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To Wallace or not to Wallace?

Is Wallace the mandatory Lt. choice for CHA?   17 members have voted

  1. 1. Is Wallace the mandatory Lt. choice for CHA?

    • yes
      8
    • no
      9

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31 posts in this topic

When I started playing Infinity I picked PanO as my first army and survived my newbie days by abusing Joan's Inspiring Leadership as much as possible. From that I migrated to a less obvious vanilla/MO Lt.choice and finally to NCA with a safely hidden Fusilier/Auxilia Lt. With the end of Wotan I switched to CHA and while Joan was always a magnet for the enemy, William is much worse because he's a much softer target. I lost my last game because my opponent put all his ressources into killing William and break my Linkteam with his Gaki/Preta/Oznat Linkteam (who died in the process). That was a terrible trade for me and I was wondering if I should keep using Wallace or if he's just too squishy as an obvious Lt. I must admit that my deployment was terrible in that game but I'd like to know if you CHA veterans auto-include Wallace as your Lt. or if you prefer a less obvious choice?

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Great, yes, but not even close to auto-include. He's just a strong style of list, but as you said, tradeoffs. 

If you prefer the irregular models en masse, you'll get a lot of use out of inspiring leadership, and more so if you play well to keep him alive. Basically, you build a list around him a fair amount, and that's great if those are the models you want to use anyway. 

But there are just as many strong CHA builds without him, and usually just a plain 'ol volunteer or two is just fine for the Lt role. 

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Wallace is a tricky one when it comes to actual position and usage in the field.

He can link with 45ths when you need control over movement, but you don't really want him to go with them (but restraining them for a turn them breaking the link may work). 

He can provide his discount coordinated order and smoke to wulvers, but they won't be able to use some of their rules efficiently with him running around (namely, climbing and stealth).

He can chill with volunteer link, but at that point you can as well put 6 more pts into it and hide Wallace elsewhere - you aren't using his order for much anyway.

I really want to make the most out of the guy, but it seems this just doesn't work. On the other hand, it's not bad for the game in general that there is no braindead optimization here, I guess. 

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Komrade,

as far as I can see Wallace in CHA is not nearly as useful as Johanna in PanO. Unlike PanO CHA has access to chep cheerleadrs. You can field as much 6 points cheap Caledonian Volunteers as You like. Don't get me wrong: Galwegians are just awesome and turning them regular is just huge. But this comes at a fairly steep price of Wallace himself costing 35 points to begin with. (That is astronomic in Ariadna!) Restraining Galwegians can be a good idea, but in this case You forfeit the ability to lay down a smoke carpet on the table for free (taht is exploiting the impetuous orders). You lose just as much as You gain. As You observed, Wallace is a fairly squishy and obvious target, and CHA has no access to Chain of Command at all.

To make things worse CHA has many good fireteam optins. (Isobel+Grey+Volunteers core, Scots Guard core/duo, Grey+Mormaers haris, Wulver core/haris to name a few...) The free coordinated order is not as useful as in Vanilla PanO or MO, because more often than not Your heavy hitters are in a fireteam. And if You really, really want some co-ordinated order for whatever reasons, CHA does not have many uses for command tokens in the first place. No cubes (except for Wallace) means no re-roll for healing. Apart from co-ordinated orders, CHA mainly use command tokens to reform fireteams or occasionally move trooeprs between groups.

The best use I have found for Wallace is inserting him in a Wulver core team. Wulvers are AVA4 so Wallace is the only way making them a full 5-man linked team. And get that sweet bonus of 3 for BS. The icing on the cake is the Wulvers make a more-than-able bodyguard for Wallace. The cherry atop the icing on the cake is Wallace brings smoke grenades to the party! The relatively short range of Mk12 begs for smoke grenades to get in range. (Being a PanO player, I firmly believe, You know what I mean.)

Long story short: from a competitive point of view Wallace simply does not worth It. For style reasons: Hell YES!!! Wulvers are werevolves in space! What's not to love on them?!? And Wallace is Braveheart for Infinity. Just roar 'Come at me, brah!' every single time Your opponent even takes a glance at Your Lt...

PS Welcome on board, mate! In Ariadna life is hard & cheap but You will love It!

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My experience tends to be he's a double-edged sword; he's a liability if your opponent can assassinate him, (either with a concerted effort or by fortunate/unfortunate positioning),
but he's wonderful, (if costly), Lt as long as he survives.

His "free"(*) co-ordinated order has proved a god-send to me on too many occasions to count: being able to re-position 3 models, or that extra co-ordinated shot/CC attack, or putting a bunch of models in suppressive fire mode. It also leaves my command tokens for fireteam shenanigans.

Turning everyone Regular is also great: remember that this also makes it easy to co-ordinate your models, (with or without command token). E.g. combining T2 Sniper Caterans with Scots Guard MLs/Molotok for a scary surprise shot; or multiple Caterans with Uxia's twin assault pistols to force your opponent to pick between high-burst or something dangerous.

However, I'm surprised people don't often mention the other perks of Inspiring Leadership:

  • Giving everyone V:Courage has been very handy for me, when I need that Cateran or Volunteer to stay put.
  • Ignoring Retreat gives you the comfort of not worrying about losses - ok, the downside is your opponent gets extra turns as well, unless you deliberately get him killed!

The main reason I leave him behind is his points cost; though it's also to try a bit of variety.

 

(*): After all, how often do people normally spend their Lt order?

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No Willy Lt

Group #1 | 9 Models |  7  2  1 

 Warcor Aerocam | Aerocam, Flash Pulse, Stun Pistol / Knife (3)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Cypher ALIVE | E/Marat (2), E/Mauler, Stun Pistol / Knife (0.5 | 20)
 Bit | Stun Light Grenade Launcher, Pitcher, FastPanda / Electric Pulse (0.5 | 15)
 Kiss! | Adhesive Launcher / Electric Pulse 
 Switch | E/Mitter (2), Stun Pistol (2) / Knife (15)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Lieutenant | Lieutenant, Rifle, Pistol / Knife (8)
 Volunteer Rifle | Rifle, Pistol / Knife (8)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)

Group #2 | 10 Models |  9  1  1 

 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Dozer Mul Control | Traktor Mul Control Device, Rifle, Pistol, D-Charges / Knife (14)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Paramedic | Paramedic, MediKit, Rifle, Pistol / Knife (10)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Highlander Grey AP HMG | Smoke Grenades, AP HMG, Pistol / CCW (34)
 S.A.S. Observer | Forward Observer, Rifle, Pistol / AP CCW, Knife (24)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)

Group #3 | 8 Models |  7  1  1 

 112 Doctor | Light Shotgun, Pistol / CCW (12)
 Caledonian Mormaer AP HMG | AP HMG, Pistol / Knife (42)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Rifle | Rifle, Pistol / Knife (8)
 Volunteer Paramedic | Paramedic, MediKit, Rifle, Pistol / Knife (10)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 

 

Willy LT

Group #1 | 10 Models |  1  9  9 

 Wallace Lieutenant | Lieutenant, Combi Rifle, Light Flamethrower, Smoke Grenades, Pistol / EXP CCW (35)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)

Group #2 | 10 Models |  8  2  0 

 Highlander Grey AP HMG | Smoke Grenades, AP HMG, Pistol / CCW (34)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Paramedic | Paramedic, MediKit, Rifle, Pistol / Knife (10)
 Volunteer Rifle | Rifle, Pistol / Knife (8)
 112 Doctor | Light Shotgun, Pistol / CCW (12)
 Warcor Aerocam | Aerocam, Flash Pulse, Stun Pistol / Knife (3)
 Switch Killer Hacker | E/Mitter (2), Stun Pistol (2) / Knife (14)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)

Group #3 | 9 Models |  8  1  1 

 McMurrough Chain Rifle | Grenades, Smoke Grenades, Chain Rifle (2) / Templar CCW (AP+DA) (31)
 Uxia McNeill Covert Action | CH: Limited Camouflage, Superior Infiltration, Specialist Operative, Boarding Shotgun, Smoke Grenades, D-Charges, Assault Pistol (2) / AP CCW, Knife (27)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Dozer Mul Control | Traktor Mul Control Device, Rifle, Pistol, D-Charges / Knife (14)
 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)

both list can wreck anybody's face with ease.

Both lists are good, but Willy as a Lt give you more offensive capabilities in my opinion.

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Whoever called it "Zerg rush" didn't know about Ariadna at the time.

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Its less "wallace or not" and more "If you arent taking him you need a damned good reason and assasination aint it"

In the right list with a smart player wallace is damned near immune to assasination runs, burried in a link with SS2, BS+3 and PH14+3 smoke at B2 he is almost untouchable.
Flank him with Prone Galwegians and most impersonators and Assasination pieces like shinobu cant touch him without risks and order expenditure that make the play untenable.

As such whether you take him or not depends more on how you are leveraging him. If you are taking Gals and Caterans then he is stupid good, essentially becoming almost free after a certain number of them (my go to is 4-6 gals and 2 caterans)
He also works well with wulvers, not nessicarily linked with them but allowing them to efficiently coordinate speculative fire with their grenades.

Lists that get less out of wallace are lists that arent built around such models, IE: lists that typically arent running camo and smoke heavy and are built to face MSV2+ spema more than anythin. In these lists wallaces bonuses are diminished such that he becomes less an autoinclude and as such you can readily sub him out just to give you something different to run.

 

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The poll is missing the answer that most often applies to Infinity:

It depends... 

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Stupid Forum went nuts

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12 hours ago, Daboarder said:

In the right list with a smart player wallace is damned near immune to assasination runs, burried in a link with SS2, BS+3 and PH14+3 smoke at B2 he is almost untouchable.
Flank him with Prone Galwegians and most impersonators and Assasination pieces like shinobu cant touch him without risks and order expenditure that make the play untenable.

Have to agree to disagree on this.

If it was me facing Wallace, (and I knew he was their Lt), then I'd quite happily lose an impersonator/assassin to kill him - if they had ODD/TO then even better. My only concern would be how many orders it'd take.

If I was using Wallace then a single mine & being forced into an ARO would be enough to worry me about losing Wallace, (after all, that's happened to me!), let alone an attack from a CC-specialist. My experience says, if he's hit then he tends to be dead, (no immunity of any kind), so I try to avoid rolling DAM for him.
Plus if he's in a fireteam, then you'd be losing that "free" co-ordinated order, (you could do it, but not without needing command tokens to re-form the link, which defeats the point).

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So yeah.run the numbers on 1)getting to him through as swarm of wip14

2) getting to him through a minimum of 2 gals. Because they are prone in front of him so you cant get into b2b without fighting them first. And they are 6 pt zerkers with dogged. So your taking 1 maybe 2 hits from them alone.

3) wallace has ss2 and bs16 b2 aros or ph17 b2 smoke (and ph14 for dodging so you arent -3 or -6ing him wven if you try shooting them. 

Your down to a series of rolls with significant odds of failure. All up that makes the total chance f you succeeding minimal

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On 04/08/2017 at 1:35 AM, Kwisatz Haderach said:

No Willy Lt

Group #1 | 9 Models |  7  2  1 

 Warcor Aerocam | Aerocam, Flash Pulse, Stun Pistol / Knife (3)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Cypher ALIVE | E/Marat (2), E/Mauler, Stun Pistol / Knife (0.5 | 20)
 Bit | Stun Light Grenade Launcher, Pitcher, FastPanda / Electric Pulse (0.5 | 15)
 Kiss! | Adhesive Launcher / Electric Pulse 
 Switch | E/Mitter (2), Stun Pistol (2) / Knife (15)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Lieutenant | Lieutenant, Rifle, Pistol / Knife (8)
 Volunteer Rifle | Rifle, Pistol / Knife (8)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)

Group #2 | 10 Models |  9  1  1 

 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Dozer Mul Control | Traktor Mul Control Device, Rifle, Pistol, D-Charges / Knife (14)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Paramedic | Paramedic, MediKit, Rifle, Pistol / Knife (10)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Highlander Grey AP HMG | Smoke Grenades, AP HMG, Pistol / CCW (34)
 S.A.S. Observer | Forward Observer, Rifle, Pistol / AP CCW, Knife (24)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)

Group #3 | 8 Models |  7  1  1 

 112 Doctor | Light Shotgun, Pistol / CCW (12)
 Caledonian Mormaer AP HMG | AP HMG, Pistol / Knife (42)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Rifle | Rifle, Pistol / Knife (8)
 Volunteer Paramedic | Paramedic, MediKit, Rifle, Pistol / Knife (10)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 

 

Willy LT

Group #1 | 10 Models |  1  9  9 

 Wallace Lieutenant | Lieutenant, Combi Rifle, Light Flamethrower, Smoke Grenades, Pistol / EXP CCW (35)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)
 Highlander Chain Rifle | Smoke Grenades, Chain Rifle, Pistol / AP CCW (6)

Group #2 | 10 Models |  8  2  0 

 Highlander Grey AP HMG | Smoke Grenades, AP HMG, Pistol / CCW (34)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Paramedic | Paramedic, MediKit, Rifle, Pistol / Knife (10)
 Volunteer Rifle | Rifle, Pistol / Knife (8)
 112 Doctor | Light Shotgun, Pistol / CCW (12)
 Warcor Aerocam | Aerocam, Flash Pulse, Stun Pistol / Knife (3)
 Switch Killer Hacker | E/Mitter (2), Stun Pistol (2) / Knife (14)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)

Group #3 | 9 Models |  8  1  1 

 McMurrough Chain Rifle | Grenades, Smoke Grenades, Chain Rifle (2) / Templar CCW (AP+DA) (31)
 Uxia McNeill Covert Action | CH: Limited Camouflage, Superior Infiltration, Specialist Operative, Boarding Shotgun, Smoke Grenades, D-Charges, Assault Pistol (2) / AP CCW, Knife (27)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Dozer Mul Control | Traktor Mul Control Device, Rifle, Pistol, D-Charges / Knife (14)
 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Traktor Mul Minesweeper | Minesweeper, Electric Pulse (5)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)
 Volunteer Chain Rifle | Chain Rifle, Light Shotgun, Pistol / Knife (6)

both list can wreck anybody's face with ease.

Both lists are good, but Willy as a Lt give you more offensive capabilities in my opinion.

Congratulations, you found a flaw in the game design. There should not be a Total Availability. I guess the maximal Avalability should be 8. You are right, these lists should wreck anyone's face. 

On a different note, if I would come up against someone playing such a list at a tournament, I would play strict and insist that all the models are the correct ones, 

 

 

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16 hours ago, Daboarder said:

 

3) wallace has ss2 and bs16 b2 aros or ph17 b2 smoke (and ph14 for dodging so you arent -3 or -6ing him wven if you try shooting them. 

It will be PH20 in a link team for dodge smoke. So if you are even shooting him with a shotgun, your max is 18.

chances are low, very low. If he is linked he still dodges mines on 14s due to SS2.

 

 

and about the models for my suggested lists.... you just buying 2 Caledonian starter packs, 1 volonteer swc box and a few blisters of Ariadna spec ops (or just 1) 

when you making copies of chainrifle via Instant mold or whatever and here you are :)

45th are harder, as it's better to find old box af them :) and it's OOP.

Spoiler

 

Spoiler

 

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sorry yes PH20 B2 smoke

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So finally I can recognize a good old wargaming discussion, set with enough cheese and some whine to go with it.

Also, I've never realized you can add range modifiers when smoke dodging. Thanks for the tip, that will be very useful if that's the case.

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Wallace is incredibly powerful, But he is not auto include. He works well if you take alot of irregular troops obviously. But this is a double edged sword too. usually when you take irregular troops you know that they are irregular and plan accordingly. Having regular orders that die as easy as galwegians can be rough if you were relying on their orders being regular and available for the rest of your army. It sounds odd but sometimes looking at galwegians as regular hurts because even if they have a regular order they dont behave like a regular troop and you can be down on orders quickly. 

 

If you are not taking caterans/galwegians or even wulvers in numbers Wallace is less useful

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On 04/08/2017 at 2:06 PM, Daboarder said:

So yeah.run the numbers on 1)getting to him through as swarm of wip14

2) getting to him through a minimum of 2 gals. Because they are prone in front of him so you cant get into b2b without fighting them first. And they are 6 pt zerkers with dogged. So your taking 1 maybe 2 hits from them alone.

3) wallace has ss2 and bs16 b2 aros or ph17 b2 smoke (and ph14 for dodging so you arent -3 or -6ing him wven if you try shooting them. 

Your down to a series of rolls with significant odds of failure. All up that makes the total chance f you succeeding minimal

Assuming it's a suicide assassination, if the Gals are prone in front then I'd just shoot Wallace & ignore the others - either shotguns or DTWs. Plus, if he does throw smoke down then I can now move into CC without those Galwegians AROing any further.
Or try the "lay mine & force an ARO" trick to watch him squirm when dodging on 11, (PH-3): I've been on the receiving end & it's not nice!
IIRC, I've seen opponents use a CC-orientated TO trooper to force Wallace into a smoke ARO, and then moving into CC to complete the kill.

As I said, it depends on how many orders it'll take & what units you have to attempt it.

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So your beating b2 bs16 amd arm3 

Or b2 ph20 arm3 twice reliably are you then?

 

You arent. Ive got a primer on this and other things coming but suffice to say a suiciderun at wallace probably worls less than one time in 6. Thats hardly a strategy to pin your hopes on 

And what cc troop isnt dying to the gals?

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2 hours ago, mightymuffin said:

Assuming it's a suicide assassination, if the Gals are prone in front then I'd just shoot Wallace & ignore the others - either shotguns or DTWs. Plus, if he does throw smoke down then I can now move into CC without those Galwegians AROing any further.
Or try the "lay mine & force an ARO" trick to watch him squirm when dodging on 11, (PH-3): I've been on the receiving end & it's not nice!
IIRC, I've seen opponents use a CC-orientated TO trooper to force Wallace into a smoke ARO, and then moving into CC to complete the kill.

As I said, it depends on how many orders it'll take & what units you have to attempt it.

I'll bet on the fact, that Caledonian player knows which armies can try to assasinate him, and he can prepare for that.

basicly it's a CA, YJ, and Haqqislam .

you simply put Wally in a room (corner) put 2 Gals in front, so you can't get into btb with him, and whom put a couple gals in corner to deal with the mine trick.

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Edit*

Oops, nevermind.

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21 hours ago, Kwisatz Haderach said:

I'll bet on the fact, that Caledonian player knows which armies can try to assasinate him, and he can prepare for that.

basicly it's a CA, YJ, and Haqqislam .

you simply put Wally in a room (corner) put 2 Gals in front, so you can't get into btb with him, and whom put a couple gals in corner to deal with the mine trick.

It must be my meta then, cos I play a lot against those 3 armies, (or their sectorials). Plus, our table layouts don't always provide a room to hide Wallace in.

Anyway, if you can guarantee that Wallace is never attacked then good on you - from my experience, I just...can't: either due to my opponent, the table, or luck.

 

That being said, I can't remember the last time he was assassinated: but that might be related to the fact that the opponents in my meta don't really bother with Lt killing any more - they'd rather play for the mission.

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Is there a reson why would you ever want to use him in vanilla?

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48 minutes ago, Orpheus80 said:

Is there a reson why would you ever want to use him in vanilla?

No.

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Probably not useful as a non-LT in CHA either. It might be cool if he could link without being the Lieutenant. Sacrifice the inspiring leadership with having your 5-man wulver team up the table, and not worrying about Loss of Lieutenant. Give smoke to Scots guard. 

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