Nurambar

Dealing with Steel Phalanx's Weaknesses

25 posts in this topic

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?

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Can we have an example of one of your lists?

 

Thorakitai are a good start. A linked HMG should be able to down the Djanbazan through Burst. By the sound of it they aren't linked, so it should be an easy target.

Ajax will not usually go down to one HFT. He should be a decent unit to counter what is happening. He takes some practice to use though.

If you had stuff to overwatch your own guys to make it more difficult for his templates to reach you it could be useful. Maybe the Zayin Rebot or an Agema. If you divert more SWC you can put a Feuerbach in a Thorakitai link as well.

Unfortunately there is no HMG or Feuerbach Thorakitai models. People are usually forgiving of proxies for models that don't exist.

Finally, putting a BSG on a Myrm Officer or taking Eudoros will give you Eclipse Grenades if MSV is still a problem. A half decent HMG should prevent him from placing the Djanbazan so aggressively though.

 

You can't actually build to counter Phalanx that well, but you can build to counter Myrms. That's why I try to keep a decent amount of power outside the Myrm link as well.

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Here's the list I used for our 200pt games. It beat a Pan-O team (Phoenix tore the place up) but petered out sadly against Haqq. Phoenix was in a link with the Chain Rifle Myrmidons, Ajax with the Officer and Hacker.

 

logo_702.png Steel Phalanx
──────────────────────────────────────────────────

orden_regular.png9  orden_impetuosa.png1
logo_18.pngPHOENIX Lieutenant Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)
logo_5.pngMYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
logo_5.pngMYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
logo_20.pngAJAX 2 Combi Rifles, Nanopulser / AP Heavy Pistol, EXP CCW. (0 | 39)
logo_6.pngMYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35)
logo_5.pngMYRMIDON Hacker (Assault Hacking Device) Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0.5 | 31)
logo_3.pngTHORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
logo_12.pngNETROD Electric Pulse. (0 | 4)
logo_12.pngNETROD Electric Pulse. (0 | 4)

3.5 SWC | 198 Points

Open in Infinity Army

 

I'm glad to hear that I'm on the right track with Ajax, who is a great deal of fun. I was able to drop some eclipse grenades to some effect. The flamethrowers were less of a problem charging me as sitting in complete cover near my mission objectives. My friend has a great eye for placing them right where they can't be hit from range, but exactly where I need to  get (like I said, he's definitely a better player).

I'm now learning about Zayin Rebots. Very intriguing. I also wonder if I ought to grab an Ekdromos to drop in the backfield? Might prevent those flamethrower-dudes from getting too comfortable.

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@Nurambar

Alright, a few suggestions. Keep in mind there are a lot of ways to do this, but I can only suggest my own.

One, have one or two capable unlinked troops. That way you can take actions that don't dedicate half your force. Maybe focus down to one link with Phoenix so the remaining (like Ajax or Officer or Hacker) can act independently.

Second, you should usually have at least one more gun that can reach beyond rifle range. That is tough at 200 points with a Myrmidon Officer and Phoenix though. It may not be possible but keep in mind if you are being pinned down at range, this may be why.

 

A Ekdromos could be exactly what you need right here. Not only because of AD, but because of (one of my personal favorite skills) Superjump. Superjump is one of the best skills for units that try to hide in total cover. You can jump over terrain to get your sights on them, hopfully from behind. I suggest the Combi rifle.

 

Overall you'll have to take some cuts at 200. The game is balanced for 300 points, so while 200 is fun and a good way to learn, it is good to move to 300 when you can.

 

It's hard for me to make an example list because on Phalanx any little change I make seems to cascade and forces the whole list to change to accommodate. I could start from scratch, though. Which guys do you like the most? The one(s) that you want to build around. I find that is a good way to start making a list.

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Adding to what have been said before: remember one of our dirty tricks with chain myrmidons, the corner CC attack:

Imagine a nasty naffatum hiding behind a corner waiting for you to turn and flame your guys; With your first half order, you move to the limit of the corner, staying out of LoF but in ZoC of the guard and stating you aren't using Stealth, so he only have reset or change facing Aro. Whatever he uses, in your second half order, you move to base contact. Be sure no other troops can gain LoF during your second movement. Next order you stab him to death.

In any case, linked Phoenix can risk a shoot against a Djambazan HMG if he isn't in SF or linked. Also remember linked Thorakite HMG is a inexpensive tool for cleaning ARO pieces.

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First lesson : Play the objectives, not the kills.

Second lesson : you can't win on ODD alone, you'll need to stack the odds, just like everyone else. You'll need to get your troops into a favorable range band, while your opponent is in an unfavorable - in the djanbazan HMG case, that is either below 16" or from 32"+. Or the more heavy handed approach of just having better stats via Achilles, Hector - or the use of Patroclus Holoechoes.

Third lesson : Neither Phoenix, nor souped up fireteams are the thing, that win the game. And though tempting, their strength does not lie in stacking bonuses on top of each other, but in the simple concept of order conservation, that you are able to move and fire a 'big' gun, while getting a specialist into position. E.g. The simplest fireteam SP can do is a CoC officer with Eclipse and a Myrmidon with a Spitfire - combining the versatility of range bands, CoC, (Eclipse) smoke, high burst and button-pushing - throw in a netrod and this is the same price and orders as mono-purpose Phoenix with a couple of chain Myrmidons.

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logo_401.png Escalation League

──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png8  orden_irregular.png1

 logo_2.pngNAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 13)

logo_2.pngNAFFATÛN Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 13)

logo_2.pngNAFFATÛN Lieutenant Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12)

logo_2.pngNAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12)

logo_6.pngDJANBAZAN HMG / Pistol, Knife. (1.5 | 35)

logo_52.pngLEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20)

logo_19.pngTARIK MANSURI Spitfire, Nanopulser, Grenades / Pistol, DA CCW. (2 | 56)

logo_1.pngGHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)

logo_33.pngNASMAT Electric Pulse. (0 | 3)logo_10.pngHUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)

3.5 SWC | 198 PointsOpen in Infinity Army

This was the Haqqislam list in question. I used my command tokens to coordinate my Naffatun up to midfield and littered the place with mines from the Hunzakat. My Djanbazan HMG mostly just stayed prone, threatening the various approaches.

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There really is no reason for those Naffatun to be scary for a myrmidon. Sure they've got a light flamethrower, but everything but a nanopulser outranges those, and in a FTF the myrmidons have the advantage of ODD.

There were no source of smoke for the djanbazan, so at worst the odds should be equal and only dependent on positions and range bands. It was the only MSV2 visor in the list, so really the only thing, that could put up a fight.

And sure mines can be annoying, but that's what 3 point yud bots, chain myrmidons or Ajax are there for.

 

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@Palomides thanks that's super useful!

 

@Nurambar That list doesn't even look specialised for Phalanx to me, that could have just been a normal Haqq list. I think our biggest thing is that you are playing an advanced army against a more experienced player. So there will be a learning curve. I still suggest leaning off of Myrmidons and links, but experience will help you more than anything else.

 

One tip if you see a list like that again. There are only 3 specialists, which is fine for 200, but all with one wound and only one with any defensive skills. Taking away his specialists early could be another path to victory if the Naffatun are defending the objectives too well.

The best player is the one that adapts to a different potentially-winning plan the fastest. Having many routes to winning and switching as one or another becomes unlikely is how you win.

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Oh, it's absolutely a matter of him being a better and more experienced player, no question about that.

But it's also true that this Haqq list (and its earlier incarnations at lower point values), represent challenges quite different from the Pan-O lists @Palomides made, and certainly I've found more difficulty dealing with them. In our early games, it was a matter of me leaving firelanes undefended, so a Naffatun would sprint around from behind or the flank on the last turn and kill two or three units. This most recent game the Naffatun were strictly defensive.

But you guys have given some great advice.

6 hours ago, Regelridderen said:

There really is no reason for those Naffatun to be scary for a myrmidon

I believe you, but I'm scared nonetheless. Here's an example from the game:

I'm moving my fireteam of Ajax, Myrmidon Officer, and Myrmidon Hacker toward the objective (Hack the HVT). Between me and it sits a small but of cover with a Naffatun totally concealed behind it and maybe five or six inches of space to pass on either side. To the right of that is another Naffatun, again behind total cover. I move Ajax to where he can see Naffatun A, but is still as far away as possible. Alas, he's still within flamethrower range. Ajax kills Naffatun A, and then fails three armor rolls and dies, leaving my sad Myrmdon Office and Hacker to the mercy of Naffatun B when @Palomides turn comes around. (They did manage to Hack the HVT first, so points!). So I'm still scared of the Naffatun.

Now, due to @pedrogzc's advice, I can use the nasty trick to get the nasty Naffy in CC. Sweet.

But this is the most interesting to me:

On 7/23/2017 at 9:52 AM, Regelridderen said:

Neither Phoenix, nor souped up fireteams are the thing, that win the game. And though tempting, their strength does not lie in stacking bonuses on top of each other, but in the simple concept of order conservation, that you are able to move and fire a 'big' gun, while getting a specialist into position. E.g. The simplest fireteam SP can do is a CoC officer with Eclipse and a Myrmidon with a Spitfire - combining the versatility of range bands, CoC, (Eclipse) smoke, high burst and button-pushing - throw in a netrod and this is the same price and orders as mono-purpose Phoenix with a couple of chain Myrmidons.

That's changing the whole way I think fireteams. Thank you so much @Regelridderen. I've been using the fireteam mainly to boost the leader, rather than for order efficiency with a smartly built force conscious of range-bands. Awesome. Quick question, what do you mean that the Myrmidon Officer gives "button-pushing"?

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31 minutes ago, Nurambar said:

Quick question, what do you mean that the Myrmidon Officer gives "button-pushing"?

Myrmidon Officer has Chain of Command (CoC) and according to ITS rules troopers with CoC counts as specialists and as a result are able to 'push buttons' that is perform the tasks awarding Objective Pionts like Seizing Antennas in the mission Seize the Antennas.

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Two minor points that might help the conversation: 

1.) A HFT has only a 16% chance of toasting Ajax. I got quite lucky with that ARO

2.) In Escalation League, we don't have objectives yet. We had two classified, but it's only the 300 point game that adds full objectives. This means @Nurambar has to kill a bunch of my guys and Naffatun specialize in asymmetric trades. 

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6 hours ago, Nurambar said:

That's changing the whole way I think fireteams. Thank you so much @Regelridderen. I've been using the fireteam mainly to boost the leader, rather than for order efficiency with a smartly built force conscious of range-bands. Awesome.

That's right! That's a common way of doing things when one starts. But the link bonuses just aren't worth it if the guy isn't being used. Getting the full use out of a link is one of the most advanced part of the game.

That's not to say the cheaper profiles aren't good for linking. For example a Myrmidon Chainrifle can be positioned so he is the first target your enemy will see, that way they need to deal with a cheap 2 B DTW before getting to your link. And you can be much more aggressive with it in offense because it doesn't cost a lot.

One of my favorite links is Ajax, Myrm CR and a specialist. The specialist (usually hacker) can break off to do objectives in safety before the action starts. The Myrmidon CR will provide smoke and cancel the Impetuous of Ajax, and if I want to use them in grouped CC I don't care much if they decide to use their ARO to hit the Myrm for free as he's cheap.

Or here's my list for today playing Killcage:

logo_702.png Steel Phalanx
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  orden_impetuosa.png2
logo_3.pngTHORAKITES Feuerbach, Nanopulser / Pistol, Knife. (1.5 | 22)
logo_3.pngTHORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14)
logo_3.pngTHORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
logo_14.pngALKÊ Lieutenant Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25)
logo_2.pngDACTYL Doctor (MediKit) Combi Rifle, Adhesive-Launcher, Nimbus Grenades / 2 Breaker Pistols, Knife. (0 | 23)
logo_5.pngMYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
logo_19.pngEUDOROS Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40)
logo_6.pngMYRMIDON OFFICER (Chain of Command) Boarding Shotgun, Nanopulser, Eclipse Grenades / Pistol, AP CCW. (1 | 35)
logo_11.pngYUDBOT Electric Pulse. (0 | 3)
logo_21.pngPENTHESILEA Combi Rifle, Contender, Nanopulser / Pistol, Monofilament CCW. (0 | 41)
logo_29.pngSCYLLA Hacker (Killer Hacking Device UPGRADE: Maestro) Boarding Shotgun, Nanopulser + 2 Devabots Charybdis / Pistol, E/M CC Weapon. (0.5 | 34)
 sep.giflogo_29.pngDEVABOT CHARYBDIS Heavy Flamethrower / Electric Pulse. (7)

GROUP 2sep.gifsep.giforden_regular.png2  
logo_4.pngAGÊMA Marksman MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30)
logo_12.pngNETROD Electric Pulse. (0 | 4)

6 SWC | 300 Points

Open in Infinity Army

Both links have the ability to fight at long range, enter and clear the center building, or enter and hold the center building with cheap DTW guys. Even the Myrm CR is there for defense and regular smoke.

 

Even Naffatun aren't cost effective against Thorakitai CR/SMG. Thorakitai are much more likely to survive for a similar cost.

Naffatun are a quick way to lose a lot of pricey Myrms. Not only do they burn ODD but unlike CR they have a decent chance to burn straight through NWI.

 

 

3 hours ago, Palomides said:

1.) A HFT has only a 16% chance of toasting Ajax. I got quite lucky with that ARO.

A HFT has 20% (you used LFT) but that's for two wounds. Ajax has NWI, so even that won't drop him unless he's already wounded. He can also safely shoot outside of DTW range so sometimes he can avoid the ARO, and being shot at on his reactive and dodging the chance drops to miniscule. So overall he has the tools to survive them pretty well.

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6 hours ago, Nurambar said:

That's changing the whole way I think fireteams. Thank you so much @Regelridderen. I've been using the fireteam mainly to boost the leader, rather than for order efficiency with a smartly built force conscious of range-bands. Awesome. 

Don't mention it. It is easy to get enamored with Fireteam 'superpowers', but somehow vanilla players can still win shootouts ;)

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Dont forget, you have guns. Ajax has 5 shots in a Myrmidon Team with BS12, Myrmidon with Spitfire is 5 shots on BS12 as well. You can use your guns. While you do have swords, and short range superiority, know that if you hover at 20-24" you will have superiority over most of those units. A straight face to face against the Djan with a Spitfire will have odds in your favor even minus the ODD. Don't feel like you need to rush into combat as you don't need to.

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My first experience with Myrms I blasted a linked Phoenix with a Djan HMG and lost out anyways, burning to death.

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3 hours ago, Loricus said:

A HFT has 20% (you used LFT) but that's for two wounds. Ajax has NWI, so even that won't drop him unless he's already wounded. He can also safely shoot outside of DTW range so sometimes he can avoid the ARO, and being shot at on his reactive and dodging the chance drops to miniscule. So overall he has the tools to survive them pretty well.

Math isn't my strong suit, but it was a HFT. So that's a DAM 14 Template. My shot was in ARO, by a B5 combi, so Ajax wasn't able to dodge. So at that point, with ARM 5, Ajax has a 55% chance to make the save. .55 x .55 x .55 = ~16.6, right? I'm not being snarky, I'm genuinely wondering if I misplayed something in the rules or otherwise.

So yea, Ajax has the tools to avoid this situation and should have here. But even just tanking the hit gives him an 83%ish to survive. 

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15 minutes ago, Palomides said:

Math isn't my strong suit, but it was a HFT. So that's a DAM 14 Template. My shot was in ARO, by a B5 combi, so Ajax wasn't able to dodge. So at that point, with ARM 5, Ajax has a 55% chance to make the save. .55 x .55 x .55 = ~16.6, right? I'm not being snarky, I'm genuinely wondering if I misplayed something in the rules or otherwise.

That would be if it did 3 rolls. Since it only does an additional roll on a successful wound it reduces the chance of two wounds happening, since if he succeeds the second ARM roll he doesn't have to test again for the third.

The math is above my level for that so I just use the dice calculator. I'm getting 20.25% for 2 wounds and only 9.11% for 3.

edit: although it should be an equal chance for 3 wounds since they all need to fail anyways.

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Huh. I guess I figured my math shows the odds of failing three rolls in a row. Ah well, the point remains that it's unlikely to have one HFT bring down Ajax and that, even with that being said, Ajax has the tools to stay out of template range.

 

Edit: I goofed. I showed the odds of passing three ARM rolls. Should have done 45% instead of 55.

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Thanks for your help, guys. I plan on trying to make more effective use of my linkteam, and also trying to integrate the Thorakitai better. I may need to buy Alke or someone to link them when I need to.

One difficulty I have is knowing when to hide a model behind total cover, and when to leaving them peeking out for an ARO. @Palomides mentioned to me that part of the reason his Naffutan can move with such impunity is too few AROs, but on the other hand, it's painful to get a strong offensive unit toasted on your opponent's turn. So here's how I understand it. A unit should be left in ARO position when:

1- Its LOF is at favorable range bands.

2- It has defensive abilities (Total Reaction or whatever)

3- It's cheap.

4- It has no offensive abilities (Assault, etc.)

5- It's slow.

6- You can put it in suppression fire.

7- A position or objective particularly needs to be defended.

Does that sound right? I'm not really trying to establish rules as get a general feel for when to expose my units to enemy fire and when not.

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2 hours ago, Nurambar said:

1- Its LOF is at favorable range bands.

2- It has defensive abilities (Total Reaction or whatever)

3- It's cheap.

4- It has no offensive abilities (Assault, etc.)

5- It's slow.

6- You can put it in suppression fire.

7- A position or objective particularly needs to be defended.

Yes any of those can justify a unit being left out. If your opponent would rather not have to shoot at it there is an opportunity to use it as overwatch.

But killing your units is also your opponent's goal, so if you are just leaving things out you are solving half their problem.

A big part of it is limiting how much you are watching so they need to deal with it but can't use their ideal unit to kill it. For example, a Naffatun that can't reach an Agema sniper is in a bad spot, but if an HMG can nail it it's easy.

 

There are very few units that are only taken as ARO units. Many units have mixed capability, for example Phoenix or Agema. Thorakitai can choose between better active with the HMG or mixed active and ARO with the Feuerbach. Something like a Myrmidon Spitfire usually doesn't want to be seen unless it is suppressive fire.

But each and every unit has opportunities to become an important overwatch unit. Figuring out when and where takes a lot of practice. Don't have any units that you leave out without a care, and don't have any units that you discount for overwatch.

Just don't hold them to too high a standard, if your opponent chooses so they will be able to kill your guy. You have to make that choice costly for your opponent in orders or troops.

 

After that, you'll have to make mistakes and learn from them. Keep your eye on scoring and make any and all sacrifices required to achieve victory. Everything is expendable, I don't care if it costs 100 points. The only question is when, not if.

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If memory doesn't fail to me, Ájax is BS13

Enviado desde mi SM-J510FN mediante Tapatalk

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On 7/25/2017 at 6:39 AM, Nurambar said:

I'm moving my fireteam of Ajax, Myrmidon Officer, and Myrmidon Hacker toward the objective (Hack the HVT). Between me and it sits a small but of cover with a Naffatun totally concealed behind it and maybe five or six inches of space to pass on either side. To the right of that is another Naffatun, again behind total cover. I move Ajax to where he can see Naffatun A, but is still as far away as possible. Alas, he's still within flamethrower range. Ajax kills Naffatun A, and then fails three armor rolls and dies, leaving my sad Myrmdon Office and Hacker to the mercy of Naffatun B when @Palomides turn comes around. (They did manage to Hack the HVT first, so points!). So I'm still scared of the Naffatun.

The real question is did you need to take that fight right now, or could it wait? If this was the bottom of turn 3 then yep its go time otherwise you have more time to make a better play of it. Some things I note here is that if hacking the hvt is the objective then ajax doesnt matter, yep you lost him but thats ok he cleared that guy out. Dont be afraid to break link teams, if that naffatun comes around the corner, you could dodge, and hope to eat his order pool as a link or you could break the link, have the officer shoot back and dodge with the hacker (or vice versa). Yes you are eating a flame on one guy but thats an autohit nanopulsar on him, he was going to trade up anyway, lose one to stop him. You still have your hacker to finish objectives.

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9 hours ago, Wombat85 said:

Some things I note here is that if hacking the hvt is the objective then ajax doesnt matter, yep you lost him but thats ok he cleared that guy out. Dont be afraid to break link teams, if that naffatun comes around the corner, you could dodge, and hope to eat his order pool as a link or you could break the link, have the officer shoot back and dodge with the hacker (or vice versa). Yes you are eating a flame on one guy but thats an autohit nanopulsar on him, he was going to trade up anyway, lose one to stop him. You still have your hacker to finish objectives.

 

This is true, and is precisely what I did. The hacker grabbed the objective before she and the officer were killed. The problem was that, in the escalation rules, losing that linkteam cost me more points than I gained with the objective. I take it, however, that scoring objective points solely for kills is a feature of the escalation rules that is not typical of most missions.

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He was a bit nasty with his list (pretty hard counter with hft, mines and msv2 and shock ammo )

with his list in mind you have several good tools 

why not a tr bot for Aro and/or a sniper ? 1 agema+smoke can be a good trick to deal with all his troops but the djanbazan

Other tool possible : ad combat jump guy can be very handy to return a situation at your advantage.

With the 200 pts format, loosing an order is expensive but you can take beacon to compensate 

I think he can have hard time with a buffed tr bot hmg (with marksmanship l2 it can even at your active turn take off the djan)

conclusion : with such a list you need to take down naft and all his stuff from far away. 

You should limite to one ft for objectives purpose and find good piece (ex agema and/or react tot bot (not more than 60 pts))

By now you might have played many more game and fixed this problem but just in case if it can help you :)

 

maybe something like this 

logo_702.png Steel Phalanx──────────────────────────────────────────────────orden_regular.png9

 logo_1.pngEKDROMOS Combi Rifle, Nanopulser / Pistol, AP CCW. (0 | 28)

logo_8.pngZAYIN Rebot HMG / Electric Pulse. (1 | 26)

logo_22.pngTHAMYRIS Hacker (Hacking Device) Pitcher, Nanopulser / Assault Pistol, Knife. (0.5 | 24)

logo_25.pngTHRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Flash Grenades / Pistol, Shock CCW. (0.5 | 30)

logo_3.pngTHORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)

logo_3.pngTHORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14)

logo_12.pngNETROD Electric Pulse. (0 | 4)

logo_6.pngMYRMIDON OFFICER Lieutenant Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0.5 | 31)

logo_4.pngAGÊMA Marksman MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30)

4 SWC | 200 Points

Open in Infinity Army

 

with this list ether you go first or second you have tools to deal with his list ^^ objective : bloodbath turn 1 and focus on objectives turn 2 and 3 if he's not in retreat :P

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