Bakga

Help for tournament with Corregidor

24 posts in this topic

Hello fellow spacers!

I applied for my second tournament and basically second set of actual Infinity games. Last time I played vanilla Nomads and now I want to try out Corregidor. Since I lack experience I wanted to ask for hints and advices. I usually only play units for which I have models - not counting their equipment. Additionally I like to field at TAGs :D

Played scenarios are:

  • Safe zone
  • Transmission matrix
  • Engineering deck

Models available:

  • 4x Alguaciles
  • 3x Tomcats + Zondcat
  • 1x Mobile Brigada
  • 2x Intruder
  • 2x Zond Remotes
  • 2x Geckos
  • 1x Iguana
  • 4x Jaguars

Here are the two lists I put together

logo_502.png TTS5 - Gecko
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png8  
logo_8.pngGECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. (0)
logo_8.pngGECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. (0)
logo_2.pngTOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
 sep.giflogo_2.pngZONDCAT Electric Pulse. (4)
logo_2.pngTOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower / Pistol, Knife. (0 | 22)
logo_2.pngTOMCAT Combi Rifle + Light Flamethrower, D.E.P. / Pistol, Knife. (0.5 | 19)
logo_1.pngALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
logo_1.pngALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
logo_1.pngALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)

GROUP 2sep.gifsep.giforden_regular.png5  
logo_5.pngINTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13)

4.5 SWC | 300 Points

Open in Infinity Army

 

logo_502.png TTS5 - Iguana
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png8  
logo_7.pngIGUANA HMG, Heavy Flamethrower / . (2 | 71)
 sep.giflogo_7.pngIGUANA OPERATOR HMG / Pistol, Knife. (0)
logo_2.pngTOMCAT Combi Rifle + Light Flamethrower, D.E.P. / Pistol, Knife. (0.5 | 19)
logo_2.pngTOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (0 | 26)
 sep.giflogo_2.pngZONDCAT Electric Pulse. (4)
logo_14.pngSTEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
logo_16.pngVERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18)
logo_1.pngALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
logo_1.pngALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
logo_1.pngALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)

GROUP 2sep.gifsep.giforden_regular.png5  
logo_5.pngINTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
logo_5.pngINTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)

6 SWC | 300 Points

Open in Infinity Army

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Oh and if I should get reinforcements, I would have to know soon, to make sure they arrive in time ;)

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What are the links supposed to be? Senor Massacre would be the cheapest way to get a full Core link. Alguacillies SWC pack will be a good choice, but that's a bigger purchase so you can wait.

Alternatively you may be able to find the old Alguacil MSR single. That's the one I use because girls with long hair are just too cool (and rare on minis). That would give you a good Core as well.

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I personally looove massacre +4 jags. 2 with chain rifles and 2 with adhesive launcher / panzerfaust. Does so much work. And yeah if your new im not sure if you know this but running a sectorial is almost pointless without link teams so I would advise you to buy massacre, cheapeast way to fill the link and its a great model

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Ok I guess I'll order Senior Massacre this week.

 

But what should I throw out of the lists instead?

 

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Vertigo + Tomcat doctor or 1x Intruder. Reason being with 2x AD you start with 2 orders less making combat group 1 in T1 6 orders. That will hamstring you a lot. Also aim to have the tag group or the link yeam group at 10 orders since either one of those will eat up orders

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Hmmm....  As fun as it would be to have 3 tomcats...

Option 1:

  • Reinforcements: Massacre
  • Link Teams: @Sturladur's Jag link for a 5-man core, Geckos in duo for additional efficiency
  • Specialists: Tomcat for fixing Geckos, Stempler for button pushing
  • Other: MB ML as tank or link team hunter or just ARO beefcake, Intruder for intruding and dakka dakka.

logo_502.png Jurisdictional Command of Corregidor
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  
logo_5.pngINTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
logo_6.pngMOBILE BRIGADA Missile Launcher / Pistol, Knife. (2 | 40)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_8.pngGECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. (0)
logo_8.pngGECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. (0)
logo_14.pngSTEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
logo_1.pngALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)

GROUP 2sep.gifsep.giforden_regular.png2  
logo_1.pngALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
logo_2.pngTOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
 sep.giflogo_2.pngZONDCAT Electric Pulse. (4)

6 SWC | 300 Points

Open in Infinity Army

Note: You'll want to save a command token for putting the Tomcat into Group 1 once he does AD in.

Option 2:

  • Reinforcements: Massacre, Lupe Balboa - If you're running Corregidor, you're going to want her eventually.
  • Link Teams: Alguacil core with hacker, Lupe (2 specialists) and toolbox weapons. Jaguar Haris, Gecko Duo
  • Specialists: 2 in core, stempler, tomcat
  • Other: Spare Jaguar in group 2 in case you lose one, i guess? Transconductor for an order and flash pulsin' fools.  Also it can make sniffers for your stempler...

logo_502.png Jurisdictional Command of Corregidor
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  
logo_22.pngLUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust,  Smoke Grenades / Pistol, CCW. (0 | 23)
logo_1.pngALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
logo_1.pngALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
logo_1.pngALGUACIL Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
logo_1.pngALGUACIL HMG / Pistol, Knife. (1 | 18)
logo_8.pngGECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. (0)
logo_8.pngGECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. (0)
logo_14.pngSTEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
logo_17.pngTRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
logo_2.pngTOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)

GROUP 2sep.gifsep.giforden_regular.png4  
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_25.pngSEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)

5 SWC | 300 Points

Open in Infinity Army

 

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I take 3 Hellcats, like, all the time. When I have 2 I wish I had 3.

HMG helps with fitting more, however.

But @Bakga is using the models they have.

I would probably switch a Tomcat to group 2 though.

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6 minutes ago, Loricus said:

I take 3 Hellcats, like, all the time. When I have 2 I wish I had 3.

Do you usually bring them in as spot fixers when needed or just drop them all in on turn 1?  I suppose if they're your go-to problem solvers, there's something to be said for getting them exactly where they need to be in 1 order.

Aside from the HMG profile, are you bringing the AHD and paramedic profiles for button pushing?  I haven't tried the AHD yet, she's still on my workbench half painted, but I hear she's used mostly as a counter to armor as opposed to a button pusher.

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38 minutes ago, WiseKensai said:

Do you usually bring them in as spot fixers when needed or just drop them all in on turn 1?  I suppose if they're your go-to problem solvers, there's something to be said for getting them exactly where they need to be in 1 order.

Aside from the HMG profile, are you bringing the AHD and paramedic profiles for button pushing?  I haven't tried the AHD yet, she's still on my workbench half painted, but I hear she's used mostly as a counter to armor as opposed to a button pusher.

Sometimes 2 at once sometimes 1 each turn. At the first good opportunity.

HMG+BSG are the most important mix. Anything, anywhere on the board can have something in or out of its range in an instant that way. When I have a third (it's not always but I usually see when it would be useful and groan*) is usually AHD.

*seriously last two games would have been victories if I took it :_crying__rvmp_by_bad_blood:

Of course I play other style of Corregidor without any Hellcats, but when I play without theme I at least have 2.

 

Mixed tactics are common.

The HMG and BSG can hit a link at once to snipe the link leader with HMG then flank and hit multiple guys at once with BSG once their bonuses are removed. I try to hit every guy facing me with the BSG so I f2f everything, but will pick off one at a time if needed. Once their bonuses are gone (esp. SS2) they usually crumble without too much trouble. Links with DTW or 360 visors are annoying (Santiagoooooo! :streaming-mad:). I try to have HMG on the other side so if they all face me at once the HMG gets free flank shots.

AHD and HMG for lots of wounds on something big. 4 shots on 15 with no F2F needs some lucky ARM rolls to not take serious damage, and afterwards an HMG and AHD are in range. That forces them to deal with one ARO at a time while the other attacks free, or makes them bring someone over to help. Either way it can sap their turn.

AHD can lock a guy in a HI link while the BSG hits multiple guys in the link safely shooting through the IMM guy; if they dodge the IMM guy doesn't reset, so it usually drops that guy out of the link so they can reset/dodge at the same time.

I've done this with the E/Mauler on the HMG before because I didn't have the hacker.

 

If they don't have something big like a good HI or a link they can just act separately. The last thing they do, if everything goes smoothly, is push buttons. Such a waste of AD to prioritize that. If anything they contest or steal an antenna on the far side of the board or something.

 

The important thing is that I can choose where they deploy in the middle of the match. That's the advantage of drops over infiltration. These tactics do work well with Infiltrators, especially because of how versitile the Bandit is (AHD and LSG and ADHL, but no Coord orders :side:). But you need to be in a good position, you can't just decide to be there like with AD.

 

I'm painting the trio now, I still haven't gotten them done. Finished the BSG last night with cheesy flames (like you'd see on a car) on his helmet. Even coming up with designations and backstory.

 

I think I'll repost this in Correg tactica.

Thanks for the question btw, killing time waiting at a clinic.

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58 minutes ago, Loricus said:

Thanks for the question btw, killing time waiting at a clinic.

Thank you for a great answer to my question! I'll have to try bringing a bunch of Hellcats now. I have all the models (it's one of my favorite Nomad models), so might as well!

As far as the original thread topic is concerned though, I've definitely taken 2 Tomcats before and was very happy, especially against Tohaa (lots of grouped models that hate fire). I'm sure @Bakga could shuffle some stuff around and find room for another Tomcat.

 

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I ended up with these two lists:

Spoiler

 

logo_502.png TTS5 - Iguana Massacre
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png5  orden_irregular.png1  
logo_7.pngIGUANA HMG, Heavy Flamethrower / . (2 | 71)
 sep.giflogo_7.pngIGUANA OPERATOR HMG / Pistol, Knife. ()
logo_9.pngBANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
logo_17.pngTRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
logo_17.pngTRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
logo_1.pngALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
logo_5.pngINTRUDER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (1 | 36)

GROUP 2sep.gifsep.giforden_regular.png6  
logo_5.pngINTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35)
logo_25.pngSEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_2.pngTOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges + 1 Zondcat / Pistol, Knife. (0 | 26)
 sep.giflogo_2.pngZONDCAT Electric Pulse. (4)
logo_2.pngTOMCAT Combi Rifle + Light Flamethrower, D.E.P. / Pistol, Knife. (0.5 | 19)

5 SWC | 299 Points

Open in Infinity Army

 

and 

 

logo_502.png TTS5 - Gecko Massacre
──────────────────────────────────────────────────

orden_regular.png10  
logo_8.pngGECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. ()
logo_8.pngGECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
 sep.giflogo_8.pngGECKO PILOT 2 Assault Pistols, Knife. ()
logo_5.pngINTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
logo_5.pngINTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
logo_25.pngSEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_2.pngTOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower / Pistol, Knife. (0 | 22)
logo_2.pngTOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)
logo_1.pngALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)

5.5 SWC | 299 Points

Open in Infinity Army

 

The Tomcats did in fact save my sorry arse again. 

The Bandit with Killer Hacking Device has turned out to be a terrible choice, though

 

In the end 6th out of 12 players. Solid for my second tournament. Thanks for your advices :)

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Good to know!

anyway, first list is very order starved.

I mean, you start with 8 regular order on the table, divided in 2 combat group, with a very order hungry piece (Iguana)

if I was your opponent, i would totally choose to go second and strip you of 2 other orders basically wasting your first turn.

If you want try something, try this:

logo_502.png Jurisdictional Command of Corregidor
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  
logo_7.pngIGUANA HMG, Heavy Flamethrower / . (2 | 71)
 sep.giflogo_7.pngIGUANA OPERATOR HMG / Pistol, Knife. ()
logo_5.pngINTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
logo_10.pngMORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
logo_10.pngMORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
logo_11.pngJAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_25.pngSEÑOR MASSACRE Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 29)
logo_3.pngWILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19)

GROUP 2sep.gifsep.giforden_regular.png2  orden_irregular.png1  
logo_9.pngBANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
logo_11.pngJAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
logo_21.pngSALYUT (Minesweeper, Repeater) Electric Pulse. (0 | 8)

5.5 SWC | 297 Points

Open in Infinity Army

basically second combat group is just there to provide dedicated smoke for intruder (if Massacre and his pals are out of the way) OR to provide a couple orders to the bandit

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5 hours ago, Bakga said:

The Bandit with Killer Hacking Device has turned out to be a terrible choice, though

That's not something I usually hear or experience on the tabletop. Can you elaborate on what happened that would make you say that?

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Its WIP 12 is was not high enough to accomplish anything. My enemies did not field many hackable models in the first place and the few they had, were well defended and/or just could counter/reset more easily

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59 minutes ago, Bakga said:

Its WIP 12 is was not high enough to accomplish anything. My enemies did not field many hackable models in the first place and the few they had, were well defended and/or just could counter/reset more easily

That's alright, that's why I usually take FO now. And even then because it is only one point, I hardly ever do objectives with it.

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Yeah, it does suck when you bring a KHD and there are no easily accessible enemy hackers on the table. I generally take a Bandit KHD if I'm playing at 200 points and can't afford 2 Zeros and a Bandit. I see enough hackers that it usually pays off for me.

 

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I see that bandit profile as a camo LSG ADHL MA2 mid-field killer.  If you use him like that he will usually perform well. 

Then the fact that he happens to also have a KHD to fry hackers and try for objectives is a bonus. 

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if you brought KHD, you basically wasted 2 points.

You still have a mid field camo with big CC capabilities.

Typical turn with a bandit in play is:

1-drop smoke on intruder

2-Intruder kills long range aro pieces. or die trying

3-move bandit toward closest non camo piece.

4-move again bandit towards closest non camo piece (avoiding camo markers, possibly)

5a-if said enemy is in a linkteam, get into close range and shotgun away (possibly dying in a blaze of glory)

5b-if said enemy is a HI or a very resilient piece (tags, NWI, etc) get into CC (possibly, but not necessarily from the back)

if survives.

6-finish off unconscious enemy, stealing most valuable equipment

7-re camo or positioning better and re camo

8- intruder hides

various order to consolidate and advance

 

what is your typical turn with a bandit on the field?

 

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On 23.6.2017 at 8:30 AM, Darkvortex87 said:

if you brought KHD, you basically wasted 2 points.

You still have a mid field camo with big CC capabilities.

Typical turn with a bandit in play is:

1-drop smoke on intruder

2-Intruder kills long range aro pieces. or die trying

3-move bandit toward closest non camo piece.

4-move again bandit towards closest non camo piece (avoiding camo markers, possibly)

5a-if said enemy is in a linkteam, get into close range and shotgun away (possibly dying in a blaze of glory)

5b-if said enemy is a HI or a very resilient piece (tags, NWI, etc) get into CC (possibly, but not necessarily from the back)

if survives.

6-finish off unconscious enemy, stealing most valuable equipment

7-re camo or positioning better and re camo

8- intruder hides

various order to consolidate and advance

 

what is your typical turn with a bandit on the field?

 

Very good point. I am also new to corregidor and am not sure how and which tactic to use. Which unit to pick seems relatviley easy (Intruder, Bandit, Jaguars and Senor Massacre) but how to use them? Does anybody has more typical turns like that?

Last matches (i usualy had the 2nd turn) most of my army has been destroyed by first strike (Ariadna and Morat). The matches were a test for a escalation league (150 Points).

Losing the Intruder usualy knocks hard and i dont know what to do.

 

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4 minutes ago, Masterblaster said:

Losing the Intruder usualy knocks hard and i dont know what to do.

hide the intruder better. intruders should die only because of unlucky crits during your active turn. always finish the turn with intruder in cover, in marker state (and possibly away from uncamoed troops)

what you experienced is the usual "Nomad learning curve" that is like this |

Nomads require you to know a lot of different skills and tricks to get the best from your list, and so at the start you'll basically lose everytime. but as soon as you start to understand how the enemy army works, you should be able to make huge improvements.

 

corregidor is less tricky and more "in your face", but you must still play very aggressively during the active and use some tricks to "hit where it hurts".

an example could be the hellcats. considering you're playing at 150 pt, try playing an hellcat. drop it behind enemy lines when the enemy is already forward on the table, and remove cheerleaders and/or support pieces.

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Thanks man. you're totally right. Already heard that point before. Is there any good aro pieace in Correg or a must include?

I'll just keep on trying and just make a lot more games.

any other hints and tricks?

Unfortunately we have no mines so the mine/corner-trick is not possible.

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If you are beginning to play, the best aro piece is the total reaction zond. Anyway - Zonds are always a good choice as you can use so many different versions.

Besides that, try learning suppressive fire. It makes everyone a decent ARO piece.

 

And airborne troops are always a thing to look at. Hellcats and - my favorites - the Tomcats.

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6 hours ago, Darkvortex87 said:

hide the intruder better. intruders should die only because of unlucky crits during your active turn. always finish the turn with intruder in cover, in marker state (and possibly away from uncamoed troops)

corregidor is less tricky and more "in your face", but you must still play very aggressively during the active and use some tricks to "hit where it hurts".

an example could be the hellcats. considering you're playing at 150 pt, try playing an hellcat. drop it behind enemy lines when the enemy is already forward on the table, and remove cheerleaders and/or support pieces.

This is the basic tactic with Intruders. It can get a lot more complicated than that when you are looking in to more complicated, risly tactics, but I wouldn't even worry about that.

Ditto on the second paragraph about Corregidor. The basic tactic is stable offense, so playing to that is a good idea.

I suggest the Hellcat Spitfire if SWC allows for killing cheerleader/support at low points. Otherwise Combi can do fine.

 

3 hours ago, Masterblaster said:

Thanks man. you're totally right. Already heard that point before. Is there any good aro pieace in Correg or a must include?

I'll just keep on trying and just make a lot more games.

any other hints and tricks?

Unfortunately we have no mines so the mine/corner-trick is not possible.

Other than Reaktion Zond.

Moran are the classic, Koalas can drain an order or 2 and even get a kill at times. BSG makes him a naturally strong ARO at close range but Combi lets you use Suppressing Fire and be a specialist.

Geckos have a lot of armor and wounds for their cost. Used well they can be a huge order sink for your opponent, which is the main use of an ARO unit.

Bandits are decent at slowing down an advance, and Jaguars provide the close range ARO you want in your DZ.

 

I don't know what to call a must-include. You usually want at least 1 Jaguar to protect your DZ.

 

Bandit Combi (a good but more advanced profile) and Tomcat can have mines.

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