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  1. Hello fellow alien commanders, so you looked at a couple of Corvus Belli’s excellent Onyx miniatures and want to get started? You enjoy playing with miniatures so big that they barely fit on their base? Or are you an experienced player looking for a place to discuss advanced tactics? Well, this thread is for you. I will shamelessly copy the tried and true structure of the various excellent tactics threads in this and other sub forums and use the following structure: Faction overview Unit discussion List building General strategies (WIP) Sample lists (WIP) Faction-specific strategies (coming soon or “mañana”) Mission-specific strategies (coming soon or “mañana”) This guide is aimed primarily at ITS play. While most of the things I will write here may be true for other mission systems please keep in mind that I use the ITS lens for my unit assessments. Usability of units and profiles will vary greatly on how specialist-dependent your mission system is. I will try to keep this thread up to date with profile changes and FAQs and I look forward to your, perhaps differing, thoughts on the matters I present. Faction overview Introduced with HSN3, the Onyx Contact Force is Infinity’s latest faction. The Onyx Contact Force is a task-specific sectorial, meaning it doesn’t limit you to one of the CA’s races but presents you with select options from all the races in the EIs repertoire. The Onyx Contact Force’s main strategy is crushing enemy resistance through sheer force - most tricks we have are ultimately aimed at killing stuff. Onyx’ style of play can be compared to PanOceania’s. Strengths Perhaps the best active turn shooting capabilities in Infinity. While Onyx’ BS ratings aren’t stellar, the vast amount of Assisted-Fire capable REMs, including lots of special weapons and even specialist options, secures them a top spot in this category. Great reactive turn shooting capabilities: With our excellent link teams, Q-Drone, Overdron and Noctifer ML, Onyx can form an impressive gun line. Just keep in mind that some of our units need to be buffed in order to operate at full capability, meaning they are at serious risk when your enemy gets the first turn. Excellent hacking. Specialist and Hacker Lieutenant options. The only Evo Hacking Device which can shoot. Cheap TAGs. Drop troops with more than 1W. Effective high order count lists are possible. Weaknesses Only one Doc option… and only one Engineer option… and only one D-Charge option… all on the same profile. Many good choices are vulnerable to hacking. No Killer Hacking Device, which can be a problem for REM-focused lists. No Smoke. No cheap infiltrating camo troops. No Mnemonica Lieutenant options and no dirt-cheap (10 points) Lieutenant profiles. Unit discussion Imetron Imetrons are AI beacons. At just four points, they provide Onyx with a regular order. However, they need to drop using combat jump and they can’t do anything by themselves (not even dodging). If Imetrons fail on their combat jump roll (40% chance) they suffer dispersion. If they disperse out of the game table, they are lost to you: Something you should avoid at all costs. This is why I would advise you to deploy your Imetrons in the center 16*16 area of the game table. This way, they can’t be lost due to dispersion. I’d advise to put them in places where enemy troopers will need two or three orders to reach them and away from mission objectives. This will make going for them an unattractive task for your adversary. Another interesting strategy is using Imetrons as traps: Put an Imetron at a rather easy-to-reach place, let enemy Infiltrators come near and then shoot them in the back with your Malignos in Hidden Deployment. You have a Malignos in hidden deployment, right? Imetrons are a good way to bring a solid list to 14-16 orders and if I use such a list, I will always have used two of them. If you go for a 10-11 order list, it’s better to leave them at home. With a rather low model count, having two models that can’t do anything won’t do you any good.
  2. With ITS 9: TREASON out for us to enjoy, it seems that a bone has been thrown to those who want to use 10-order lists. Many factions have TAGs or something similar to eat up a chunk of points, but HB does not. I've been toying with a 10-order list for HB, and it seems to come down to "do I want specialists or not?". Also, going this route means giving up some of the specific strengths of the sectorial, namely cheap irregular orders that are amazing. Looking at you, Daylami and Mutts. So, outside of an Limited Insertion tournament, is a 10-order list something you would do? And why?
  3. Haqqislam have five missile launcher profiles to chose from. With their good range and damage, it feels like they could be useful weapons, but they're, of course, severely hampered by their Burst 1. I don't think I've ever fielded one. Now, in other armies, this would be different; there's for example the Hac Tao with missile launcher and TO Cammo, making for a devastating ARO piece. But Haqqislam doesn't have anything like that. The obvious use I see for missile launchers in Haqqislam are in link teams, due to the +1 Burst, and out of the five missile launcher profiles we have, three can be in links. A missile launcher would basically be the optimal ARO weapon for a link team, and I find the Janissary profile particularly appealing there due to its resilience. But outside link teams, is there any use at all for missile launchers in Haqqislam? After all, we can get dirt cheap Daylamis with panzerfausts for similar ARO duties.
  4. So I was just wondering what everyone's favorite fireteam was in QK? How do you use them what do you take with them ect and what is the best combination for what situation? Go ahead and explain your answer in more depth if you vote.
  5. So I've just gotten into Infinity and am having a great time so far. I've picked up the Steel Phalanx starter and the 300pt box (and Achilles, because c'mon). My friend, who's been playing for about a year and is much better than me, plays Haqqislam and Pan-O, but mostly Haqq. We've been playing the escalation games, which is nicely introducing me to the more complicated rules. Here's my problem. ODD on all my pieces is cool and all, but my buddy, when he plays Haqq, basically just makes sure that every piece on his team has either MSV2 (something that sounds like Jamba-Johns) or flamethrowers. The result is that the cool ODD (and most of my smoke!) is all but useless. I've tried featuring Ajax more heavily (so as not to waste points on ODD), but today he was wasted by one shot from a heavy flamethrower. Typically, the Jamba-John will sit somewhere high up with an HMG, and the cheapo flamethrower dudes stay it total cover guarding key points or HVTs. I'm a bit at a loss with how to deal with them. More Thorakites? (Insert meme here: "Can't stop my ODD if I don't *have* ODD") tl;dr: What do you do with a force specifically designed to negate Steel Phalanx?
  6. STOP PRESS- with the advent of Human Sphere 2- there will be many changes to the MAF. This thread is N3 PRE HS2. Having read a few threads recently- and seen a fantastic Tohaa guide- I thought it would be beneficial to start a Morat Discussion thread for N3. Much thanks to TheMatsjo for inspiring me... and yes- I liked the format so much I plagiarised it unashamedly! This will never be completed or definitive... Update as needed! THE N3 MORAT MANUAL 1. Thread Rules Welcome to the N3 Morat Sectorial faction guide! This thread is a resource for new and experienced players to get familiar with the basic outline of the Morats. I have played Morats almost exclusively for N2 and have learned many lessons... painfully. I am not an authority on everything- but I suggest to the forum that the collective wisdom of the Morat players on this board is somewhat of an authority on everything Morat. The intent is to produce a living guide that will be completely open and subject to change as new models are introduced and new concepts debated. I will update this accordingly. Everyone is free to chime in and add their 5 cents- everything is worthy of discussion! 2. Morat Playstyle The Morats are an unabashedly aggressive race. Ferocious and unflinching- they are the assault troops of the Combined Army. You will trudge your Morats forward and rely on firepower, smoke grenades and cold steel to wrench the enemy free from their positions. This complete lack of subtlety is demonstrated in that Morats have one infiltrating unit- the Zerat- and no form of camouflage or hidden deployment. Be warned- if you want fancy tricks and mind games- this is not the faction for you. If you like mowing down enemy figures in a hail of HMG fire... you are most welcome to join the illustrious Morat Supremacy. 3. Specific to the Morats On the face of it- Morats don't seem to do anything particular better than any other faction. This fact, coupled with the almost empty bag of tricks (no TO, no hidden deployment, no ODD), it may seem crippling. DODGE Spoiler The flipside of this coin is that the Morats have typically good PH meaning they can dodge better than most- and even throw smoke with a good chance of success. MORAT SPECIAL RULE Spoiler Also, with the MORAT SPECIAL RULE (all your Morat troops are Veteran Level 1 and all your Morat troops are Religious) the Morats will stay on the board until every last one is killed and most won't budge from being shot at (unless you want them to by passing a WIP roll). And with WIPs of 13, they'll take cover- grudgingly- but usually they will. Whilst Morats were punished by high priced units in N2 (attributed to their Religious ability), N3 price drops have made them more competitive. How this translates into the ITS2015 environment and beyond.... we will see. 4. Unit Discussion and Army Composition This could be an encyclopaedia on its own so I'll preface this section with my own pre-amble. Spoiler Army Core The back bone of a Morat force will vary depending on points values. In low points games- 150-250points- there is a general consensus that you will be fielding a 5 MEMBER LINK TEAM of either Daturazis or Morat Vanguard Infantry. How you flesh out that link team will be up to you to decide (see the unit discussions below). There can also be the (once ubiquitous) Oznat plus 4 Hungries link team. It's utility is being able to bring in 5 regular orders at very low cost (when linked) allowing you to bring in specialists and other tougher units. It has been quite rightly pointed out that linked Hungries can be killers in their own right- and at low points games they won't be running into the feared enemy Heavy Infantry much. In high points games- 300- 400points- there is now the option of bringing 5 MEMBER LINK TEAM of Yaogats or the much feared 4 member Sogarat Link team. (Suryats- the cheaper Heavy Infantry- are also an option- but I haven't seen any evidence of their efficacy over the Sogarats nor experimented myself). Offensive Support Having picked out your core units- you must factor in a second element for attack. Ideally it will work in tandem with your Core- covering up for their inherent weakness- though as we know in life, that's not always possible. Yaogats- with their MSV2, Q-Drones, Rasyat drop troops and solitary heavy infantry are some commonly chosen examples. Defensive Support Now those two elements are sorted, you need to consider objective grabbing, button pushing and general force maintenance. I am a firm believer that you should bring a Doctor, an Engineer and a hacker. It's a philosophy I clung to in N2 and I believe it holds true in N3. There might be times you'll leave one at home- but think carefully about it because you may rue that decision! We have a few good options- Dr. Worm being the most famous- but honourable mentions go to the Kurgat Engineer with Mk12 and the Vanguard Infantry Hacker. 4.1 LIGHT INFANTRY 4.1.1 Morat Vanguard Infantry Spoiler They are an excellent line infantry unit. Reasonable BS and good PH means that they can either shoot or dodge with some success. I personally run a 5 member link team with a HMG. It is in fact a staple of my low points games- Burst 5, +3 BS HMG fire is godlike and makes supposedly woeful line infantry an absolute menace in the active turn. They are also a cheap(-ish) source of specialists. The hacker being a very important one. But more on that later in the hacking section. Special note: if you bring a Vanguard Hacker do NOT include him in the link team. Long skill gagdet programs will drop him from the link. Until that part of the rules is FAQ'd or Errata'd- just don't. 4.1.2 Kurgat Assault Engineers Spoiler These combat engineers are a good source of specialists as well- coming in Boarding Shotgun, MK12 and Autocannon versions. The Kurgat with the Mk12 is probably the most famous of the three. And the most useful. Being light infantry- he can move 4-4 to an objective, seize it and then lay mines around it. The Mk12 is also a great weapon in its own right and the Kurgat can be relied on in a pinch to serve as an assault unit. The autocannon version- despite being a great model- is of limited utility (versus cost per unit). The autocannon is a great weapon against tough enemies but it is only good when it hits. The Kurgat- with BS11 will often be using this big weapon against particularly tough units who will (more often than not) have a much higher BS. And at B2, you're going to lose those face to face rolls a lot more often than you think. 4.1.3 Med-Tech Obsidon Medchanoid Spoiler Affectionately known as Dr. Worm, he is the best value specialist in the Combined Army. He is a Doctor as well as Engineer and he has a WIP14 to boot! With such a high WIP, most of the time he will repair and heal on command... mostly. Add to that fact that he has 6-4 movement, is on a S2 base (so easier to hide) and can have some slave drones to help him out he is almost always included in my armies. Dr. Worm comes highly recommended! 4.1.4 Treitak ANYAT Spoiler A Dire Foes specialist, she is almost an auto-include. For 25 points, she is a specialist, linkable with Vanguard infantry, has climbing plus, E/M grenades, smoke, a chain colt and a K1 Combi-rifle. In my experience she is most useful linked with Vanguard infantry- leading to a B4 K1 combi-rifle and extra +3BS to hit- making her a reasonable anti-armour option. Also, her B2 smoke grenades in ARO also make her more survivable. (Be aware that all members must have the same ARO or be dropped from the link team though!). Her utility is using the link team as a vehicle to deliver her onto target and then she utilises her climbing plus to get to her target- or peek up over a wall and gun her target down. E/M grenades are great for remotes or TAGs around corners but now that speculative fire is a long skill that will boot her from the link team- it had better be a great payoff or you'll regret it. She can be run solo rather like a homing missile but she is fragile so be careful! 3.2 MEDIUM INFANTRY 3.2.1 Yaogat Strike Infantry Spoiler I will admit that I am totally biased for these guys. On the face of it- with no linkable specialists and MOV4-2 and relatively expensive- many players would ignore them. However- they are the only models with MULTI-SPECTRAL VISOR LEVEL 2. TO/ ODD/ Mimetism are an absolute pain to deal with- and seemingly prolific in the Infinity battle scape (PanO and ALEPH especially). Without any visors you will be frustrated beyond belief by the added modifiers to hit! And with template weapons being much easier to dodge these days- trusting in flame throwers and chain rifles may prove unfounded... MSV2- coupled with linkable ability means you have a fire team that covers the biggest weakness of the Morats... no camo. The basic Yaogat also comes with Panzerfausts which can serve as (admittedly limited) anti-TAG, anti- Heavy Infantry weapon. Using Yaogat MSV2 with either Anyat to throw smoke (or Daturazis) goes some way in covering our inherent weakness against ODD. And it makes TAG hunting with panzerfausts a little bit safer. I typically run a link a team of 5 members- 4 with combi-rifles and panzerfausts (four panzerfausts are never enough!) and a spitfire. The B2 Panzerfaust can be a powerful deterrent in ARO! The downside is that it costs a LOT of points and is actually quite fragile. Being PH12, ARM3 and 1 wound... be careful with them. They can die like flies.... If that kind of link team isn't your flavour, it could be viable to use a Yaogat sniper (armed with a MSR) as your defence in depth. The MSV2 is a godsend for a well placed sniper because the rampaging units of the enemy will usually have ODD or mimetism- and a DA round to the face can stop them in their tracks. 3.2.2 Rasyat Diplomatic Division Spoiler The Morats' only choice in Aerial Deployment units... when they drop in the right spot they can be pivotal. If I do run a Rasyat- it's usually the combi rifle option. Why? Because of cost- the Spitfire version is costly! They all have zero-V smoke and coupled with a PH13 that is *very* useful for keeping a solo unit alive when on its own on the other side of the battlefield. Two versions also have MA3- granting them Stealth- and CC21, meaning that landing behind someone without alerting them and then running up and gutting them is now a real option (or sticking D-Charges on them- thanks for that Paulfuscious)! (Note: this doesn't grant Surprise Attack- you need Camo to benefit from that). The ones with Natural Born Warrior (until the human sphere rewrite happens)- don't have stealth. He can be used a suicide/ distraction unit with some success or as a tie breaker mid-game. You decide. 3.2.3 Raktorak Spoiler Much maligned... and perhaps rightly so. The stats aren't anything special and they benefit from 'Jungle Terrain'- fluffy- but not that useful for most Infinity battlefields. The weapon load out is interesting- combi-rifle + heavy flame thrower OR Vulkan shotgun- but in utility versus other infantry he is less valuable. The only benefit I can see from this model is that it can link with Suryats to make a cheaper 5 member link team. Apart from that, I would rather spend those 22 points elsewhere. There is a big discussion on his utility here: 3.2.4 Kornak Gazarot Spoiler Now this guy is definitely value for money. Strategos Level 1 (if he is your Lieutenant)- meaning the Lt. special order becomes a regular order in the pool. I would bring him just for this trait! That extra order can be pivotal. The rest of him is great as well. Armed with a Mk12- he is good at range. With Berserk and CC22 and kinematica Level 1, he is a close combat monster as well. He has fantastic BTS. And then to top it off, he has No Wound Incapacitation (just beware of shock ammo!). He can also be teamed up with Heavy Infantry to make the fabled 4 man Sogarat link team (and the less famous 5 man Suryat link team)- who are beasts in assaulting the enemy base line. I cannot recommend this guy enough. The only limiting factor is that at 41 points- I wouldn't be able to take him at low points cost games (< 200 points). I tend to be quite conservative with him, believing that Strategos Level 1 order being worth keeping him out of the line of fire. But hey, if you want to unleash the monster... go for it. 3.2.5 Rodoks Spoiler With no models yet released there isn't a lot of data out there- just snippets from one line battle reports. They have linkable specialists- fantastic! And have super jump- which improves their mobility- though they are still MOV4-2. I can imagine situations which make it easier for them to leap over a building rather than laboriously climb or go around it so that helps a bit- but..... The mimetism helps- so a Rodok in Suppression Fire in cover is at an impressive -9 to hit! I can't get a good grasp on what they do until I take them out for a game. As soon as the models are released and played with we will have a better idea. UPDATED!!!: Better discussion here: Cliffs: Mimetism and link bonus and mines = being a pain. 3.3 HEAVY INFANTRY 3.3.1 Sogarat Tempest Regiment Spoiler They are ARM6 and 2W and PH15 with an automedkit. Repeat those stats because that is the selling point of these beasts. The best thing about these guys is when they get knocked unconscious (more like if they get KO'd- ARM9 in cover is godlike)- & they drop behind a parapet- hidden from sight, most likely they'll get back up and back into the fight next active turn. You have a Feuerbach option for armour hunting and a HMG for flesh hunting. The lower burst feuerbach is great for ARO. They can serve as a Lieutenant too- but I'd advise against it. Heavy assault units with firepower (like Sogarats) will be hunting prey that is just as deadly (like TAGs) and they aren't invincible so I'd be careful. Some people would disagree re: Sog Lt being a bad thing. "Morats all have veteran lvl 1, losing their LT means nothing to them. That means is advantages for Morats to pick a super aggressive LT since they have little to fear by his lost. Not to mention the Sogarats are the toughest LT you can take." That being said what really makes them legendary is... LINK TEAM WITH KORNAK! The fabled Sogarat link team is something of Infinity folklore- horrendously expensive- but horrendously deadly tough to put down too. NOTE that being Veteran Level 1- they are immune to isolation. Yes, that's right, they might be statued by a hacker but they'll contribute their order to the pool until an Engineer fixes them. A discussion on their value can be found here: 3.3.2 Suryats Spoiler The other, less glorious, heavy infantry unit. I don't have a lot of experience with these guys- but multirifles in a link team should make TAG hunting a real possibility. They are ARM4- which is good in cover... but really... compared to ARM6? I'll experiment with them when the new models come out and report back with results.... Suryat discussion here: Paulfuscious- who clearly has had some fun with these guys adds: As for why a Suryat link may be chosen over a Sogarat one, the +3 BS for a 5 man link becomes incredible in that link. Kornak goes to BS: 20 with his Mk12 if in optimal range and no modifiers and the Suryat vulcan shotgun goes to an amazing BS: 22! If you've never fired a burst 3, BS: 22 vulcan shotgun into a room of enemies, I highly recommend it. It makes people cry. 3.4 TAG/ REMOTES 3.4.1 Raicho TAG Spoiler I like the model. And as a unit- it serves as a reasonable assault model. I'm not in favour of its cost, low-ish BS (versus other TAGs) and the fact it stocks no other skills or abilities. It is also hackable. Yes.... like the aliens in Independence Day, the humans have finally cracked the code and us Morats will have to live with it. It doesn't suit my play style- and the arguments over link-teams vs. TAGs, and TAGs in N3 notwithstanding- but it may suit yours. Don't rambo it, make sure it is supported with an engineer. And before anyone tries the AVA2.... I've done it and I wouldn't recommend it. The critical weakness of the Morat Aggression Force is camo... all it takes is one Swiss Guard with a missile launcher in an elevated position and 180 points will be paste. So don't run two of them. Just don't. 3.4.2 Remotes Spoiler Q-DRONE I love this model. 360 visor, Total reaction, mimetism and 6-4 movement. And then you can toss GADGET programs on top. A fantastic defensive unit- especially with Marksmanship level 2- and also a great offensive unit with it's mobility and mimetism. The choice of whether to use plasma or HMG is a debated one, but since I veer on the side of using it defensively, I favour the HMG. I consider it a must. OTHER DRONES I can't comment on the other drone options as I have never used them! LoL! Feel free to chime in. Pierzasty notes that the Sensor Drone is a cheapish specialist, a fast mover and has handy tools like Sniffer. Making it a useful adjunct to getting rid of the always irritating camo enemies. M-DRONE: 17 point MOV6-4 specialist (Forward Observer) with WIP13. If there was a cheap, quick, button pusher- here it is. It also has 'Deactivator'- for mine clearing (once discovered), 'Sat-Lock'- useful for lighting up Camo markers and TARGETING them. It also has 'Sensor'- good for discovering nearby enemies (WIP +6 roll!). And should you feel up to it- you can risk this drone in a triangulated fire attack on a particularly annoying ODD figure. Be warned: that is a long skill, which means you have to move into position first... and ODD troops are notorious for being good in ARO.... R-DRONE: Repeater and sniffer. And 8 points. Useful for those annoying Hidden deployment figures I suppose, but I'd personally pay a point more and take a batroid. 3.4.3 Ikadron Batroids Spoiler They are cheap order generators. Double light flame throwers makes them useful flank protectors and the 'baggage' ability may prove situationally useful for some scenarios. Did I mention they were cheap order generators? Also: Don't forget that batroids with the baggage skill can now re-load weapons with limited ammo. Running out of panzerfausts doesn't really need to be a 'thing' anymore, altho I'm unsure if reloading gives full ammo for it or just one shot as it's not clear and I can see an argument for both sides. Either way, if you need one more shot, a batroid following around the Yaogat link (or lone yaogat) is actually a decent option! 3.5 WARBANDS 3.5.1 Daturazi Spoiler A staple of the Morat army. Cheap, smoke throwing close combat monsters. With Mimetism. They also have an impetuous order to help get you closer to the enemy (and probably shot at too!). Never fear, with a PH14 and smoke grenades (that's a 'dodge' roll on 17!) they have a fair chance at survival. Not fantastic- but hey.... They are also linkable- and getting one of these shotgun wielding maniacs into firing range (+6 range band, +3 link bonus) and B3 means a lot of pain for the enemy. This tactic- discover/shoot- with such a unit has been suggested as a way of dealing with Camo/ODD. The other use for the combi rifle wielding Daturazi is to remember to put him on suppressive fire in a useful close ranged environment. With mimetism and the extra -3 to hit from suppression- that's a -6 to hit on the enemy. CC is where these guys really shine. CC21 and MA level 4 means you will most likely kill your enemy in hand to hand. Especially if you toss smoke to cover the enemy figure and charge in so they can't shoot at you. Daturazis are often underestimated by opponents... but only before encountering them in hand to hand. Many players swear by Daturazis the same way I swear by Yaogat MSV2... use them and be convinced. 3.5.2 Oznat Spoiler This unit's claim to fame is being able to link with Hungries and thus producing a cheap source of regular orders. This can be absolutely key in getting your 10 regular orders in a low points game. With the rehaul of points costings- she's seen less action as part of my army in 300 point plus games. However- linkable hungries are still deadly- and she has a smoke grenade launcher as well- which can help with survivability. In N2- she was a necessity- usually run in a separate combat group with her team of Hungries and sent on suicide charges across the board. The link would eventually break and I'd reallocate the Link to my Vanguards (or Yaogats). I have to see if this still works in N3... I suspect it won't as the command token to deduct 2 orders would be spent by a canny opponent on the Combat group with the Hungries- making them trapped in no-man's land with no orders to charge home. Splod summarizes this change in the meta from N2 to N3 brilliantly: "In N2 the 4x Preta and Oznat link was popular as it allowed a cheap source of orders for the much more expensive Morats, and suppressed the impetuous nature of the bugs. With the price of Morats reduced with N3, and the Pretas increasing to 7pts each, their value seems somewhat dimminished. Especially when compared against the option of a link team of Vanguard and Anyat Having said that, I'm yet to run the Oznat & Hungry link in N3, but I feel we will be seeing less of the brood linked on our tables." 3.5.3 Hungries Spoiler They are dross. Cheapish suicide units that *might* do something useful. They all have Kinematica 1. Firstly- Gakis. 4 points. Extremely impetuous and Irregular. 6-6 MOV and climbing plus. AP CCWs. And they explode when they go unconscious. Expect nothing from these critters and they might do something useful. Put them well forward of your main line so that when they explode there are no friendly casualties.... Good enemy positioning will mean that most of them will die miserable deaths to ARO shots... but.... ... should they reach the enemy line- CC and explosions galore! Secondly- Pretas. 7 points. No more biomines. But they are dogged still and the trusty chain rifle 'spit' is still there (admittedly less effective now with new Dodge rules). I think Pretas are too expensive for a suicide unit but if you had a stray 7 points and wanted to pump orders into a chain rifle wielding, climbing plus, dogged critter... with the possibility of taking out some cheerleaders.... why not? Key point for Hungries- they are there purely for nuisance value. 3.6 SKIRMISHERS 3.6.1 Zerat Special Mission Regiment Spoiler This unit is quite special as it is the only infiltrator in the entire Morat army. Throw in the assault hacking device and it is the only infiltrating specialist the Morats have. And in ITS land... that is very important. It is by this fact alone that Zerats are seen in my army. They have mimetism- which helps with survivability (a little bit)- but they really should be kept out of the line of fire. The vanilla Zerat is useful by virtue of a LFT and mines- very helpful if you've infiltrated her forward and you want to play havoc with the enemy- but to be honest, I never use her- choosing the hacker variant instead (for objective grabbing purposes). The sniper unit is generally poo-poo'd due to combination of average BS, no camouflage nor any visor. Many would recommend that you spend your SWC and points elsewhere. 5. MORAT STRATEGIES/ TACTICS I will update as threads emerge. ODD/ TO/ CAMO Spoiler Link here: If you haven't been properly taken to the cleaners by a TO Sniper or HMG- then you haven't properly played Morats. The MAF clean up against light infantry- but against the tricksy ODD figures of advanced armies you will suffer. And suffer a lot. There has been much discussion but essentially it boils down to three things: 1. VISORS and linked Yaogats (Sixth Sense Level 2). 2. Daturazis- discover/ shoot/ smoke. Intuitive Attack is included- though I must stress that since it is a Long Skill (attack)- it WILL break your link team. This has definitely taken the shine off DTWs run by Daturazis but hey... if you're close enough to chain rifle, you might as well charge in and give them the taste of cold steel... right? 3. Sensors. I haven't tried it to be honest- but it strikes me as a laborious process- and doesn't negate the actual -9 to hit against an ODD figure in partial cover. (Unless they're TARGETED perhaps?). Death adds, "Also, sensors have access to triangulated fire (ignore all modifies and take a flat -3 to BS instead) which gives Morats another way to deal with enemy TO/ODD. Taking one M-Drone might be a good idea." What M-Drone's can also offer- if you dislike exposing yourself for triangulated fire- is "SAT LOCK." They just need to be in the sensor area and they can SAT-LOCK target people after discovering them. It reduces the typical -9 to hit (-6 for ODD and -3 for cover) to a more manageable -6, and if you're in a positive range band, that's reduced to a decent -3 to hit. Just roll lots of dice when you do it.... ARIADNA CAMO SPAM Spoiler The summary is that your active turn is going to be not enjoyable. Roughly half your orders will be discover and the majority of them will fail. How's that for order efficiency? That's essentially the crux of the problem: your either build to discover/kill or build for the objectives in the mission. Trying to do both is going to be really hard. That being said there are a few ideas... A special section just for this problem... MULTI-WOUND HEAVY INFANTRY/ TAGS Spoiler Aside from ODD/ TO- these will be the other thorn in your side. You have a few options for dealing with these units. A. SPRAY AND PRAY High burst HMG/ Spitfires and hope that something sticks. This is why we bring link teams- and preferably of 5 to get that extra +3BS to turn mediocre light infantry (or even medium infantry) to compete against hard targets. B5 with +3BS will usually put the odds in your favour against an ARO-ing Heavy Infantryman. Hitting is one thing- but armour in cover will usually be saving on at least an 8. So a lot will bounce off... leaving us with.... B. PANZERFAUSTS Carried by Yaogats and preferably linked in a team of 5 for extra +3BS. Even so you are only rolling one or two dice against the enemy ARO who will be (usually) shooting back on quite high BS. A basic TAG usually touts a BS15 and with +3 for optimal range- that's an ARO on an 18 with EXP ammo. Yes, that's right- 18! To stack the odds in your favour- I'd suggest tossing smoke to cover the Yaogat who's taking the shot (and make sure he's in partial cover too. That's a -9 to hit just to start with, it's almost like our version of ODD (and like ODD- if your target has MSV you'll have to grit your teeth). It's not a free for all though, Yaogats are fragile and they usually miss with at least one Panzerfaust- keeping it a tense experience. But that's why we love Infinity.... C. D-CHARGES Paulfuscious comments: ... the proliferation of d-charges on Morat troops. Rasyats, Kurgats and Zerat hackers all are equipped with these making it fairly easy to sneak secondary objectives, but also are brutal as an attack in melee against very heavy armed targets such as tags. A rasyat in melee with a TAG, planting d-charges on it is actually a pretty effective way to deal with a large threat. The combination of CC:21 and MA: 3 means the odds will also be in your favor to tie up that monster for longer than your opponent wishes. If the rasyat falls, your kurgat can safely detonate the d-charges (or do that anyway while the Rasyat still lives!). D. MISSILE LAUNCHER Carried by a lowly Vanguard infantryman... and is there if you have no other option. He has some strong downsides: no visor, BS11, 1W and 1ARM. And since he is unable to stack the odds in your favour- it's a tough ask to get this guy (even in a full link team) to face down an Aquila Guard in cover. I think it has its place but it's even more dicey than any of the other options. 6. CYBER WARFARE If hacking is your thing... you've come to the wrong place! Morats trust in their guns more than their hackers and this is evidenced by the paucity of hackers- and their relatively low WIP compared to ALEPH/ Nomads. ... OK, perhaps I've over exaggerated. For straight up hacking, it's true- the Morat stat line and unit choices aren't the best in the business... BUT... sometimes it's a great way to burn the enemy order pool if they're running HI/ Hackers. How? With M-drones (the FO, sensor and repeater!) and with Ikadron batroids (also repeaters!). Admittedly I don't think it's a good active turn trick to pull considering how squishy these units are), but having that coverage in reactive turn (and whilst they can hide in total cover) can really upset enemy order efficiency. I usually run a Vanguard hacker (EI hacking device) and the Zerat Hacker (Assault hacking device) in ITS button pushing missions and letting the two of them ARO (Blackout, Carbonite, Sucker Punch- EI HD only) almost with impunity when HI or hackers walk into range of a repeater is a novel and enjoyable experience! Spoiler Link to CA/ Sectorial Hacking discussion here: Your choices are: A. Morat Vanguard Hacker (EI Hacking Device). B. Zerat Assault Hacker. C. Rodok Hacker- (no model released yet) Knowing this you can either: Infiltrate the Zerat Hacker and "Stop!"... I'll Shoot. It can be feasible (provided you pass your PH -3 roll) to get close to the enemy deployment zone and assassinate quick moving hackers (Aragato biker hackers are a good example) before they run rampant. Admittedly you'll need to hold her in reserve to do this which might not suit the overall battle plan. Vanguard Hacker- Marksmanship level 2 on a Q-Drone. I cannot emphasise how frightful this turns a lowly TR remote. It was golden during the active turn AND reactive turn. Most enemies- if they survive the hit- will go prone or move to total cover- clearing the way for your forces to advance. Apart from that, walk up into the ZOC bubble and try casting... Though I'd rather trust in my guns- WIP13 trying to IMMOBILISE a WIP14/15 heavy infantry is fraught with potentially wasted attempts). As free AROs however- they are excellent. "Sucker Punch" is a great anti-hacker ARO for someone trying to hack your hacker. D16, Double Trouble ammo... why not? Paulfuscious has a very good approach on hacking support for Morats (emphasis mine): The Vanguard Hacker I think is actually one of the most useful hackers in N3 now. The assisted landing program to get your Rasyats to land on a PH:16 roll is spectacular. That's only one less than a Cascuda used to land on! They also shine as hacker killers. For 22pts on what is essentially a 'throw away' troop, they can hunt down enemy hackers and be fairly comfortable with having a better chance of winning a hacking duel. One of the more important traits on the Sucker Punch program is that the target is at -3 WIP to oppose you. So you will be on WIP:13 v's most likely 11 or 12. If they lose, DAM:16 DT will kill all but the most lucky targets. Outside the EI basic hacking devices, Hacking Plus is the only place to get the sucker punch program, so I think it's well worth taking! Editor's note: You Can Go Via a Repeater (Ikadron) and get the Firewall bonus!!! The penalties it applies to hackers trying to hack back in defense (-3 WIP to them and +3BTS to you) may make that Ikadron much more useful than you think. Also, the Rodok and Zerat are both equipped with assault hacking devices, so if you want gadget programs to buff things, you will HAVE to take the Vanguard. On the assault hacking devices, they both gain access to the very potent 'STOP!' program which is brilliant for turning off enemy hackable troops. The Rodok hacker also having a boarding shotgun makes a fairly brutal combo for turning off HI troops from behind a wall, then safely jumping over with his AP damage shotgun to cause much pain. 7. COMMAND TOKENS AND INITIATIVE My thoughts are that you should go first if you can. The lack of TO/ Camo/ Hidden deployment troops means that you'll taste the enemy's guns at full power. And you don't want that! Try to go first and deplete the enemy order pool (and maybe bag an objective on the way?). There may be one or two scenario dictated situations (Supremacy) where going second may confer special advantages but for the most part- go first. Those command tokens? Look after them- eminently useful (and beyond the realms of this talk. However- our links are our lifeline- save those tokens for Link reformation or shifting warm bodies into the main combat group. 8. GETTING STARTED WITH THE MAF.... So you've got the starter set and you're wondering where to go with it? Spoiler Just get playing- you'll pick things up as you go. That being said, if you like planning things out there are some good suggestions here... Link: And here for a quick run down on for a reasonable 150point list Link: Some 200 point discussion: Spoiler Some 300 points ITS lists: Spoiler Link: Link: And some further discussion about ITS orientated Morats: And here is an interesting discussion about Order Spam Morats... Spoiler 9. BATTLE REPORTS Spoiler For everyone just starting out in Infinity- be aware that errors in the rules do turn up in battle reports. Pay attention the comments in videos and editorial comments in the written batreps. Infinity is a complex game and we try to do our best! N2: Beholdtheomega > Total Reaction 3: 2014: 250 points: > MAF vs. NCA 300 points: > MAF vs. ALEPH 250 points: > MAF vs. ALEPH 300 points: > MAF vs. Caledonians 300 points: > MAF vs. QK 300 points: > MAF vs. Nomads 300 points: Micky Ward > MAF vs. Yu-Jing 200 points: > MAF vs. ASS: 200 points: > MAF vs. QK: 300 points: MiniWarGaming > MAF vs. ALEPH: 300 points: GeekofSpades > Morat vs. Corregidor: 200points: N3: BeholdtheOmega > MAF vs Yu-Jing 400 points: > MAF vs. PanO 200 points: Frontline Gaming > MAF vs. ALEPH: > MAF vs. ALEPH: Starter vs. Starter: Learning Infinity Batreps: > > Guerilla Miniature Gaming > Infinity Forum > MAF ITS: Link: Spoiler 10. MISC.CA Unit Profiles and QRS:And if someone could teach me the spoiler function... that'd be great! -Thanks, Pierzasty!
  7. So my friend and I have been playing a few Annihilation games lately, Nothing for points or objectives, Just to kill each other. But Lately Ive been having trouble with his Caeldonian list and Was looking for some advice on my lists to see what it is I should do, or general Tactics, The main issue I'm finding I have the most trouble with is his big ass werewolves running up through smoke and chain gunning my men to death, and His Fire team of Mormers AP HMGing my guys to pulp and shrugging off the hits. I have Three lists I run with the Phalanx as far as Annihilation goes, And I am at some point looking to advance to Objectives, But here they are Hector & Achilles: Steel Phalanx ────────────────────────────────────────────────── 9 HECTOR Lieutenant Plasma Rifle, Nanopulser, Stun Grenades + 1 TinBot A / Heavy Pistol, EXP CC Weapon. (0 | 71) THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12) THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12) THORAKITES Submachine gun, Light Rocket Launcher / Pistol, Knife. (1 | 15) ACHILLES MULTI Rifle, Nanopulser, D.E.P. / Pistol, EXP CC Weapon. (0 | 74) PHOENIX Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) TEUCER (Multispectral Visor L2) Feuerbach, Nanopulser / Pistol, Knife. (2 | 44) 5 SWC | 300 Points Open in Infinity Army Commando Team Steel Phalanx ────────────────────────────────────────────────── 10 1 ACHILLES Lieutenant MULTI Rifle, Nanopulser, D.E.P. / Pistol, EXP CC Weapon. (0 | 74) AJAX 2 Combi Rifles, Nanopulser / AP Heavy Pistol, EXP CCW. (0 | 39) MYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) THRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Flash Grenades / Pistol, Shock CCW. (0.5 | 30) THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12) THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12) THORAKITES Feuerbach, Nanopulser / Pistol, Knife. (1.5 | 22) TEUCER (Multispectral Visor L2) Feuerbach, Nanopulser / Pistol, Knife. (2 | 44) 5 SWC | 300 Points Open in Infinity Army A Bunch of Angry Greeks Steel Phalanx ────────────────────────────────────────────────── 10 1 ACHILLES Lieutenant Spitfire, Nanopulser / Pistol, EXP CC Weapon. (2.5 | 75) EUDOROS Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) MACHAON Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38) MYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16) TEUCER (Multispectral Visor L2) Feuerbach, Nanopulser / Pistol, Knife. (2 | 44) NETROD Electric Pulse. (0 | 4) 6 SWC | 300 Points Open in Infinity Army Now again these are Purely Annihilation lists, But Please feel free to critique, and please help me kill these god damn scottsmen!
  8. Haqqislam ────────────────────────────────────────────────── GROUP 110 KAPLAN Combi Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 23) KAPLAN Combi Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 23) NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12) NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) DJANBAZAN Lieutenant Rifle + Light Shotgun / Pistol, Knife. (1 | 27) LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 25) DRUZE Hacker (Killer Hacking Device) Combi Rifle, D-Charges / Pistol, CCW. (0 | 21) LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 25) 4 SWC | 200 Points Open in Infinity Army Had this going for a 200 point game tonight, anything yall think I should change?
  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. Everything in Threes: An Introduction to Tohaa The Tohaa are an advanced alien civilization currently waging an open war against the EI and its Combined Army. Guardians of one of the great treasures of the universe, the Tohaa have withstood the EI’s onslaught longer than any other race in this galaxy. The Tohaa are masters of biotechnology, capable of building terrible viral weapons and impervious symbiont armors, but also of altering other species, granting them more intelligence so they can fight by their side. The Tohaa need allies, and Humanity seems fitting for the first line of the fight against the Combined Army. 1. Thread RulesWelcome to the N3 Tohaa faction guide! This thread is a resource for new and experienced players to get familiar with the basic outlines of the Tohaa faction. This thread is aimed at compiling common approaches to Tohaa gameplay, things to consider and whatever else we feel is useful to include. This thread is procedurally generated as new models and ideas develop, and all of its contents is subject to discussion. To be clear: the content of this thread is completely open to disagreement, and is intended to be updated over time: its assertions are neither complete nor absolute. Enjoy. 2. Tohaa Playstyle The Tohaa are a faction predicated on a curious blend of influences, mixing high mobility, above-average durability, exotic weaponry and a synergistic approach to combat. Tohaa warriors work together very well and support each other on the battlefield. Each fighter has a purpose, working together to become greater than the sum of their parts. Each model has a role to play, there is a rarely a cheerleader nor a Rambo in sight, and Tohaa typically do not play fire-and-forget with their troops. Tohaa use a combined arms approach, bringing multiple weapons to bear against the enemy rather than relying on a few big damage-dealers, and relying on high order efficiency and volume of fire to bring the enemy down. Tohaa are proficient at all ranges, but do best at medium-range combat overall. 3. Specific to the Tohaa Tohaa have an appropriate three features that define their battlefield identity to a large degree. Tohaa units fit together like pieces of a moving puzzle and each model should be viewed in the context of the rest of that faction, it's very much a faction with a few consistent themes. 3.1 Fireteam: Tohaa 3.2 Symbiont Armor 3.3 Biotech Weaponry 4. Tohaa Strategies Knowing what your options are before even entering into combat makes a great deal of difference to the odds of victory and defeat. This entry discusses some of the strategic considerations Tohaa players go through before the start of a battle. 4.1 Force Composition 4.2 Trident Composition 4.3 Lieutenant Selection 4.4 Combat Styles 4.5 Iniative or Deployment 5. Tohaa Tactics Like every faction Tohaa have difficulties with some matchups and specific tricks they can levy against their enemies. This entry catalogues some of the more prominent tactical concerns Tohaa player might have. 5.1 Coping with Fire 5.2 Coping with Templates 5.3 Tohaa in CC 6. Tohaa Trickery 6.1. Cyberwarfare 6.1. Pherowarfare 7. Command After you've gotten some games behind your belt, you might consider playing with the Advanced Rules for Infinity that introduce Command Tokens into the game. Both players start the game with four of these Command Tokens which they can use to influence the game. Tohaa can benefit from Command Tokens, but not to an exceptional degree in comparison to some of the other factions. 7.1 Strategic & Tactical Use 7.2 Coordinated Orders 8. Tohaa Arsenal This chapter discusses all Tohaa models that are currently revealed, it is updated each time a new Tohaa model comes out. The discussions are kept broad and cursory, and assume that every model is useful to the faction in some way. Each discussion is capped off with an 'Ease of Use' indicator ranging from 1 to 5 which should give new players an idea of how easy it is to make beneficial use of a particular model. Models with a score of 1 are the hardest to use, models with a score of 5 are easiest to use. This is not meant to be an assessment of how good the model is, it is simply meant to help new players understand what they kind of performance they can expect from a model, given their own skill level. 4.1. Tactical Armored Gear [TAG] 4.2. Skirmishers [sK] 4.2.2. Igao Unit 4.3. Warband [WB] 4.4. Heavy Infantry [HI] 4.4.2. Ectros Regiment 4.5. Medium Infantry [MI] 4.5.1. Gao-Rael Unit 4.6. Light Infantry [LI] 4.6.2. Kotail Mobile Unit 4.6.3. Kaeltar Specialists 4.6.4. Rasail Boarding Team 4.6.5. Sakiel Regiment 4.6.6. Kamael Light Infantry 4.6.7. Hatail Aelis Keesan 4.6.8. Hatail Spec-Ops 4.6.9. Kumotail Bioengineers 4.6.10. Chaksa Servant 4.6.11. Chaksa Auxiliars 4.6.12. Tohaa Diplomatic Delegates 4.7. Mercenaries 10. Getting Started New Infinity players are often overwhelmed with information, and it can be difficult what steps to take first. Tohaa is unremarkable in that sense, but the subheadings below touch on some general ideas to getting started with playing Tohaa. 10.1 First Buy 10.2 Markers & Tokens 8. Player Resources 8.1. Rules & Errata Unfortunately the Infinity rules are dispersed over quite a few documents which can make it hard to find everything you need to fully play the game. This chapter brings together links to all rules you will need to play Tohaa. There are even more documents to work through, but these are essential to fully understanding Tohaa. It’s an annoying situation to be in, just make the best of it. 8.1.1. Official Rules & Tools 8.1.2. Unofficial Rules & Tools 8.1.3. Tohaa-specific non-Core Rules 8.2. Notable Community Threads 8.3. Battle Reports 8.4. Assorted Cool Stuff by Bookkeeper Yet Another Mission System (YAMS) v201.1 by IJW Wartrader 9. Getting Started
  11. This is not exactly a rules questions, but a general tactical one which is why I decided to post it here. Having recently had reason to read the Minesweeper and Deactivator rules more closely I noticed there doesn't seem to be much to be done against mines. Dodging is at PH -3. Minesweeper is all but useless since mines usually are behind scenery corners and not conveniently out in the open to be discovered and shot at. Even with a sensor you still need to get a minesweeper in LoF with a mine but outside its trigger area since there is no more way to disarm it from within said area and even camo markers cannot pass a mine. So unless you spend 5 or so orders on sensor and minesweeper remotes moving around the board like crazy while your opponent is friendly enough not to shoot them, I don't see much you can do against them. Which seems a bit extreme for an action that costs the opponent 1-2 orders to place the mine appropriately. Of course the other option is running cheap models (if your army has them at all) in to detonate mines and hoping they roll 7 or less (on average PH) and don't just die. This quite surprised me, since Infinity usually has counters against everything. (Like camo - msv, hacking - tinbots, bs - odd/camo etc) Did I miss something obvious here? Would be happy about suggestions because this kind of put an end to my motivation to play.
  12. A couple of us NCA writers have been working on a project lately to create an up-to-date tactica breakdown of the whole sectorial. This article went up on Pride of Rodina earlier in the week, but I figured I would share it in case some of you missed it and would find it useful This first part covers all the light infantry/skirmisher options for the NCA - enjoy!
  13. When I first started Infinity I found Barakiel’s post on Aleph tactics invaluable for giving me a sense for the strengths and weaknesses of particular troop profiles, and how they might be used. It took me some time before I realized it had been written for a previous edition of the game and therefore had become somewhat dated. It might be helpful to revisit some of the trooper options that are presently available to ALEPH with an eye towards a discussion on strategy and tactics, i.e.. what are their strengths and weaknesses; potential synergies with other troopers; examples of in-game usage with either positive or negative results; ITS missions that they excel in. I’ve noticed that currently a discussion on the relative merits of a trooper profile often will end up being embedded within a thread of a different topic making it difficult to find. My suggestion would be that we create a thread for any given trooper under the heading “Strategy and Tactics:” where we can pool our collective knowledge and experience on that profile. In this way the thread will be able to evolve as the game and our experience with it evolves. Let's begin with one of the current discussions... Diomedes. Feel free to add your thoughts, or quote from other threads when you feel it is pertinent. (I've uploaded his profile for reference) The following is @Barakeil 's original post on Diomedes... Apart from the cost, what do you all feel has changed? What remains the same? Diomedes Pros •High Physicality for an Airborne Deployment unit •Fantastic durability with No Wound Incapacitation •Super-Jump provides extreme mobility across varying terrain types •Versatile weapon options give him multiple modes of attack •An Ekdromoi without Frenzy! (this is no longer true) Cons •Highly expensive considering the risk of using Airborne Deployment •Vulnerable to Shock/Viral ammunition Recommended Roles •Fast attack flanker and shock trooper •Diomedes, 44, 0 SWC: Mk12, Nanopulser, Assault Pistol, DA CCW What is true for the Ekdromoi is true for Diomedes, but he is perhaps the finest single purchase from all options available. As the leader of the Ekdromoi, he utilizes their Airborne Deployment capability and combines it with strong shooting and close combat prowess. Unlike regular Ekdromoi, however, he boasts V: No Wound Incapacitation for fantastic survivability by the standards of an AD trooper. In addition, he has weaponry for all occasions. His Mk12 gives him accuracy and punch out to medium range bands, his Nanopulser can murder clumped models or give him strong AROs against tough-to-hit opponents. Especially noteworthy is his Assault Pistol, a rare piece of equipment in ALEPH that allows Diomedes to let loose with the lethal Assault Pistol for a high-burst, accurate weapon in short range engagements. Diomedes, like his Ekdromoi brethren, also comes with Super-Jump. As with the Ekdromoi, Super-Jump is a strong asset for creating the most favorable firefights possible to get maximum usefulness out of Diomedes. In particular, Diomedes appreciates Super-Jump due to his diverse weapon loadout. Navigating terrain with Super-Jump can allow him to avoid alleys and streets, closing with the enemy to engage with his high Burst Assault Pistol or Direct Template Nanopulser. Similarly, the Mk12 provides him with longer effective range than a mere Combi Rifle or Boarding Shotgun, so he is quite effective at medium range bands. This allows him to leap up to rooftops or other sniper nests, able to engage enemies from a safer distance without any less in rangeband accuracy. Unsurprisingly, all of these assets come with a steep point cost. That being said, Diomedes is one of the finest drop infantry to be found in Infinity. Note that Diomedes also comes with a Lieutenant option, a choice that really cannot be considered as viable at this point in the game. Since Diomedes begins the game off the table, he starts his force in Loss of Liuetenant, and Chain of Command cannot bypass this disadvantage since Diomedes is not technically dead and removed as a casualty. For the time being, this choice should be avoided.
  14. Not entirely sure if this is something that's been discussed. My local area has been starting to use LI more and more in the ITS events. I'm sure this will come as no surprise, but one of our faction's strengths is the ability to play with a high order count. The Limited Insertion format removes that from our toolbox. I don't want to get into a debate as to whether LI is wrong, or 'worse', or whatever. It's a thing that is out there and we have to contend with it. I'm curious to hear how you all handle this new format? Personally, I use this format to be a bit more esoteric in my list selections. Maybe I take a Janissary doctor AND an al Fasid. Saladin becomes even more important in this format. However, I'm much more wary of taking some of our phenomenal irregular units (looking at you, Mutts and Hunzakuts).
  15. Next in my series of threads about units I find myself using relatively seldom, yet suspect I'm underestimating. I've heard people talk about the tuareg, so it seems they're used quite a lot, but I don't get why - whenever I field one, he seems to underperform. The basic reasons are the Tuareg's poor BS of 11, their fragilty, and lack of armor. I most often face Aleph, and when I compare with their TO units, the Dasyu and the Proxy sniper, those seem completely superior in value for their points. These shortcomings seem, to me, to make the Tuareg worthless as a sniper; it can't tank any sniper shots, and it can't hit anything with its own. Haqqislam simply have much better sniper options. The hacker, then? On paper, it seems good, with WIP 15. But I find it hard to position well, compared to the (a bit cheaper) Ragiq hacker, than can deploy exactly where it's needed for the moment, and got the amazing Dogged ability to boot, and better BS and armor. The doctor? I dunno. Why would I need a doctor deployed so far ahead, and why would I put so much points into it when a simple ghulam doctor does the job almost as well? For infiltrating specialists, we got much cheaper ones like the hunzakuts, the al'hawwa, and the farzans. and that goes for infiltrating minelayers, too. Simply put, I'm a bit sceptical regarding the Tuareg. Please sell me on it!
  16. Hi all So in other game systems I played, we always created 'versus' or 'match up' threads on the forums. Basically how does your faction match up against another faction, and what tactics have you found effective against their common tricks/tactics. I was hoping we could start off such a thread by discussing Combined army, since I am playing them on Thursday evening and have no idea what to expect. I know he likes TAGs and his shasvastii. I have read their unit profiles, but I have no idea how they will perform on the table. PS. If there are such threads on the forum, I couldn't find them. It would be appreciated if you could just link them here.
  17. Hi all! Following up from this topic about tactics advice with fixed list, I decided to do the same, since a different pair of eyes sees thing from a different perspective. This is the list I've painted up, and are going to use as is more or less until I paint something else up. I tried to paint up a rounded list with the models I like best out of my collection first, and really liked the new celestial guard loadout idea so in that 13 point gap I just fit him in and that was that. Yu Jing ────────────────────────────────────────────────── 10 CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13) Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15) YÁOZĂO Electric Pulse. (0 | 3) TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14) YÁOZĂO Electric Pulse. (0 | 3) ZHÀNYING Lieutenant (Sensor) Breaker Combi Rifle, Nimbus Grenades / Pistol, Electric Pulse. (0 | 26) RAIDEN (Minelayer, X Visor) Heavy Rocket Launcher, Antipersonnel Mines / Pistol, Knife. (1.5 | 21) HAC TAO (Executive Order) HMG, Nanopulser / Pistol, DA CCW. (2 | 69) SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, Knife. (2 | 59) GŬILÁNG (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) KǍNRÈN Hacker (Killer Hacking Device) Combi Rifle, Chain-colt / Pistol, Monofilament CC Weapon, Knife. (0 | 29) 6 SWC | 300 Points Open in Infinity Army I'm looking for tactics advice (deploy X near Y, coordinate this and this, against certain opponents use X unit this way otherwise do this) and maybe even unit swaps (swap X for Z and instead do this)
  18. Hi all My main opponent plays Haqqislam, I have beaten him on several games, but personally I often find it was more luck and I often feel on the back foot against him. So I was hoping you guys could give me some advice on 3 problem units he likes to field (I apologise for the spelling): Ragiks (drop trooper guy) Fiday (how the hell do you deal with impersonation? ) the 'crazy bitches', well that is what we call them (the irregular girls with smoke grenades and those isolator gadgets)
  19. Tohaa: Strategy, Tactics, Tips & Tricks Format of this Thread Welcome to the Tohaa guide, which covers all the basic ins and outs of the EI's most determined opponent. This thread is dedicated to Tohaa strategy, tactics, commonly used combo's, model breakdowns, notable opponents and whatever else we'd like to include. The setup for this thread is that new additions are added procedurally, either by linking to specific comments or topics, or by editing the existing texts. I implore you all to add your thoughts, provide alternative observations and whatever else, so that we might build an up-to-date guide to the Tohaa arsenal. I'd be remiss here not to mention and link to Tam's Tohaa Tactica Thread, which is excellent (be sure to read Tamrielo's thoughts on Triad composition), but deals with a more specific range of topics. TO BE CLEAR: this thread is completely open to disagreement, additions and corrections as far as I'm concerned. I'll add, change and link as needed over the course of time, including in response to model releases. Index 1. Specific to the Tohaa 2. Strategies of the Tohaa 3. Tactics of the Tohaa 4. Tohaa Arsenal 5. Getting Started 6. Useful Links 7. Tohaa Battle Reports 1. Specific to the Tohaa The Tohaa are notable in that they're a new faction introduced into the existing Infinity universe, and they come with their own set of special rules which put their definitive marks on the Tohaa play styles. We'll be covering these first. Fireteam: Tohaa Symbiont Armor Nanotech, Swarm & Viral 2. Strategies of the Tohaa This second heading will outline a number of common strategic questions specific to the Tohaa, and provides suggestions on approaches, as well as solutions to some problems that commonly crop up. Strategies are overarching approaches to combat, as distinct from tactics, which are responses to very specific problems. ARO Zero-V Smoke Special Deployment Impetuous Range Bands Indirect Fire List Building Triad Composition Deployment 3. Tactics of the Tohaa This heading goes over a host of tactics the Tohaa can employ to bolster their advantage or deal with enemy tricks and maneuvers. The implementation of tactics will vary greatly from instance to instance, but it helps to know what options are out there to cope with potent threats. Dealing with Smoke Dealing with Fire Dealing with Template Weapons Dealing with Guided Weaponry Dealing with Camouflage & Airborne Deployment Dealing with Hacking Reforming Triads Securing the Field Using the Nullifier Using Flash Pulses 4. Tohaa Arsenal The Tohaa have access to a fairly limited model selection, so currently many lists will feature the same base models. This is unfortunate in that it means that cunning opponents can start anticipating your maneuvers as they get more knowledgeable about our army. Luckily, there is a lot these models can do. Gorgos Squad [TAG] Players are not having a lot of (reported) luck with the Gorgos, even with the Perifericial. Its especially large weakness to fire, but especially its--for a pricey TAG--unimpressive weaponry make it a selection that seems hard to justify when there is such amazing LI and HI among the Tohaa. The Gorgos is strong and tough as any TAG, and it has a Symbiont armor 'pilot' with all the benefits that brings, although it is the only TAG currently known to be affected by i-Kohl. If it becomes possessed, the Periferical is turned as well. Clipsos Infiltrator [sK] The Clipsos is amazing, at this time it is hampered by the lack of other TO options (to disguise the identity of mines), but nonetheless the Clipsos brings an amazing set of tools for a very, very low cost. The Clipsos has reasonable stats and abilities, each of its loadout options is useful and well-costed; any force that brings one or more along for the ride will most likely be happy they did. In objective-based games the Clipsos shines even brighter, bringing a very reliable way to fulfill objectives to the table for a low cost. Makaul [WB] Every other faction is jealous of the Makaul. The description '10100 : A special number whose symbolism refers to titanic strength and courage as well as the concept of salvation from a physical danger.' is right. With great stats and abilities, a low cost and great loadouts, the Makaul is as close as you get to an auto-include in this game. Only the Combi loadout might see limited use with most players. It is very possible to play without Makaul, and certainly players do play without Makaul, but the Zero-V smoke, Heavy Flamethrower, Viral CCW and Swarm Grenades on a Regular Linkable model is just very hard to pass up. Neema Satar [HI] There doesn't seem to be a clear place where Neema fits in the current Tohaa metagame; she's an Ectros with a bunch of extra tricks and a very high WIP. She's an excellent Lieutenant, but usually a very obvious one, and lacking a (non Spec-Op) Chain of Command model makes her a risky Lt, because her weaponry forces her to get relatively close to the action. Luckily, you don't have to reveal your Lt's WIP anymore, slightly mitigating this issue. Her Martial Arts Lv2 makes her more deadly up close, and grants the excellent V: Courage, but her LRL doesn't command the power most players expect from a model in her price bracket. Ectros Regiment [HI] The Ectros is a very powerful piece, bringing very high stats for his points, coupled with the Fireteam: Tohaa rule to boot. It is one of those rare HI that has 4-4 Mov and an effective 3 W. But, this is because it wears Symbiont Armor, meaning there is a slight catch. Current wisdom on the Ectros emphasizes its relatively large weakness to fire, which means there's a generally perceived benefit to keep the Ectros fighting at range, rather than getting close. In general, this means that the Ectros is fielded with the HMG loadout, and the other 3 options are mostly left unused. The HMG is a powerful weapon, well used on a resilient model, keeping it out of range of most fire weapons if and when they show up. A note on the Ectros is that it surprisingly does not have V: Courage, meaning it might not keep its vantage point when under attack. Gao-Tarsos [MI] The Gao-Tarsos does not feel like MI, it feels as though you're dropping HI into enemy lines. Using Combat Jump it can be deployed right in the middle of the enemy, where it's Symbiont Armor will usually allow it to survive at least long enough to rain hot lead down on the defender's heads. The Tarsos is also usually sent down with an HMG due to its cost and function, but can be used in multiple roles; although the Paramedic option will most likely be skipped over. Luckily for the enemy, the Tarsos cannot be part of Triads. While the Tarsos cán be used for grabbing objectives, it is a relatively unreliable piece, prone to scattering away from where you need to be; those are jobs the Clipsos is generally more suited for. Gao-Rael [MI] If you're looking for a specialist, odds are good you're going to look at taking a Gao-Rael. As the slowest of the Linkable Tohaa troops, with a 4-2 Mov, it will usually take the role of hunter; taking a good position, and harassing choice prey that dares show itself. The most obvious selling point of the Gao-Rael is its MSV2, which is an excellent tool to have in your arsenal, as it allows you to ignore Camouflage and most smoke types in the game, allowing the Rael to do its job--taking out enemies that are normally hard to hit--very well. Because the Rael is in Symbiont Armor to boot, it has an extra wound, which, coupled with +B1, makes it very likely to win its first engagement. The Gao-Rael is usually a Sniper, but all of its loadouts are viable, including the once-in-a-while Lt. version when there are no choice targets to glue. Even the Boarding Shotgun loadout is interesting, because it lets the Gao-Rael bring along Swarm Grenades. Swarm Grenades create low-visibility zones, through which the Rael can promptly peek. Sakiel Regiment [LI] The Tohaa have access to some amazing LI, and the Sakiel is arguably the greatest of them all. For a very low cost you get access to a model with great stats and abilities, Symbiont Armor, and a powerful--versatile--loadout selection. Almost any list can benefit from the Sakiel. Sakiel are the most common vehicle for Viral Combi Rifles, and their high speed, Symbiont Armor and V: Courage allow them to deliver their payload effectively. Aside from the Viral Combi loadout, the Spitfire option probably sees the most play. Tohaa players the world over are waiting for a Sakiel Viral blister or box. Nikoul Ambush Unit [LI] The Tohaa are getting a new release in the form of the Nikoul Ambush Unit. Their profile has been released, but it's unclear if they'll change for 3d Edition. This entry will be placeholder until we figure out more about how the Nikoul plays. Kamael Light Infantry [LI] It's unfortunate to be simply 'good' in the company of excellence. The Kamael Infantry are good, reliable and reasonably costed fighters, but they don't get as much appreciation because of how good Sakiel, Chaksa and Makaul (not LI but still) are. That said, they are capable line troopers with good loadouts. It's very viable to bring lists with a lot of linked Kamael, laying down a lot of Combi fire, supported with the gadgets they can bring along. Do nót underestimate them. Kumotail [LI] The Kumotail is quite a package; a Doctor ánd an Engineer rolled into one with an excellent WIP14!? Pretty useful. Its most obvious ability is to recover fighters in Symbiont Armor, but the Kumotail's capabilities are actually far greater. Doctors have a hard time in Infinity, but Engineers can restore E/M'd weaponry, remove glue and immobilization etc. The combination of both rules means that when you're going on missions, odds are good that the Kumotail will nail you some extra objectives. Something to remember though is that if the Kumotail is using Chaksa Servants; activating those will pop the Kumotail out of any Triad it's part of Chaksa Servant [LI] As the name implies, it's here to help. For a rock-bottom cost of 3 points you get to expand the reach of your Kumotail. They're also surprisingly survivable, rocking Mimetism and Hyper-Dynamics L1. In any list where the Kumotail can afford to hide, getting 2 Servants to do the work is probably going to be worth it. Chaksa Auxiliar [LI] There's been quite the upsurge in the Auxiliar's popularity; as a cheap Baggage (not to be underestimated) Order, Heavy Flamer or Sensor support, or as a Total Reaction HMG badass (the GHRL not as much) its starting to gain traction within the Tohaa meta. What the Chaksa does well is fill several roles (fitting, being Auxilia) that support the other troops. The Chaksa is great at controlling the battlefield with an HMG; it's hard to hit due to the overwhelming firepower of a Neurocinetics HMG, and has 360' vision. Covering flanks is what the Chaksa do extremely well, allowing your Triads to move up safely. Auxiliars don't cost a lot of Orders, they have good stats and a reasonable price. The big downside to them is that you can't put them in Links, but honestly, that's not what they're for. There's experimentation going on with 1-4 Chaksa, and in any quantity they seem to bring something to the table. Tohaa Diplomatic Delegate [LI] This is a strange model for Tohaa, especially because the Diplomat's point cost isn't a multiple of 3. It doesn't do much as a civilian, but as a Specialist it's a surprisingly cheap and useful option, if not for the Specialist skills, then for the Flash Pulse which can disable an enemy many times it's own points cost. If you're not filling gaps with Servants, consider a Delegate. Hatail Spec-Op [LI] Spec-Ops are in a class all by themselves, literally. Based on a Kamael, the Hatail can do quite a few things. Three of the most notable uses for the Hatail currently (when you can field one) are its ability to bring a full-fledged Hacking Device, it can be a reliable Specialist, and it can be outfitted with Chain of Command, which is amazing (especially if you're using Neema as Lt). There's a lot you can do with a Hatail, so mix and match away. Fun fact: if the Hatail carries a Hacking Device, it can attempt to possess a Combined Army TAG. Aelis Keesan [LI] We'll have to see what Aelis brings to tables as we get used to her, especially the impact of her option to bring K1 ammunition has caused a slight stir because of Tohaa's relative lack of AP and EXP weaponry. 5. Getting Started In the past months the Tohaa has seen quite the influx of (potential) new Tohaa players. Both new players and veteran players come to this subforum to ask questions about particular models and rules, but especially seek out advice on what models to buy and how to construct their first Tohaa Combat Groups. This heading is dedicated to those players, so there's a convenient place to find the most general of advice and we'll avoid having too many of the same threads coming up, fun as they may be. What to Buy Tohaa doesn't have an enormous selection of models at the time of writing, this makes choosing models easier than for many other factions. Most players seem to buy the Tohaa Starter Set; it's a good selection of models that gives a proper introduction to the faction, and most players will continue using at least half of the models in the Starter set. It is nót necessary to buy more than the Starter Set when first getting into the Tohaa (unless shipping costs are especially high). Tohaa take some getting used to, and starting small is far more conducive to getting a handle on how they play. But eventually most players start branching out and start wondering what they'll buy next. Almost all Tohaa players seem to buy a Makaul box set sooner or later, and most get them much sooner than later. The Makaul box is good value and provides models that end up in many Tohaa lists. After that things become far less clear, and choices vary from person to person. There is no universally agreed-upon 'wrong choice' for Tohaa, the general consensus tends towards emphasising models that fulfill roles you haven't filled yet and filling up your Combat Groups to 10 models. This is why the Gao-Rael is a popular third choice: it offers a tool against Camouflaged models that the Starter Set and Makaul box doesn't have. The only choices most people tend to make relatively late are Neema Satar and the Gorgos; these are models that aren't immediately intuitive in their use and do better once players know their way around the faction. Finally, new players should consider buying the Hatail Spec-Ops relatively early. Even outside of ITS the Hatail is affordable and an excellent proxy model that can fill gaps in your list while you try out new things. That First (Tohaa) List If the first list you make can form two Tridents/Triads and has (close to) 10 models in it you've made a usable list. For Tohaa it's that simple. No matter if you emphasize Kamael, Sakiel, Makaul or whatever else; each list has their own strengths and weaknesses, they're pretty equivalent. Build 80% of your list to preference, then consider your opponent and ask yourself "do I need Defensive Hacking, an Engineer, MSV2, Zero-V Smoke (etc)?" Then tweak the list so you're ready for expected threats. You're going to lose battles no matter what list you bring, just try things out, start small and figure it out from there. Have fun. 6. Useful Links This heading hosts a small index of some links to interesting threads or texts that are especially relevant for Tohaa players, and don't fit into the format of this thread. Feel free to post suggestions. 1. Tohaa Numerology 2. Number to Name Generator 3. In-depth discussion of the Gorgos 4. Infinity Basic Tutorial 5. Adv. Spheretactics 101 6. List Building in Infinity Notable Opponents 1. Caskuda 2. Speculo Killer 3. Avatar 4. Impersonators 7. Tohaa Battle Reports 1. Micky Ward - Tohaa vs Aleph 300Pts 2. Micky Ward - Tohaa vs Yu Jing 300Pts 3. Miniwargaming - Tohaa vs PanOceania 300Pts *Google Drive Hard Link for this Document*
  20. Hey all! Starting this thread to share some tactics. Why? Because i hope it can help (new) yu jing players. And also, selfish, because i got a case of the list block-itus. So I was hoping this might help me get out of it. What i mainly do is think about a tactic i like to use. More often than not it is either, self proclaimed, 'The fortress' or 'guerrilla warfare' tactics. Of course I am hoping to get a nice thread started on something more ?meta? tactics and less mission specific list building and tactics for a specific mission. I tend to use a lot of infiltrators, heavies and remotes. It just tickles my fancy. So the 2 general tactics I use support these units. What i generally avoid are swiss-knifes and try to keep an order pool of 10, sometimes 10 - 2. Where the team of 2 are mainly ARO pieces that do nothing but shoot or get killed. But i am really looking to use more different tools (got nearly all models and it isnt fun to see them all sit and do nothing except for the lucky few). The fortress Unit types: ARO pieces, Heavies type of play: Slow but rarely gives the opponent breathing room without spending a lot of orders. what it is: We all seen the movies where some place gets sieged. The heroes are holed up somewhere but are able to hold them off with placement and just letting the enemies walk to their own demise. Well that's what this is. Usually i place 2 TR (sometimes 3 with ISS) and a Bounty hunter sniper to keep the opponent from moving in the open. It is great to let these guys sit in the 2nd combat group while your main pool will be able to act independently. It also helps not to worry about these guys dying. The opponent will have a hard time getting where they want to go with all the bullets flying. In the main order pool i try to get what i want to get the missions swung in my favor. Line infantry to walk up the middle and get into suppresive fire while the heavy infantry actively take objectives from the opponent. If i feel bold a TAG just for rule of cool, and also hard to get down making it a great fortres piece. Slow and steady, just denying wiggle room for your opponent while taking the board for yourself. flow of the match: Initiative you - Most of the time opponent will deploy out of LOS because of all the aro pieces. Which helps your units walk up the middle, take objectives and set up for the first turn opponent. Meaning you getting into supressive fire in the middle of the board. Meaning getting your hackers/repeaters out of line of sight near chokepoints where heavies/REMS are fielded. So when he tries to walk up, you just hack aggresively. Again you deny him the board so the orders have to be spend on things like smoke / shoot combos or Cautious movement. Initiative opponent- Aro pieces are in place, because most of the time you deploy 2nd and if not you know where the firelanes are and the objectives will be. You also know the opponent friendly list, so you know what will come your way. Not to worry, you placed the ARO pieces in their own combat group. Also dont forget to strip the opponent of orders or the possibility to use command tokens. The opponent will try to make best use of the orders taking out 1 or 2 aro pieces before walking up the board to start securing objectives or killing your units to reduce your order pool. But because your order pool will be intact for the most part, and he or she did not have the orders to get enough across for objectives your first turn will be nice to flank the opponent and get him of the objectives. Guerilla warfare unit types: infiltrators, camo, mines type of play: fast, try to dictate enemies movement. what it is: So take predictability and think about what happens when you field- 4 camo tokens on the left flank, a sniper rifle aro piece in the right back field and hide a zhansi, doctor and engineer in the backfield. People will first get rid of that sniper than assume the right flank is save to take objectives and walk out of cover to get your zhansi LT (which of course could or could not be ). Well it is not. You got your amazing guilang mine layers sure, make 1 a mine layer and the other a hacker with doafei acting as a mine. maybe a raiden with mine in the backfield. But on the other flank with the lonely sniper acting as bait... the ninjas/hac toa will be in hidden deployment! They will easily take care of the units walking out of cover thinking things are save. And when they got shot in aro by these guys? you guessed it they will be walking with the heavies through the minefield. But wait is that a doafei and guilang hacker? o yes it is. If you know your opponent wont be playing heavies that much, maybe make your doafei the LT with spitfire and the hac toa HMG executive. Take that doafei and go in the unsuspecting backfield and tear them a new one. To shake things up you can always bring a drop troop. The reason i enjoy TO more is because it isn't as vulnerable when it comes to play. Spending a order to get in position is not half that bad for a TO token. Its all a matter of preference really. Alright this is the one i probably enjoy playing the most but gets predictable when you play the same opponent a lot. It is a play style of surprises and annoyance. Difficulty for this type of play style tag forces and heavies. So always make sure to bring dem hackers. just an HMG and spitfire wont be enough. You will also need specialists so hackers will do the trick imho. So this is it! Hope you guys liked it first real post on forum... and i have enjoyed reading all the stuff for a long time hehe Share your battle plans/tactics love for the yu ying lists! Looking for inspiration Cheers and sorry for the long post.
  21. Hello everyone! I'm a new player to the game and I am in need of some advice. I have flipped through the pinned articles at the front and they are very insightful but I was hoping for more general recommendations for list building and tips. Like do I always need to bring a sniper. Should every list have a paramedic just incase. If the enemy sniper has the high ground do I need to take them out at all costs. Things like that. I would greatly appreciate any advice you guys would give. Thanks.
  22. So I'm a newbie/veteran just getting back into the game seriously after about a year off to have a kid. I'm currently playing Vanilla YJ, but am madly in love with 98% of the JSA so I am starting to try and list build for the sectorial. My question at the moment revolved around Neko and a Domaru link. I absolutely love the Domaru and Neko specifically, in trying to work them in a list though I've tried a couple different things that I am not sure I am entirely happy with. Option 1 - A Duo fireteam with Neko and a spitfire Domaru: This is obviously the most economical of the two options, and I envision it running across the field supported by a strong ARO Haramaki 2x missile team and under Yojimbo smoke (or Saito, or even Kitsune) Option 2 - A full 5 man Neko, spitfire Domaru, 2x missile Haramaki and 1x cheapo Haramaki: Expensive, and I am torn because the Haramkai missile launchers want to be in the back making everyone's life miserable, but my Domarus want to be rolling up under smoke to eviscerate the enemy. I sort of envision a Domaru-centric list focusing heavily on a "Alpha Strike" style as mentioned in the tactica by The Dude, but I also feel like it takes quite a few orders to get some Domaru up the field and leaves them not enough killing orders to be super effective. So, after that long winded rambling post, anyone have any feedback on how they made Domaru a central, and functional part of an ITS list? Thanks!
  23. So I aquired an odalisque. The way I've understood it, they are (or at least used to be) a mainstay in Qapu Khalqi, but what about in vanilla? Are they still useful without their link team options? If so, how do you (or would you) use them? Which profile is the best?
  24. Like the Hafza, the Bashi Bazouk is another unit in the haqqislam roster that I find interesting, but often struggle to use effectively. I tend to find them hard to deploy well, and them being irregular really hurts, but it seems like they could be really useful, judging by their interesting weapon options. How do you use them, and what profiles do you like?
  25. So it occurred to me that with the Unknown Ranger coming out so soon that we don't have very many threads talking about him from a tactical point of view. Which is interesting as I've heard both sides of those who love him and those who wouldn't ever field him in USARF or even in Vanilla. With that in mind I think we should take the time to all pitch in with opinions or battle reports on how this unit performs in the actual field. 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) Just from looking at this stat profile 2 things immediately jump out at me. 1) A fantastic stat line for a Light Infantry character model. ARM 4 but can move 4-4 is great. Not to mention Mimentism and NWI. and yet... 2) The price, this guy is pricey for either loadout and that's concerning seeing how he's fairly straight forward with few tricks to keep him survivable. If he gets hit by an AP/Shock (since he is a profile 1 W, shock will bypass his NWI) weapon he can potentially have a very bad day here and there goes 41 points. That's practically a grunt link team all in his own. ----- Another thing I notice digging through his profile is that this guy is actually a beast in close combat and makes for a good small room squatter. Natural Born Warrior takes out any crazy martial arts bonuses and the like. Which lets his CC of 22 shine through and his T2 CCW. That said his only real protection is Mimetism and his Arm 4. His lack of smoke concerns me for a CC kind of unit. So you'd either have to cover his approach with another unit's smoke grenades, hope his ph 13 dodge + kinematika is enough to get him into CC, or use him as a kind of exclusive center room clearer kind of guy. ----- Until I can actually get some play testing done with the Unknown Ranger though, my biggest concern is that his cost is rather high for what he can actually do. The rifle is still a basic weapon and the molotok is a basically a souped up version of the rifle which makes his ranged game much more viable. Even so he strikes me more as a CC guy. Yet do we really want to spend 41 points for a close combat specialist? The much nicer molotok version being 47 points and 1.5 SWC is kind of brutal in cost too. Hmm... There is a side benefit of Chain of Command, where you could pull off some shenanigans or have your Lt. go on a suicide rampage. Since as a Lt. the Unknown Ranger is not a bad platform as is much more survivable than your avg trooper. I can't really quantify scavenger other than it does pair with his CC stats rather well. Assuming you get close enough to something you actually want to pick up. ------ So overall I find the Unknown Ranger to be a hard one to place. His role in a USARF sectorial is an odd one as he seems to be a close combat/ specialist and yet he costs quite a bit and doesn't bring a huge amount of damage output that USARF needs. Instead he's more resistant and quick than anything else. It hard to argue taking him over taking say a blackjack or even the cheaper Van Zant, unless you really want a specialist who's good at close quarters combat. The bump to a molotok makes him much better at range but there is a rather heavy investment included. For Vanilla his role becomes more vague to me as his point cost makes it so that you might want to consider the cheaper William Wallace if you want a hardy close combat guy and we have better hardy shooting options at that price range. I really want to take him but I can't see myself justifying him in any game that's less than 300 points and even then I'd have to have something very specific in mind to bring him along. ----- Anyone else have thoughts on the Unknown Ranger. Or perhaps picked up on a strategy that I'm not seeing here?