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Found 79 results

  1. Hey folks so after my link team got trounced in a casual game the other day, I've definitely been second guessing myself and my list building. I'm assembling lists for an escalation league and the missions are going by ITS rules. They're increasing by 50 points every week and as far as I know I'm the only Ariadna player against a heavy PanO, Nomads, Tohaa, and Aleph. For mission one I'm guessing on my own end that it's some kind of object grab mission alongside securing areas. This first game is a 150 pt mission so this list is what I came up with. USARF- Escalation League 150pts ────────────────────────────────────────────────── GROUP 17 1 MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GROUP 23 2 1 HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) 3 SWC | 150 Points Open in Infinity Army I'm not sure if I'm grouping them properly, but the general idea was to go for speed to get objectives through the Maverick & Foxtrot to an extent. While the Hardcase & Desperado run offensive distraction. Meanwhile the linkteam gives me some board control. The dozer is more there for Classifieds, & the Katyusha is my own anti-link team if I want to lob some spec fire or if one of my FO gets lucky and I can throw some guided missiles. My biggest flaw I see (and knowing my opponents). Is that someone is going to run a TAG and squeeze in a couple of cheap orders to power it. To which I don't have anything hard to respond with (outside of spec firing my Katyusha). So I figured I might want to concentrate more on the objectives & classified potentials. Any thoughts or advice? The other idea I was thinking was maybe going for a Blackjack for the board control with a T2, dropping down the grunt sniper to a regular & dropping the Traktor Mul's / Hardcase.
  2. Do you guys find Hafzas useful in vanilla lists? I seldom find myself include them, because I've found very few really good uses of their holoprojector lvl 1 ability. So what if they masquerade as a Janissary with HMG? the moment the enemy targets them, they have to reveal themselves to respond, and though I guess you could use some particularly clever positioning to make the fake-Janissary affect the enemy's deployment and movement, I have yet to see that really pay off in any remotely significant way. But they do have some decent profiles, with +1 ARM and BS compared to a ghulam, for a marginal increase in points cost. The Heavy Rocket Launcher profile is especially tempting, being a steal at 18 pts. But what should hafzas with special weapons masquerade as? I'd be grateful for any thoughts you have on hafzas in vanilla haqqislam (of course they're super useful in Qapu Khalki, but thats another matter entirely), and tips on how to use them.
  3. Hey folks, so I was playing a 200pt Decapitation game (basically kill everything with an exposed Lt.) against a Tohaa opponent on a terrain board that was full of holes. I ran this list USAriadna Ranger Force ────────────────────────────────────────────────── GROUP 110 GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26) MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29) FOXTROT Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 17) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) AIRBORNE RANGER Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 20) GROUP 21 112 Light Shotgun / Pistol, CCW. (0 | 12) 3 SWC | 200 Points Open in Infinity Army The general plan here was to have my grunts take it easy in the back and guard my flanks/approaching Tohaa with flamethrowers. While my Burst 2 sniper found a nice place to shoot people. The Foxtrot would cause some trouble up ahead and when the enemy was overstretched, I would bring in Van Zandt and the Airborne for backarc mop up duties. A combination of bad face to face rolls and going on the second turn (yes I cancelled 2 of his orders) resulted in most of my link team getting blown up by Missile launcher templates. Since my sniper was exposed to shoot but every time she was targeted, my other soldiers would get caught in the template blast if I failed the roll. This would cause them to have to dodge at a -3 since they can't tell where the template shots are coming from. Positioning my soldiers far away from the link team leader within zone of control wasn't really a good idea either as then they would have no cover against general shooting. So keeping them close by and hiding while I let my sniper shoot was really the best option. Long story short by the end of turn 1 most of my grunts were dead so my cheerleader orders were gone. The Foxtrot was dead due to bad rolling, and my Minuteman got a missile launcher to the face ending him as well. So when Van Zandt and the Paratrooper dropped there was practically no orders to supply them with any kind of movement. Then Van Zandt died to bad face to face dice :/ ----- This got me thinking of ways to defend those precious link team cheerleaders at such a difficult point value of game. Perhaps I should have put in a smoke grenade launcher? (Though his force had multi spectral visors so that wouldn't have helped much). Drop VZ & Para at this level and get more foxtrots? The only other thing I could think of is FO spam and keep a Dozer+ Traktor Mule in the back for my own template spam. Maybe even drop the link team altogether and try an inferior infiltration spam instead? It was a good victory to him due to expert positioning of those missile launcher templates bouncing off of my one exposed guy to hit any link team members hanging close by, but I couldn't help but feel that if I slightly rearranged my force or perhaps got a less porous map; it could have easily have gone the other way. Thoughts? Advice?
  4. So, a question from a long-time player, who is dipping his toe into Vanilla ALEPH. I have managed to get my grubby mitts on several Dakinis, Deva and Asura (along with plenty of Netrods, the Posthumans, Drakios, Atalanta, Penesthilea and some Nagas). I love the idea of themed forces, and my frist idea was to have a REM-heavy list using many Devas with devabots and also Dakinis (with a couple of obligatory sophotects to back them up). I then then thought about a 'human 2.0' list using nagas, devas, asuras and posthumans. I guess what i'm getting at here is: Has anyone tried these sort of themed lists, and how successful do you feel they are, both in terms of playing within a ITS environment, and also in keeping true to the list ideology? I'd very much like to know people's opinions on Asura Hackers/Lts, Deva hackers and Spitfire, and Drakios with his bots.
  5. As the whole Sphere knows, Ariadna has the potential to amass a plethora of camo units. However, I always wondered how you, my fellow Ariadnains, deal with MSV units that can reach out, touch and excombobulate (explode in a horrendous fashion) our hidden aces. ISS, NCA and any forces that come with multiple MSV options seem like a daunting task to fight against using camo units. So I would like to hear everyone's thought's on this even players of factions that have access to alot of MSV. Sound off in the comments below and thank you for taking time to answer my question while indulging my curiosity.
  6. Hello everyone, I played a game of 300pts Nimbus Zone with my JSA yesterday. Facing Shasvaasti for the first time in ages was even tougher than I expected Usually when a game is tough going, afterwards one has all those smart ideas of what one should have done, but this time I am at a loss. We all agreed afterwards that the table was sub-optimal. It was too open, with a high building in each deploymentzone, yet only medium buildings in the middle, making it sniper hell. We had hoped that the Nimbus - Zone would mitigate this, but it was the other way round. he zone just made TO long range weapons in cover impossible to hit for most troops. Army composition: Since we are awaiting the arrival of HSN3, we are currently playing without linkteams, as to not get used to the old rules so we'll be less confused when the new ones come. My army list was as such: Group 1: Argaoto LT Aragoto Spitfire Aragoto Spitfire Rui Shi (disguised as Aragoto Hacker) Lu Duan Ninja Hacker (deployed in midfield clsoe to left flank objective) Yuriko Oda 2xYaozao Keisotsu Hacker Kempetai (BSG) Oniwaban (deep infiltrated in cover facing enemy TR Drone in his optimum firing range) Group2: Husong Yaokong Warcor (next t o yaokong) The enemy had roughly: 2x TR Drone 1x TO Missile Launcher 1x TO Sniper 2x camo hacker 1x impersonation trooper 1x Doc/Engi 2x Helperworms 1x AD troop plus some more camo or TO stuff I cannot recall. The good: The Oniwaban performed admirably, taking out TR drone 1 quickly. Later taking it out again once it had been repaired and taking out TR Drone 2 and the Impersonator out, most of them in ARO before falling to a missile. The bad: The Yaokong went down to a well placed missile, along with the Yaozao stationed too close for repairs. The misislie launcher took out several more key troops. The ugly: placing my Keisotsu hacke rin a building made me immediately forget about him, which is why the Lu Duan lacked supportware to ignore cover, which may or may not have dislodged the missile launcher. I need to write reminders when i put minis inside buildings. With the Lu Duan gone there was practically no chance of getting rid of the the ML TO trooper, as most of my troops couldn't hit him at all. The Oniwaban tried to get there, but was order starved at that point. In the end my Ninja Hacker popped up in turn 3 and took 2 objectives, using all his combat groups orders, but it was a darn close call. So my question is - how do you folks handle such camo heavy lists? In turn one there were hardly any minis and few enough camo markers on the board. Would you go for turn 1 or 2 versus a camo heavy list like this? What to do about long range TO enemies, especially once the Lu Duan is beyond repair?I believe I ammissing soem key points here (except "don't forget your hacker in a house")
  7. 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!
  8. Hi everyone! I wanted to take the opportunity to share with you my blogging site based on the Yu Jing faction. It is a new blog but I have posts for Yu Jing to do with gaming, tactics, WIP painting, fluff etc that I hope you will all enjoy. Whether you are veteran Yu Jing player or just someone interested in the Yu Jing faction in general there should be something for everyone. Thanks for the support I've received so far!
  9. Have you ever heard of this little trick called a Kansas City Shuffle? No? Well, this... a Kansas City Shuffle. For a less dramatic description: Kansas City Shuffle is a type of con game where the con man's mark suspects he's a target of a con, but is wrong about what the con is. The con man makes the target focus on one direction, and then attacks from an unexpected angle. So, how can we utilise such underhanded tactics in such straightforward one-trick-pony of a faction as PanO? Acontecimento - hiding in plain sight Shock Army of Acontecimento ────────────────────────────────────────────────── Group 1 10 0 0 NAGA (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 27) NAGA Combi Rifle, Monofilament Mines / Pistol, Knife. (30) AKAL COMMANDO Hacker (Assault Hacking Device) Combi Rifle / Pistol, E/M CCW. (0.5 | 28) PEACEMAKER Heavy Shotgun + AUXBOT_1 / Electric Pulse. (23) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (4) REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22) REGULAR Spitfire / Pistol, Knife. (1 | 16) REGULAR (Minelayer, Sensor) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 14) REGULAR Paramedic (MediKit) Combi Rifle / Pistol, Knife. (12) REGULAR Lieutenant Combi Rifle / Pistol, Knife. (10) REGULAR Combi Rifle / Pistol, Knife. (10) Group 2 6 0 0 SINGH Combi Rifle / Assault Pistol, CCW. (36) SIERRA DRONBOT HMG / Electric Pulse. (1 | 25) TRAUMA-DOC Combi Rifle / Pistol, Knife. (14) PALBOT Electric Pulse. (3) MULEBOT (EVO Repeater) Electric Pulse. (0.5 | 13) MULEBOT (Minesweeper) Electric Pulse. (8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (8) 5.5 SWC | 299 Points Open with Army 5 Acontecimento's bag of tricks includes two camo infiltrators and some paratroopers. Not much, but we can build on it. This list fields four camo markers, two of them being mines, and two AD troops. The trick is to make enemy think he knows where the mines are - and be wrong about it. Put a mine in a good spot for a sniper and deploy a Palbot nearby; keep the markers close enough to each other so there can't be complete clarity which is the minelayer, which is a mine, which is something else entirely; use Akal hacker fast, making enemy think there's no more paratroopers left (if he counts the troops he'll know group 1 is accounted for, and it's not optimal to use AD troop in smaller group); even Regular fireteam can be a bit misleading - it's configured to switch from defensive (with a sniper) to assault (with Spitfire) with a single Command Token. It's not hidden, but mostly unexpected, and can be used to good effect. It's not the perfect setup, but then again Acontecimento isn't perfect for this kind of play. Still, with some craftiness, you might make enemy believe he knows what he's seeing. This might cost him some orders - proceeding more carefully and maybe losing some orders to discover the "sniper", or walk into mine's range while thinking it's a Naga. Military Orders - game of three shells... or is it? Military Orders ────────────────────────────────────────────────── Group 1 9 1 0 JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50) KNIGHT OF THE HOLY SEPULCHRE Spitfire / Pistol, EXP CCW. (2 | 54) KNIGHT OF THE HOLY SEPULCHRE Combi Rifle, D.E.P. / Pistol, EXP CCW. (49) FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12) SPEC. SERGEANT Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (8) MULEBOT (Minesweeper) Electric Pulse. (8) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (3) Group 2 2 0 0 SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) 7 SWC (+1) | 298 Points Open with Army 5 MO have more tools at their disposal. Knight of the Holy Sepulchre is a whole toolbox for misdirecting your opponents. The above setup can be fielded as three Joans, drawing enemy's attention to the fact that only one of them is real. Or two Joans and De Fersen, because obvious fake draws that attention from the less obvious one. Or Joan and some light troops - Specialist Sergeant with MSV2 and Spitfire, or Trauma Doc/Machinist (when you start moving them up field enemy should instantly know what they are... again, drawing his attention to the obvious threat). Revealing cheap troops as expensive ones should make enemy miss the fact that some points are still missing. After all the only combat group he sees is full. Every way that makes enemy think about the immediate threat of the Knights is good. Because this means that in his active turn he'll walk right into pretty deadly AROs from your TO sniper. And when he'll see the first one he might not expect the second one. Neoterra - I'm right here! Neoterran Capitaline Army ────────────────────────────────────────────────── Group 1 10 0 0 SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CCW. (2 | 69) FUSILIER HMG / Pistol, Knife. (1 | 18) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10) FUSILIER Combi Rifle / Pistol, Knife. (10) FUSILIER Combi Rifle / Pistol, Knife. (10) DEVA Hacker (Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 31) BULLETEER Spitfire / Electric Pulse. (1 | 25) GARUDA Tacbot Boarding Shotgun / Electric Pulse. (21) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (4) Group 2 4 0 0 HEXA MULTI Sniper Rifle / Pistol, Electric Pulse. (1.5 | 32) CSU Breaker Rifle / Pistol, Knife. (12) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (4) TRAUMA-DOC Combi Rifle / Pistol, Knife. (14) PALBOT Electric Pulse. (3) PALBOT Electric Pulse. (3) 6 SWC | 300 Points Open with Army 5 If any PanO sectorial is known for its capacity for underhanded tricks, it's Neoterra. Its TO Camo troops are powerful and versatile. And since everybody expects them, we're halfway there with our Kansas City Shuffle. In this exercise we deploy our Swiss Guard as a TO Camo marker, with a Palbot nearby. Second Palbot goes nearby some other convenient spot for a sniper, but the sniper itself will be deployed close to the Swiss. This setup means three things: 1) enemy will be wary of the empty rooftop, which can make him burn orders to go around; 2) he will approach the Swiss marker carefully, and might lose some orders trying to discover it; 3) when he approaches the Swiss planning to overcome it with a high burst weapon he'll meet two AROs, forcing him to change his plans on the spot, choosing between targets, maybe splitting fire - and when people have to decide something in a hurry it's easier for them to make a mistake, act instinctively instead of properly counting the odds, etc. And all those Camo shenanigans might draw his attention away from the fact, that NCA has access to AD remote... Above tactics weren't made for some ultra-powerful high-level competetive play. I though them up because playing mind games is fun. It doesn't require truly dirty tricks that break the rules of fair play; checking LoS from non-existent units, keeping a TO unit that isn't on our list near the board, and so on. No, those tactics are meant to force the other player into making a justified, yet wrong, assessment of our forces and tactics all by himself. People tend to think PanO is all about guns; well, let them make the mistake of bringing a gun to a brainfight Comments, criticism, and general expanding on my ideas is of course welcomed and encouraged. edit: Oh, and if anybody wonders, the above scene comes from a move called Lucky Number Slevin. It's awesome and I highly recommend it.
  10. Hey all, I'm having a really hard time overcoming Tohaa. I don't think that they're unbalanced or overpowered, I just can't figure out how to adapt my tactics to their overwhelming (to me) order supremacy. Because they can do so much more with their orders because of their fireteams, I wind up being out-maneuvered and out-shot. I've had OK luck using two fireteams myself (one normal, one haris in Qapu Khalqi), but I actually prefer using a vanilla Haqqislam list for the flavour. I was hoping using Naffatun with flamethrowers would be great, but they inevitably wind up shot to death before they can set fire to anything with symbiont armour. I figured I'd ask the Tohaa forum for tips and tricks. Oh, and please note that this isn't sour grapes (well, not entirely). I enjoy the challenge, but I'm at the point where I need a fresh approach.
  11. Ok, so thank you all very much for the information you gave in my last post on a prospective 300 point list to work toward, but I had some significant questions I thought might warrant a new thread, so here we go. The thing I love the most about USAriadna is how easy it is to connect with them (being from the US and loving US military history including stories of the rangers, etc), which I'm sure I'm not alone on. So even though this isn't a unit based game, and I'm glad its not, I like the way you can have two link teams to behave like units with support units on the side. But running two link teams really does limit the variety of the list. So my first question would be . . . is it just outright foolish to not avail yourself of the haris link team for marauders? I love the basic grunt link team, although I bemoan the absence of a HML in there. Also, I'm really struggling to continue adapting my tactics because both marauders and minutemen almost seem confused in their purpose . . . they both have access to better BS than grunts (obviously) and better long range weapons such as the HML or AP HMG, but both profiles have things that seem to indicate they should be used for more in-your-face style tactics. The marauders have forward deployment and stealth, the minutemen actually have a full 4-4 move and kinematica L1 . . . and I feel like if I used either of them to sit back with those long ranged pieces, then I'm wasting their actual purpose. But on the other hand, an AP HMG is really sweet and the marauders have access to the only available MSV we have . . . so I'm really torn and frustrated by all of this. In addition to all of this, I'm not really understanding the value of Forward Observers and targeting opposing pieces. Honestly, I absolutely love the idea of using the traktor muls as artillery as well as grenade launchers, etc. But looking at the rules and profile for targeting things . . . how often do you actual get a targeted state off? I mean, the best shot you've got is WIP of 13 on the foxtrots, right? And that's the max you're going to be rolling against . . . and with AROs coming back, goodness, how do you ever get a target off? Sorry, I only get one game in every week or two, so I'm a little eager to get perspective rather than wait months to test it all out myself. Anyway, so whether or not targeting is viable really dictates the rest of the list. I'd love to use the Muls, but not being able to reliably target something really bites that idea in the bum. Ok, so I'm looking for thoughts on the AP Rifle Minuteman. He seems awesome in a quintessential ranger-type way. Obviously he's only medium ranged, but the AP thing is cool and between MM1 and X Visor he can shoot up to 24" without penalty and adds shock to the AP. It seems like this guy might be a good guy to have advance and take up station midfield and maybe go into suppressing fire whilst protecting and objective. Are my thoughts on this viable or am I missing something? Well, there's lots more rattling around in my head, but any answers to the above questions / frustrations you guys can provide would be incredibly helpful! Thanks! *edit* I might as well fit a real quick rules question in here: can a paramedic be part of a link team and heal a model without leaving or breaking the link?
  12. Starting Morat Aggression Force (veteran player, though). There seems to be a lot of discussion about, and differing opinions on, how well (or not) Morats achieve objectives in ITS. I'd like folks to explain their Modus Operandi for achieving ITS objectives with MAF. In my other armies, it usually involves some mid board deploying specialists, often Camo/TO-Camo, and/or a few beefy HI to 'rambo' up to the objectives (Jannisary Doc one of my faves). With Morats, I'm wondering if one could use the HI-Rambo style deal to clear enemy then follow up with more squishy specialists to achieve the objectives later in the game? It seems we are light on HI Specialists, hence why I think the HI would 'clear' and the specialists would then 'take' objectives. But again, I'm looking for recommendations no how to deal with objectives with MAF. So, what works for you?
  13. Hello, I have gotten into PanOceania because of the MM sale for the NeoTerra models. This has gotten me thinking about the original reason I wanted to play PanO, The Nights of Santiago. The reason I am into these guys is simple, Santiago is my last name and I think it would be awesome. How do the Knights of Santiago play and what can they do?
  14. Two makauls with HFT, Sakiel with light RL. Will this play?
  15. Maybe it's just me and my four or five "test runs" of Kasym Beg... but... does he normally seem to linger a bit and empty panzerfausts into things before moving into a closer range?
  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 to everyone! I have to dealing with Biotechvore in the next tournament. I play vanilla haqqislam (I am not ready for sectorials ) but I was stopped by this mission. I used to lost half of my army for the plague, especially if the adversary take in the first turn good fire positions. So the harassment is dramatically great for me. I found that Kums and other moto take some advantages and resolve many problems, but not every issue. They are irregular. Kawhariji are great, good bs, and good load out. But they need almost 2 order to escape from the plague area ( 16" plague area, 8" deployment zone). Probably HI can be a good choice because 2 W and medium bts. I don't know. Can you help me?
  18. So, I'm hoping to use this space to document my journey into the hobby/game of Infinity through the Aleph faction. I came across Infinity through a podcast, and the more I looked into it, the more I become enamored with the aesthetics, world building, and the focus on skirmish style tactics. I was also taken with the Aleph faction. I love the Vedic models in particular... they remind me of the movie I watched as a kid, "Ghost in the Shell." Also, in the little gaming I have done, I find that I tend to be attracted to elite but fragile armies/races/factions, that require flexibility of thought to get the best out of them. So Aleph seemed to be a good fit. Being a newbie, I thought it would be fun to keep a record of what I am learning. I'm intending to post my thoughts on game play and tactics, link articles that are of interest, post pics of painted miniatures and hobby related stuff, maybe even a battle report or two. At this point I've recruited a couple friends, found a local gaming store that hosts a weekly Infinity night, read some articles and forum posts about the game, and have received some advice on list building from this very form. I'm ready to jump in. So any journey must start with a beginning, and in this case, my journey begins with these... Delivered last night, they will be the bases of my Vedic army going forward.
  19. So i've been tooling around with 3 and (more often) 4 man thorakites links here lately with mixed results. Thrasymedes is a steal in SWC starved lists and is a competent gunfighter with his ODD, not to even mention his specialist status. I am consistently having difficulty getting my 'money's worth' out of my medium infantry though I fear. Often I fear I let my more aggressive myrmidon links thin my lines exposing the thorakites or they simply fall too far behind to have a meaningful impact in late game (round 3) I have discovered they are great for board control moving a 4 man link into cover in the center of the field turn 1, burning a command token and letting them all go into suppressive fire as our aggressive myrmidons will often force opponents into turtling up to prevent early losses when initiative doesn't go their way. I will say that the Thorakites are a godsend in Nimbus zone as a strong reliable group capable of picking up objectives behind the myrmidon teams while protecting the DZ. So how do you guys best like to utilize these heavily armored line troopers to maximum effect?
  20. I'm currently torn on how best to deploy Aleph's less than gentle giant. Because of his lack of ODD i'm hesitant to stick him in a link with other valuable myrmidon personalities. Here lately he's gotten the most use as minesweeper backed up by Machaon, I just walk him into the token strewn field around an objective and let the mad doc pick up the pieces. I can't help but wonder if it would be better to simply put Ajax in a link by himself with a few chain rifle myrmidons to help smoke his advance upfield and then cut him loose once he hits the opponent's DZ. How do you best like to utilize Ajax in your games?
  21. Hi to everyone! I have playing Yu Jing since one year, between N2 and N3 and I fell in love with Crane model. In N3 I found that is insane bad ass in game. On the paper, almost. I played him six times and or I didn't use him or he died. He died in different and funny ways. He took a T2 crit on his teeth, he was spotted and destroyed from missile, he was immobilized and and riddled, once a specter that was placed an half inch outside Crane's sensor zone shot in his back with a bsg, he couldn't dodge two koala and so on. So, leaving out the luck dimension, how can play Crane well? I do not pretend that he see the end of the game but I would he is effective. He can die when he had accomplished his task. Can you help me?
  22. I may open up another one of these over in the general tactics board, but, seeing as I play Yu Jing I thought I'd start one here for more specific feedback. I was just at Battle For the Empire State (a phenomenal time was had, by the way, big props to Lazlo for putting that together) and of the four matches I played, a two group vanilla Ariadna list was the only one I felt like "well F*ck, now what am I going to do?" I don't think Swarms are an auto win by any stretch, but the top 3 players at the event all played Ariadna, and at least two of them ran 17+ order lists (I didn't get a chance to see SuperGinger in action, so I have no idea what he brought other than MRRF). Again, I don't think they were top 3 because they brought lists but because they are good players who know how best to make use of big lists. I tend to run 10 order lists, with maybe one or two units overflowing into a second combat group, but that's more so when I'm playing JSA instead of vanilla. I did not get an opportunity to play against the top 2 players, but my 3rd round was against the fellow who took 3rd place and it was a rough show. After the first round I knew I was going to lose, so my only hope was to try and maximize points while denying him as best I could. I did well at that, I only lost 5-6, but I think that's because the game ended after round 2. in that respect his big list ended up hurting him a bit because his turns were so long. My opponent, Chris, played his list very smartly, so major credit to him. His plan seemed to be that he'd use one combat group to engage my army and remove threats and use his other combat group to take objectives. I thought that countering his aggressive posture with a defensive one would be the best, and it worked out well enough, but there was to be a way to fight aggressively against a swarm list. The way I see it, even if they sacrifice an entire combat group to take out your army's teeth, they've still got another one to win the game with, and I just don't know what to do about that, other than try to bring lists with more models. which is not a solution I'm super happy with. So, fellow citizens of the Empire, what tactics and tools have you used to help deal with big, multi combat group lists?
  23. Hello one and all as said up in the title My Neoterrans are dealing with a very nasty infestation of Bakunin chimeras and pupniks. So I was wondering if you neoterra vets out there had any sure fire tips, tricks, tactics or units you use to flush out these pests? I personally have had a struggle wrapping my head around how to deal with them as they bring blistering speed, ZV smoke and insane dodging to the table, which makes my job of killing them very hard. My friends and I tend to play 200pt ITS games on a fairly dense board with about 12 buildings (mostly plastcraft stuff) and a very healthy smattering of creates and spot cover. The list I am currently thinking of to deal with my Bakunin friend is as follows Neoterran Capitaline Army ────────────────────────────────────────────────── Group 110 0 0 AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (4) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (4) FUSILIER Combi Rifle / Pistol, Knife. (10) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (10) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (12) FUSILIER Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14) FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15) DEVA Hacker (Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 31) BULLETEER Heavy Shotgun / Electric Pulse. (19) GARUDA Tacbot Boarding Shotgun / Electric Pulse. (21) Group 22 0 0 SIERRA DRONBOT HMG / Electric Pulse. (1 | 25) CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (11) 4 SWC | 198 Points Open with Army 5 (I'm completely new to forums in general so if the above doesn't form properly I'm sorry I have little idea what I'm doing) So the main idea is that shotguns tend to do well against the Komandos (in theory) so I've got a good selection of them across my list while still maintaining some good long range firepower in suppotware Sierra and link team missile launcher. I would appreciate any advice or tricks to help me deal with these vermin
  24. Nomads ────────────────────────────────────────────────── Hi lads! As things get more serious and before we get Tunguska sectorial. Please leave any comment on my expanded Operation Ice Storm list. I didn't want to put any TAG in the list so decided that Tsyklon will be good repeater for my Interventors. Group 15 0 0 TSYKLON Spitfire, Marker / Electric Pulse. (1 | 33) INTERVENTOR Hacker (Hacking Device Plus) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0.5 | 26) GRENZER MULTI Sniper Rifle / Pistol, Breaker Pistol, Knife. (1.5 | 32) ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15) ALGUACIL Combi Rifle / Pistol, Knife. (10) Group 26 0 0 KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44) TSYKLON Feuerbach / Electric Pulse. (1 | 31) MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42) INTERVENTOR Hacker (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (30) ALGUACIL Combi Rifle / Pistol, Knife. (10) 8 SWC (+1) | 300 Points Open with Army 5
  25. As some other thread derailed into trolling and bashind and I fear for the post being lost, I give my thoughts an own thread. So this thread here is for thinking about classical tactical textes and how they influence or advice us as players. No matter if they are Sunzi's "The Art of War", Machiavelli's "The Art of War", Carl von Clausewitz "On War" or any other tactical or strategic text - here we shall discuss the texts and how they help us to become better tacticans and strategists. If possible, the original wording together with a translation in spoilers should be given, but a purely english with a note where the text can be found should suffice. Because honestly, as a friend put it: So I start this thread with a popular post you might have seen elsewhere, but slightly rewritten: SunTze is not only a unit, but also wrote a very good book. 孫子兵法 or as you would put it "The art of War". The very first stanza is 兵者,國之大事,死生之地,存亡之道,不可不察也。 "The art of war is of vital importance to the State. It is a matter of life and death, a road either to safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected." and indeed it is. And the dilemma of the second turn is indeed, the Art of War. But before we look at some other parts of the book, we want to skip to chapter 3, where the old man said: 故曰:知彼知己,百戰不殆;不知彼而知己,一勝一負;不知彼,不知己,每戰必殆。 This should be the first thing you have to think about - know what you field, know what you want to achieve with the units and know how they interact. Know the weaknesses of your army, your list, your very units. Know the tricks they have. Make sure you remember the special rules they bring to the game and make sure you have synergy effects. A single Line trooper is rarely a killer, but he synergizes in several ways with other units: To provide orders at least, to work in unison with others as a fireteam at best. Only after having thought about it, use them to the best potential you have. Then, we take another short look on chapter 1, verse 18: 兵者,詭道也。故能而示之不能,用而示之不用,近而示之遠,遠而示之近 You know your self, you are your list, the enemy knows only half about your list, the public face of it. He does not know your Lt, he does not know your plans, he does not know about the units he does not yet see. Plan with disguise! Maybe make him think a pawn you guard well is yout Lt so he possibly wastes orders or units to try to attack him. Make him think your HD are where they are not, make him think your camo-markers that contain mines are units, and vice versa. Make him think your TO units are Camo units by deploying downgraded. Make him think you act mainly on the left flank to get to the objectives there, but plan with your skirmishers to take out his specialists on the right. Decept your enemy and make him waste orders upon a feint - or set up for a strike upon him and do not get noticed doing so, and then hit him like lightning on a blue day - Be the 晴天の雷電 "Seiten no raiden" - the lightning from the blue sky! Chapter 6, stanza 1 his a very interesting one too for this situation: 凡先處戰地而待敵者佚,後處戰地而趨戰者勞。故善戰者,致人而不致于人。能使敵人自至者,利之也;能使敵不得至者,害之也。故敵佚能勞之,飽能飢之,安能動之。 Let's ignore the food and supply stuff, but the essence here is: If the terrain allows you to embark in your DZ, you can deny your enemy attacking you. To secure an area, you have to hold more than a single advantage though - one unit can shoot once and falls quick victim to a single skirmisher. But if several units from different angles cover a narrow passage, the is hastening to battle against a group fresh for the fight. Overlapping ARO areas are the key in denying an area. Chapter 8 (Variations in tactics), stanza 3 tells us something we shall always keep in mind though: 故用兵之法,無恃其不來,恃吾有以待之;無恃其不攻,恃吾有所不可攻也。 We can't force our enemy to attack, but we have two options to prepare: We can make it costly for him, so he prefers not to attack. Or we can bring our troops into positions where he can't attack them, like in prone state on the roof of a tall building with a small surface and no ladders... But we can't act from such a position. Making our position such well defended comes at a price and we have to considder it carefully. I think this stanza is somewhat hard to bring in line with tactics for us. I will try to keep an updated list of tactical manuscripts online here: Sunzi - The Art of War ; Thee Strategies of Huang Shigong ; several others Machiavelli - The Art of War/The Prince ; von Clausewitz - Vom Kriege (english) If you have a good thought on one of these, another link or insight into the topic, feel free to share them! But remember, this is not a treatsie upon specific troops or armies, but the game in general.