn't wasting time for searching one, but its create one - Med-Tech Obsidon Mechanoid is a multipurpose battlefield support, a Medic, an Enginner, all in one. And he is good at it with WIP of 14. Also, he can defend himself if needed with a Combi Rifle and solid but far from outstanding BS. Costing only 23 points he is a great addition to any force, but... and this is a BIG BUT... he is super fragile with only one wound and 1 points of ARM. That's why you need to buy him a slave or better two of'em. Those are cheap and almost mandatory to make our Mechanoid more useful and way more durable, as he don't need to show himself to enemy, while his slaves skitter across battlefield with haste (6-4 move) and with little additional protection (CH:Mimetism). All in all I found Obsidon to be a compulsory spot on any of my 300+ points lists, for he is cheap and can fulfill a multiple of roles that I need to be fullfilled. Eypyeash: Medtech Obsidinoid - 6-4 Doctor/Engineer with D-Charges and WIP 14. This guy is your go-to for most objectives-based missions because he's just so damned fast... he's also creepy looking, which may be a bonus for you. Personally, I've never utilized his Doctor ability because most of what I run either winds up outside a rational sector of the table for him to assist (i.e. not enough rational for orders-to-effectiveness), but his Engineering is solid. And, of course, he can get the standard 3-point wormbots to help him out, if you want to cover a few areas with him. Usually you'll want to send them out instead of him, but he does have a gun... De Natura Shasvastiirum: Med-Tech Obsidon Mechanoid: Wip 14 engineer and doctor, 6-4 movement, 23 points, an old reliable for missions. The only “buts” you can say about it, are their 40mm base and what is a Medic in a sectorial plenty of Auto-Medikits and V:Dogged Shasvastii Cadmus Saise: + Great at harassing, can grow to be a serious threat - hard to use well and require solid luck to sparkle Cadmus is a very weird piece of a unit. First of all, he is quite cheap Combat Jumper - simply, because he must combat jump with a puny PH and he does it while in capsule know commonly as seed-embryo. This is both a drawback and advantage - its always good to have a combat jumper to make your opponent fight on more than one sides and keep him distracted, but Cadmus need luck to land where we need him to be, and he is quite an order hog if we want him to became a real monster. If we don't want to wait for another turn for him simply to hatch (and belive me, you don't want to, as he will be killed by massive shooting if we let opponent have an entire turn to "get ready", even if the egg is armed with a single mine and electric pulse) we must hatch him prematurely with a short skill and kill something outright with BS attack. And this is not easy task, but if it happens we are on a good road to make Cadmus a true pain in the bottom. With Boarding Shotgun option he can surely take even on elite heavy infantry, and if he manage to make it fall unconcious everything is going by the plan - now, our order hog Cadmus can spend entire Order to scan his miserable target with his Striga: Morpho-Scan to take his stats - if we do it on elite infantry our Cadmus can grown to something way more scarier than his point costs suggest. And, well, first level of Striga, the Protheion, give us possibility to eat the unconcious fella and gain a wound - this scenario is pretty sweet, as we have a multiwound, Boarding Shotgun totting, elite statline guy ready to kill behind enemy lines. Well, if the scenario goes well - thats why Cadmus is so cheap point wise for what he can do. 23 points isn't much for a Combat Jumper with V:Dogged (first level of protheion grant this skill) and chance to grow bigger and badder (yes, V: Dogged is our savior here and the reason WHY Cadmus is a sweet yet still risky guy - if we land badly, or recive and ARO we still have a great chance to live long enough to take our revenge and eat something nutricious to regain a wound and cancel the Dogged state!). As you see, well used and well placed Cadmus can be a real winner - if only our opponents was so kind to deploy in a way to find a blind spot to land in, heh. Eypyeash: For some reason, I don't see much talk about the Cadmus. If you want a cheap, airdropping mine for 23 points, he's your guy. I'm actually a fan, but he does have some inherent flaws. PH11 on a drop (and you MUST Combat Jump) means if you scatter, he's gonna cost you two orders to bring on the table, potentially to his sudden death by walking into someone's fire. On the positive, he's also inherently Dogged due to Striga2, and you can make good use of him once he hatches in the back field. Why? Well, usually, there are some juicy elite troops back there, and he can Morpho-Scan them, for starters. Without a good target to scan, he's still got a (if you picked right) boarding shotgun, and all three versions have an assault pistol. That means light infantry will die by the thousands to his six creepy cucumber fingers, and he can eat them all up as he goes. A 4-4 movement is good, but be careful when you select a Morpho-Scan target... he can drop to a 4-2 if you pick someone with that. Hopefully you get a good weapon out of it when you kill them. Calculon: Bottom line: a little weird to use - with seed and airborne deployment, and low stats pre-Morpho Scan, they take some time to get into the game. It's been pointed out that you can morpho-scan your own troops, which stacks nicely when you start involving terrifying EI aspects. De Natura Shasvastiirum: Cadmus: The one and only shasvastii airborne, and exotic troop if there was ever one. Coming into play as a Cadmus-Seed they are not as “inmediate” as other AD units, and can’t field heavy weaponry as other AD units either. Although the Light Grenade Launcher loadout offer some amount of sinergy with the Cadmus feature: Morpho-Scan; duplicating a high BS, the Cadmus could be the better source of speculative shots available. As a shortcoming, this unit is the same points range of the better units in the sectorial, so they don’t see much games. Shasvastii Noctifiers Saise: + Cheap TO Camo, good weaponry - Low durability Noctifers are what we neede. Noctifers are what we should love. Noctifers - the perfect addition from Human Sphere. Tactical Dominance Special Wing of Shasvastii are the frontline officers of the Expeditionary Forces, great strategists that enter the battlefield in a direst need to change the flow of battle. And O-Mi-Gosh, they can really do it! First of all, Noctifer is a very cheap TO Camo unit with a decent BS of 12 and additional survivability grantet by V:Dogged skill, making them quite a solid choice for an offensive trooper. Ok, low armour make them a little fragile, but if we don't get in the way of MSV carrying opponents our TO Camo should grant as an upper hand in shoot-out's. Each variant of Noctifer is a very good and affordable choice. Basic Noctifer cost only 23 points and run with Combi Rifle, a decent and well-around piece of standard weaponry - with advantages of TO Camo even this standard piece of gun can be dangerous (Combat Camo bonuses!). For a mere 30 points and 1,5 SWC we can arm one of those with Spitfire, making them way more deadly - Spitfire fired from TO Camo on Dogged trooper is a way to put some serious damage before he bleeds out and die - and his low point cost make it quite easy to earn his value back by killing more expensive enemy units. But we have another sweet option for Noctifer - a Missile Lanucher! For 42 points it is cheap, as rocket flying with Combat Camo bonuses can kill something outright without risk of being ARO'ed by target at all! If you are looking for a unit to deal with super hevy infantry or TAG's, Noctifer with Rockets is a good choice. Noctifer is also a reasonably priced and very good Lieutenant - with 23 point cost and just a single SWC he is a cool and safe choice, hiding behind a TO Camo marker and in some safe place in our deployment he can avoid any danger. He can also be a Hacker but honestly, we have way better hackers than this one, so just leave it De Natura Shasvastiirum: Noctifers: TO non-infiltrator unit, and with the V:Dogged twist. Apart of the basic and Lt loadouts, both with combi, they can be fielded with Spitfire, Missile Launcher or as Hacker.As no infiltrators, and its cost, Spitfire Noctifer is not the most useful unit. Missile Launcher attack from combat camouflage is a big surprise, but most of the times after this blazing glory momento, the noctifer is going to have to do some overtime to rent its cost. The hacker option would be ideal if there were no a higher WIP hacker available, but the V:Dogged skill is pretty useful if the Noctifer have to venture in a hot area to reach an objective. Shaviish: Today I bring you a troop that I used only a couple of times and he didn´t do what I expected... but I think they are a good choice: the Noctifers. A cool light infantry. I think that only Spitfire, missile launcher and hacker are the good choices. Spitfire is a powerful weapon that in hands of a TO troop and dogged, we can be sure that he's going to accomplise his mission... if no shock ammo take him down, of course. Missile launcher is a thumbs up. Our best choice to take down big enemy troops like IP or TAGs, but also linked teams. Hacker option is only good because of his BTW -3 that makes him a good deffensive hacker. Shasvastii Aswuangs Saise: + Solid statline, ADHL, Camo-Vampire! - A little risky but overally no minuses! Holy Jupiter Juggling Moses! Those guys are just plain uber-awesome for my taste. Fantastic statline for its cost, with very good 17 CC, solid BS and all around PH and WIP is just the beginning, as this sweetheart run across the field as a Camo marker - Camouflaged soldier with Protheion ability is pure evil, as he can go all sneaky like to an enemy and jump into close combat out of marker - risky? Not at all in most cases - even if our target react with shooting Protheion gives us V:Dogged special rule, so we can survive a wound and take our revenge in close combat - if we succed, we will regain wounds by eating our poor target. This is however not all of Asuangs glory - he has a BS 12, so he can shot quite well, and he have access to Adhesive Launcher, one of my favourite piece of gear in entire game. Oh, imagine this - first, he use Combat Camo ability to glue someone donw. If this attack was a success, he gently walks to a glued fella and eat him alive to became a multiwound monster. Sweet as chocolate. And he cost a mere 25 points for all we get, no matter if he is carrying a Combi Rifle or Boarding Shotgun in addition to ADHL. We can also take him in a more offensive option, paing 6 more points and 1 SWC to arm one with Spitfire - a nice option to have, but while totting a Spitfire he lose his ADHL, and I will not stand for that - espeically, that we have Noctifers and Gwailos to carry Spitfire into shoot'outs. De Natura Shasvastiirum: Asuangs: More camo’d units, and through S:Prothein sharing V:Dogged with Noctifers. Arguably the most playable Spitfire (even not infiltrating), the only ADHL source, and the best cost-effect relation Lieutenant in the sectorial. One of those units which owns its cost range. Ironically the miniature available is the less playable loadout. Shasvastii Haiduks Saise: + Cheap Sapper, Guided sniper ammunition - SWC hungry Another interesting addition from Human Sphere, Shasvastii Haiduks are support snipers for any Combined Army force. Haiduk have a very medicore statline all around but this is atoned by being a Sapper - and this skill grant our fella a lot of nice gimmicks like CH:Mimetism, V:Courage and being in partial cover from all directions as long as he don't move away from his foxhole. If you find a nice spot in your deployments zone that can cover a solid part of battlefield (some elevated position maybe) you can't go wrong with Haiduk, as he is totting a dreaded MULTI Sniper Rifle for a mere 26 points! This is super-sweet, considering that for most opponents he will be hard to shot at (-3 for being in cover, -3 for mimetism) and have a solid ARM of 4 (again, Sapper bonuses!). But the real thing is the option to take a Gudied MULTI Sniper Rifle - if you field this guy you can play it all safe and deploy him in a way, that no enemy will see him. Ok, he will do nothing either, but while he is safe from harm, if any of our forward observers marks somethin he can unleash hell and kill any possible target with those huge, damage 15 AP+DA bullets homing for the target - no BS roll, no problems, just pure pain. However this variant is way expensive than regular sniper, costing 37 points - still, I find this option a very powerful way to deal with the hardest stuff your opponent can bring along to the field of battle. Calculon: Bottom line: sniper specialists, with the game's only Guided Multisniper option to date. De Natura Shasvastiirum: Haiduks: Another weird unit, without the most common skills. Sapper don’t make them as hard to kill as the rest of the available AROers, but Haiduks can overtake areas which other units couldn’t just because they can create cover in the middle of nothing. Even with their low points cost, their subpar BS and their CAP cost don’t make them profitable. Guided multi sniper loadout is an exercise in futility, and personally I’ve tried to make a slot for them in several lists without any memorable performance Kurgat Regiment of Assault Engineers Saise: + Heavy weaponry, battle-engineer - Vanguard statline, low durability New and quite tasty addition from human Sphere. Morats are Morats - everything they do they do on the field of battle. So if a Morat must become an Enginner, he will understand that in fact he must carry the biggest guns and crack enemy heavy support, bunkers and defences. Simple logic, aye? Well, Kurgats have Vanguard statline on all fronts, and that is pretty sad - with one point of armour and BS:11 they have not only low durability but also don't shoot on an awesome level with their big weaponry. On the other side, they are cheap for what they can do. Each variant is an engineer (so they are good companions for Raicho, for example) and carry D-Charges, what makes them quite dangerous in close combat and Antipersonnel Mines, so they can lay some of those stuff in your deployment zone and also use Intuitive Attacks and sweet AROs with them. All of three variants possible to take have solid and sweet weapons. Autocannon is what everyone want to have and now we got it - for a 37 points and 1,5 SWC its expensive, because Ariadna have the same guy on much better soldier than Kurgat is. Its good to play with this huge piece of armament but hell, I belive it is too expenive for a 1 Arm, 1 Wound model. But we can give him an MK12 for 0 SWC and just 24 points! I call it the best possible choice for this unit - deadly mid-range weapon in hand, enginner skills, mines and bomb - a real battle-engineer that can take something donw and repair our broken stuff. If you want to spare some points you can still take a Kurgat with a boarding shotgun for mere 20 points, which is also a very sweet and cheap option for what we get out of him. Battlefield role? If you have a tag, let him run behind it or just close to it, so he can fix'it on the way. If the TAG fall down you still have a heavily armed soldier out there. Second option is to ignore him being an Engineer and just use him as a cheap storm trooper, possibly with MK12 - this is a great piece of weapon that make him dangerous to almost any target, so beside his low durability he can still fill this role. Eypyeash: Kurgat Assault Engineers - Jacks of all trades. They come equipped with pretty nasty weapons outright, and every one is a WIP13 engineer with D-Charges and AP Mines. Their BS11 is sad, but it does mean their Autocannon is a steal at 37 points. For 20 you get a pretty basic Engineer with a boarding shotgun, which is plenty dangerous in its own way. Very solid dropzone defenders, and good for objective hunting (4-4 and alright WIP). Calculon: Bottom line: gives you options to deal with mines, frozen HI and ADHL while still deploying a competent combat troop. As always, more effective with a slave drone. MK12 and Autocannon both help Kurgats do double-duty as credible threats. Morat Guide to Supremacy: A standard Morat that trades 1 CC to become an Engineer with D-charges and Anti-Personnel Mines, plus he get's some great firepower options. As of right now D-charges seem to be very situational but can be a last ditch effort to explode an immobilized tag, hopefully with the campaign in effect they'll get used more in mission play. The mines however make for a great way to cover your back from AD and mesh naturally with the long range of the Autocannon, or use them on one of the other builds in a more up field way to discourage camo-markers and infiltrators. • Autocannon - one of two possible places in all of infinity to get this gun, and it's pretty solid boasting great range, damage and AP+EXP. As devastating as it looks. • Mk 12- Essentially a much improved Rifle, don't overlook this as it has improved range and damage for it's class. • Boarding Shotgun- Cheapest Kurgat option, close ranged but has decent damage and a template. Cadmus-Naish Agent Sheskiin De Natura Shasvastiirum: Agent Cadmus-Naish Sheskiin: The only sectorial’s chacacter, linkable with any fireteam. Despite its ARM 1, Agent Sheskiin has a nice survivality due the Nanoscreen, S: Protheion and V:NWI, so its a good Lt option. Multi Rifle and Nanopulser are great weapons to be in a fireteam Shaviish: Sheskiin. Our Little Beauty Beast. This is a miniature I love... perhaps too much human but an excellent sculpt with an awesome profile. She has great stats: good shooter, awesome CC fighter, and she also has BTS!. But let's see her "gadgets". NANOSCREEN: cool gadget that puts Sheskiin in ARM 4 and adds a -3 as if she is in cover. Remember it's affected by E/M. PROTHEION: this hability can be used to "eat" unconscious enemies and you also can use it in CC to gain wounds for a maximun total of 3 NO WOUND INCAPACITATION: if she's not hited by shock ammo this counts as an additional wound... if she is at "full charge" she counts as if she have 4 wounds!... tough lady. Sheskiin's weapons are cool too: multi rifle that allos her to react with DA ammo and with a BS 15 (18 if full linked), Nanopulser (useful versus enemy groups and IP), D-Charges (for missions), CC DA Weapon (I only use it when she's whith her "4" wounds). I think it's more useful sending her alone to the enemy deployment zone, eating some enemies and decimate their troops with the Nanopulser, Multi and also in CC. If she is with her "4" wounds, for sure that you have half of the battle won. Only one more thing: never use Sheskiin as Lieutenant, this will be too obvious and your opponent will concentrate firepower in her.
  17. Hi all, I keep getting slammed by TAGs in games and am wondering what you guys and gals have found works? We have a lot of PanO players, so I face Dragoes/ Cutters pretty frequently. Also the odd Shasvastii Sphinx which tears things up. What have you found works? I have read the tactica and tried a few units, but my opponents know that Aelis is the only K1 so she usually gets popped by ridiculous spec fire from the TAGs as part of their insurance policy. Nikoul shortly after. The closest I have come was getting Neema in CC a Sphinx which left it at 1 wound at the end of final turn, but it cost me my Gorgos. But yeah, Otherwise I get tabled. I realise I can play around it, I've read the tacticas also. I've walled them in with ZV smoke and tried E/M (bad rolls), also just focus on getting points for objectives but they do dominate the field. ...any tricks or unit suggestions for taking them out would be appreciated!
  18. As of N3 the 5 man Wu-Ming link has become one of the lists I've played the most, for it's sheer durability, utility and ability to take all comers. The loadout I've used the most: HMG, BSG Tinbot, FO, FO, Panzerfaust/LSG 163 pts 3 SWC pairs up nicely with CG+4 Jiang Shi to leave 104 points for the second order group. Having two FO helps tremendously as the backup FO makes the link largely impervious to specialist assassination attempts, as I've found having and losing one FO hurts my ITS score severely. I've been having doubts about the necessity of the HMG in the group however. On the other end of the spectrum the cheapest coming in at Panzerfaust/LSG x4, FO x1 147 pts 2 SWC Keeping it back mostly to provide a scary long range ARO threat, and rearming with a baggage bot. The other weapons options in the group seem optimised for medium range: Multi-Rifle and Rocket Launcher aren't as good as the HMG in active so they seem superfluous, spending points and SWC on weapons that don't get used half the time and aren't long ranged enough to pose a threat firing from the deployment zone. I do like the Multi/Nimbus Grenade option at 35 points, as I've scarcely used the deflector at all as people quickly discovered that trying to hack them was a waste of time. is HMG, Multi/Nimbus, FO, FO, Panzerfaust/LSG 165 pts 2.5 SWC the way to go? I'm keen to hear different thoughts on loadouts.
  19. Heya, I need help because I am melting. Literally. To my pal's flamethrowers. The recent introduction of usariadna sectorial made my friend try it a couple times. I cant get over his grunts with heavy flamethrowers. Especially if they are infiltrating. In the latest game, my father knight assaulted one of the grunts and took 3 wounds and died from his hvy flamer, hit him, and he survived. Next thing, he grilled my swiss guard hacker (who also went straight to dead from a single hvy flamer shot) with that overly performing 11pt dude. Thats 120 pts to 11. So. Please help with this nightmare. Im also struggling with his typical ariadna camo spam and those pesky tank hunters with autocannons and adhl's. Heres my model list: Nisse MSR (doesn't seem to perform as well as it should on paper vs camo), aquila hmg, 3 fusiliers, orc multirifle, father-knight, joan, sierra, clipper, 2 bulleteers, 3 order sergeants combi, 1 order sergeant spitfire, order sergeant msr, sepulchre, 2 teutons, de fersen, 4 magisters, 1 magister ml, trauma doc, hospitaller, machinist, cutter, crusader brethren hmg, guarda de assalto, akali combi, kamau lgl. So ive tried aquila and nisse that are supposed to be great at camo hunting. Problem is, the aquila usually takes a shot from one of his hundred T2 weapons to the face and gets #rekt. Nisse gets coutered by caterans or marauders. They usually dont make it. Is there anything else I could build up, somekind of good combo from the above to test out? I can't seem to find one and get ditched some flamethrower badness to the face. Those grunts are ridiciolous for the price they are.
  20. I try and live by the Dwarf Fortress mantra of 'losing is fun', that is, when you lose, you should accept that you lost and use it as an opportunity to improve. However lately I've really started to lose faith in this outlook. Basically, I've been playing infinity (Bakunin Sectorial) for about 2 years now, and I have never won a game, I've come close to drawing a few times, but by and large, the majority of infinity games I play usually follow the format of me being in 'disaster recovery' very early, with turn 3 usually ending with a curbstomp. Maybe I'm just not a good strategist, but it's starting to seem like regardless of what decisions I make, it has little effect on the outcome. I initially used to play defensively, but this just ended up with the opponent getting into a dominating position before I could achieve anything and ending up pinned down or alpha-struck, so I started (with advice) playing more aggressively, this led to my troops dying to AROs just trying to get into favorable positions. I follow the advice that you need to stack rolls as much in your favor as possible and endeavor to do so, but I still end up with lower target numbers than opponents. I try to learn from my mistakes and apply it to the battlefield, but I still always end up being completely rolfstomped. It seems like if my troops so much as peep their heads out of total cover it's an immediate death sentence, the much-touted lunokhod has done nothing for me except die as soon as it moves out my deployment zone. (I will also add that my luck with rolling dice is incredibly poor). Maybe I'm just looking at it the wrong way, but the cycle of losing is starting to get a little sour and I'm started to feel my interest wane, because despite having every intention of playing to win, I can usually tell by game round 2 that the battle will not end in my favor. Long story short, I'm getting a bit tired of losing consistently. This post is a bit ranty, but I haven't been feeling the best lately so whatever.
  21. Is it too soon for a USARiadna Tactica? Only time, IJW, and Penemue will tell... US Ariadna Grunts MOV: 4-2, CC 13, BS 11, PH 11, WIP 12, ARM 3, BTS 0, W 1, S 2, AVA 2 Special Skills: Shock Immunity Rifle, Pistol, Knife, Cost 10/0 Heavy Flamethrower, Light Shotgun, Pistol, Knife, Cost 10/0 HMG, Pistol, Knife, Cost 21/1 SWC Rifle, Light Grenade Launcher, Pistol, Knife, Cost 14/1 SWC Marksmanship LX, Sniper Rifle, Pistol, Knife, Cost 18/.5 SWC Inferior Infiltration, Heavy Flamethrower, Light Shotgun, Pistol, Knife, Cost 11/.5 SWC Forward Observer, Rifle, Pistol, Knife, Cost 11/0 Paramedic (MedKit), Rifle, Pistol, Knife, Cost 12/0 Lt., Rifle, Pistol, Knife, Cost 10/1 SWC Lt., Rifle, Light Grenade Launcher, Pistol, Knife, Cost 14/1 SWC This might be the only example of a 4-2 troop I will field. The only troop profile I'm truly jealous of outside of our faction is the 12 (?) pt HFT in Haqqislam, and now we have a cheaper one, albeit without the great WIP. The Flaming Grunt is here to protect your DZ, or to infiltrate wherever and provide an 11 point, flaming meat-mine. Also, while I'm not crazy about handing the sniper rifle to a BS 11 guy, the Marksmanship LX may make this a great option as well. If these guys exemplify what USAr is all about: tons of kit options at low, low prices, this faction is going to be a lot of fun. Hardcases, 2nd Irregular Frontiersmen Battalion Irregular, MOV4-4, CC14, BS11, PH13, WIP12, ARM0, BTS0, W1, S2, AVA2 Special skills: CH: Ambush Camouflage, Infiltration, Multiterrain Tactical Bow, Light Shotgun, Pistol, Knife, Cost 12/0 Tactical Bow, Rifle, Pistol, Knife, Cost 14/0 USAriadna gets some camo shell game action with the Hardcases, making going first a bit more difficult for your opponent. The Frontiersmen come complete with Ambush Camouflage, adding two tokens per troop. Infiltration, of course. And the vaunted new Tactical Bow. At only 14 points, the Rifle version might seem like the obvious choice, but in the messy center of an Infinity board, a template spreading out can often be the best "discover" roll you ever make. The tac bow does damage at the troops PH (13 in this case) and is +3 within 8, 0 8-16, and -6 16-24. With a variety of munitions available, the bow will be situational, but very useful. Though because they're irregular, one or two of these guys will be plenty. 5th Minutemen 'Ohio' MOV4-4, CC17, BS13, PH13, WIP12, ARM3, BTS0, W1, S2, AVA3 Special Skills: Kinematika L1, Multiterrain, Not Hackable, Shock Immunity Rifle, 2 LFT, Pistol, CCW 22/0 AP HMG, Pistol, CCW 34/1.5 Boarding Shotgun, Grenades, Pistol, CCW 24/0 Missile Launcher, LFT, Pistol, CCW 29/1.5 (Forward Observer) Rifle, 2 LFT, Pistol, CCW 23/0 (Marksmanship L1, X-Visor) AP Rifle, 2 LFT, Pistol, CCW 29/0 (LT) Rifle, 2 LFT, Pistol, CCW 22/0 (LT) AP HMG, Pistol, CCW 34/1 7th Foxtrot Rangers 'Newport' MOV4-4, CC13, BS11, PH13, WIP13, ARM0, BTS0, W1, S2, AVA3 Special Skills: CH: Camouflage, Infiltration, Multiterrain Rifle, Antipersonnel Mines, Pistol, Knife 17/0 Boarding Shotgun, Antipersonnel Mines, Pistol, Knife 19/0 Rifle, LGL, Pistol, Knife 20/1 Sniper Rifle, Antipersonnel Mines, Pistol, Knife 24/.5 (Forward Observer) Rifle, Antipersonnel Mines, Pistol, Knife 18/0 (LT) Rifle, Antipersonnel Mines, Pistol, Knife 17/2 Roger Van Zant, Captain of 6th Airborne Ranger Reg. 'Oklahoma' MOV4-4, CC22, BS13, PH13, WIP14, ARM2, BTS0, W1, S2, AVA1 Special Skills: AD: Tactical Jump, Kimematika L1, MA2, V:Dogged 37/1 AP Rifle, Heavy Pistol, AP CCW 38/1 (Executive Order) AP Rifle, Heavy Pistol, AP CCW Executive Order - As soon as this model is placed on the board, they become the army's Lt. and strip the previous Lt. of their rank. This information is private. Does not work in a LoL situation.
  22. As I enjoy reading unit summaries such as [url=""]MuRm's[/url] for vanilla Nomads and [url=""]Penemues[/url] for generic Ariadna, i think we could enjoy reading a Thread full of experiences about my until now mostly played Nomads Sectorial . As others also think, i am the opinion that there is not the one style to play, and articles like this are best served with discussion to illustrate our opinions, i think you should see this thread as my personal opinions and experiences with this Nomads sectorial. I have other experiences than you, Meta will differ, and we play on diofferent terrain. So some options i take more often than others may be because of that, and as Infinity is such a variable game, feel free to suggest things i missed, and to state your opinion about mine. We all will have some insights, i think . As already said, i think i will never have all insights, as noone of us ever will know; there will be things to discover anew each game. So i do not state that this Thread has the complete information about Bakunin, and i am happy if anyone suggests some other thoughts . Also MuRm [ and Duelist] have done a great job of displaying hte units in vanilla Nomads, and i think i will agree on much what they said already . So, without further ado, i will present my thoughts on the first parts. --- [b]Bakunin in General[/b] I think playing a sectorial is verya interesting, and Bakunin has some of the strangest and most interesting units in Infinity, i think. As the nature of Bakunin are the differences between the different people and how strange it is that they live together, controlled by the moderator police corps, you have many different models, from the very aggressive Überfallkommando to the slow and steady, yet highly reactive Sin Eaters. So Bakunin offers a lot of options, and i try to list some of them. I struggle with my thoughts about general strenghts and weaknesses in Bakunin, because the models have so variable and different abilities and equipments that i am glad if anyone can flesh this out a bit. In my personal opinion Bakunin has got the tools and the possibilities to cover everything you can do, some things are harder to achieve, but all in all you have got plenty of options. --- So, what [b]does[/b] Bakunin have ? - [url=""]ODD[/url]s en masse - Some very strong [url=""]Religious Troops[/url] - Very effective [url=""]Camo[/url] [url=""]Infiltrators[/url] - Strong Hacking coverage because of [url=""]Markers[/url] - Two very strange and strong CC/CloseQuarters units - Some of the best [url=""]Doctors[/url] and [url=""]Engineers[/url] What does Bakunin [b]not[/b] have ? - We have no TO Camo - Only one, but very special [url=""]AD[/url] unit - Really heavy armed models. Even our TAG is just the "normal" ARM8 [yes, i know, that should be enogh :D] - No [url=""]MSV2+[/url] - any cheap SWC - free Lt. --- Units that are [b]linkable[/b]: - Moderators [5] - Reverend Moiras [4; 5 with Kassandra Kusanagi] - Reverend Custodiers [3] - Riot Grrls [5] --- Which[b] Lt[/b]. should i take ? Yeah. THe Lt. question is interesting, because Bakunin has got only one SWC free Lt., which can be obvious, and you usually want to spend the SWC on heavy weapons and not on Lt.s . Which options does Bakunin have ? As i recently got asked to answer this question my way, here i write . [b]Moderators[/b] are the cheapest Lt. option point-wise. That a Moderator is Lt. is pretty obvious because of his WIP of 12, but on the other hand side you can hid eyour Lt. in a 3 to 5 Moderators Link Team, ans even wothout proxying you have 3 Moderators from which one can be the Lt. That is mostly too much possinbility to kill the wrong guy for the opponent, if he wants to assassinate your Lt. If i am in tourneys, i usually try to leave half an SWC spare to have a possivle Moderator Lt., even when i am playing two Link Team options like a Custodier Link and a Moderator Link. That is my own way of being flexible in my options . The Moderator Lt. also has Shock Immunits, is [if he is in a Link Team] easy to defend with probalby SS2, and Moderators have Shock Immunity. In addition to that Moderaor Lts. have an Electric Pulse, so noone except Berserks wants to be in CC with them.That leads to a promising Lt. Choice, and i take him very often. [b]Moiras[/b] on the other hand side are rather expensive points- and SWC wise. But: They have an ODD, so they are really durable in shooting fights, and with their MULTI Rifle they are able to defend them in shootings well. Also in CC with their Shick CCW they are better tan a Moderator; i know that this does not shy away Ninjas with MA3 and such, but normal targets do not want to come into close range to them. I did not use her very often until now, but being able to hide your Lts under 2 Moiras or even a Custodier is great, and also since this is a shooting game, ODDs are very powerful. The Mora Lt. also can use ther Lt. order really well by fighting. [b]Custodiers[/b] are my favourite Bakunin unit, so i personally use her very often. You do not waste your Lt. order with them. Protectet by an ODD they can easily advance midfileds against most targets, and if you do not want to risk your Lt.s life, you can let her hack AD or some other juicy targets, and with her you also have the Marker which lets you expand your Hacking Range . If playing a Custodier Link Team, you can also hide her in the Link Team. [b]Zeros[/b] are rather pricey; i think almost all Camo Lts are 2 SWC in most factions. But that has also its advantages. Because so many SWC are not obvious on the table, yxour opponent might fear a Prowler with Spirfire under one of your Camo Markers. And a Lt. which is Camoed is invulnerable to most surprizing attacks since his Camo protects him from being shot at. His Lt. order is easily used by shooting some targets from Combat Camo and he can protect his and the other miniatures lifes with his AP Mines. Also he can infiltrate, so you can choose from various locations where to deploy him. You can choose a rather safe place if you do not have the first turn, or you go full risk and start being a huge threat for your opponent pretty early in the game with him. Your decision. His weaknesses are the steep SWC cost which leads to less good and effectiev weapons/loadouts in the rest of your army, and his weakness if he is discovered; when he gets hit, he almost everytime dies because of his ARM 0. I almost never use him, but when i use him, he is performing great. [b]Morlocks[/b] are Bakunins Irreglar Lt. option whcih leads to be never used, since i never used an all-Irregular army until now. Playing an all Warband army could be fun, especially in smaller games, but it also has great downsides. If you use thiy Lt. you have no regular model in your army which could be Lt. so you are very limited in your options of how to play. You only have 2 orders fpr everyone, but the Lt. has three. So make great use of this vast flexibility compared to your other troops . If someone has experience with him, please drop me some info . Last but not least [b]Rev. Superior Kusanagi[/b] is a very interesting Lt. choice. She has all advantages of a Moira Lt., has got better weapons and also V:No Wound Incap. So she is much more durable than a normal Lt. bakunin can offer. She does not cost SWC and also gives you an additional SWC to spend, so you finally can put allt he shiny toys into your list easily. But be aware, and protect her well, since then she will be an obvious Lt. and NWI does not protect ehr from being shot down in many salvos of HMG fire.
  23. First off I'm no veteran. I've played a few games with some friends and we're still figuring all the nuances out, but I have a question. I used a Reaktion Zond in my last several battles and found them to be highly effective, and yet I don't think I've once seen them taken in any of the army lists discussed recently on this forum. I know that they have counters (smoke), everything does, but is there some reason that they're generally passed over that I haven't yet discovered?
  24. My fellow Arachnian brothers, Wildcats have got to be some of the sexiest models out there. And yet they seem beyond my understanding to use effectively in my games. They are twice as expensive as the Alguacils, but with only +1 ARM also almost as squishy. That's what gotten me every time I played Wildcats: they died before doing anything worthwhile. While taking up a much bigger chunk of points than Alguacils would have. I also fail to see how -6 BTS is useful on these guys (except maybe for the Hacker). You pay for it, but... what's the trade off? Finally, they're slow. If you do decide to move them up (which I prefer not to, cuz... they die!) they're not going anywhere fast and thus suck up orders like a black hole. Can you guys tell me how you use your Wildcats? How do you turn them into the killing machines people always tell me they are?
  25. So I've been reading these forums for a while, and a lot of what I see in every faction is a lot of complaining. It doesn't help anyone, specifically new players. So I propose a different approach to discussions about units; Lets do some homework and start some threads where we can all post our positive experiences with each unit in Tohaa. Try something you've never tried (paramedic Sakiel, i'm looking at you...) Mention things that you avoided in your play of a unit, but most of all tell us what worked. These are the kinds of discussions that are going to improve play and get new players learning all of the options they have. Once you've started a thread up, send me the link or post it below and I'll add it to the 'table of contents' that I'll grow here. * I'll start it off by writing something about the Gao-Rael with a boarding shotgun, as I think that guy gets no love. * Adding TheMatsjo's Ectros HMG post Tips for a good thread/constructive discussion: Start it off with or include a brief description of the match or mission being played (i.e. opponent faction/army makeup, terrain, objectives etc...) Gao-Rael Boarding Shotgun Ectros HMG