Important to note - i dont mind playing against fireteams, totally different. but does anyone else really dislike playing with a fireteam? it feels so fiddly and awkward to have to move a team out together and weave through terrain, get potentially just pasted in the open by AROs from hidden deployment etc. Very often for me its 1-2 models in the link i care about and 3-4 losers they are just carting around with them, one of them probably to just push buttons. I'm more okay with defensive fireteams because very often those are like a couple static ARO pieces getting some buffs for being deployed close to each other and so you dont run into that awkward move out When i play without fireteams it always feels a bit more just easy, fun, and cinematic even.
Yep. I really, really hate driving Cores about the table. Duo and Haris are a bit better though; they're largely immune to the "And The Other Guys" mixed Core effect and are easier to handle than one guy with Koalas. My big exception is the basic LI ARO Core, where I basically just give everyone a long-range weapon or Hacking Device and sit them on a building for the whole game and leave the actual gameplay to the rest of my list. Sadly, you usually need some seriously good deployment and faction options to put up credible AROs without using Fireteams.
Thats why I play and love Tohaa for me 3 is the perfect number for a link team to move around. You have diversity in units without dead weight
Hmmm getting rid of fire teams would solve a lot of problems. I think you'd need a different pool of combined orders but it's interesting idea. I like firetewms because of the realism and feel a squad. I have grown to hate the gaming tricks with 1 amazing troop becoming ridiculous with 4 dudes or the really cheap auto take defensive fireteam or the fact that you put one model out and have 4 prone behind a building and for some reason helps you shoot better. So in balance at this point where FTS are I would be cool with killing them and then having a pool of 3ish combined orders and 3 command token pool.
I always played vanilla until StarCo and TAK rolled around, and now that I'm playing O12 I remember why I loved it. Sure, stacking the numbers is nice, but moving 5 miniatures every time I spend an order is such a slog.
Nope, I've started with a sectorial and never liked vanilla, so I don't have an issue with fireteams. Still, some sectorials relied on them less than others. Old Shasvastii come to mind.
Yeah I strongly dislike using fire-teams and generally don't like them full 5 man cores as anything other then a stationary turret. In Spiral I can stomach the Tri-core but that is about it.
Cores can get snowbally. Either your list melts when exposed to a tiny bit of fire (usually from a rocket launcher) and you lose momentum entirely, or it just crushes your opponent like there wasn't even any resistance. I find lists not built around the "deathstars" both more fun and more consistent - so I'm a lot more fine with defensive cores than aggressive cores. Also, 12 orders of Deathstar Core usually takes a lot longer to play than 15-20 order vanilla lists.
Each Fireteam has his use: - DUO: Normaly DUO have 2 uses, 1 - Ofensive Troop + Especialist Troop, 2 Powerfull Troops. First probably is expensive of Orders, but in 10-Troops List is usefull because on Round 2 your Specialist is near the objective to active. Second use ir very simple, 2 Powerfull Troop get moving to your enemy and each one end Turn on Supression Fire. - Haris, Triad: It allows have 2-4 small Fireteam on table. More terrain control, +1 Burst on more places, strong on active turn, very strong on reactive turn. - Enomotarc: It allows have the same as Haris or Triad, but if you want all of this Fireteam can be composed by 4 memers. Better? I don´t Know. On other armys probable are different, on SSA is his own play style. A strong, expensive, dangerous (for the two player) way to play. - Core: It allows have a very expensive and very strong ARO troop. You can play in this safe way. Also you can play to have two 3-Fireteam if you can join a Haris Fireteam. Personaly I see very hard to move 5 troop on a Fireteam, I allways prefer 2 small Fireteam. On some army you can have mixted Fireteam, this means you can have 2-6 HI with +1 Brust on reactive on two different places for very few point (or a lot of point if you want).
i wouldnt say i dislike them strongly but i definitively prefer vanilla factions and small fire teams like a haris one.
That's my big problem with them. Just takes more time to move everything, even if you're doing things 40k-style. This isn't too bad a rough guide. I also very rarely run the Death Star (and even then, it's usually DoTanko, so not quite as long-ranged). Japanese Secessionist Army ────────────────────────────────────────────────── 5 3 OYAMA Lieutenant Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 28) DOMARU Spitfire / Pistol, E/M CCW, Shock CC Weapon. (2 | 39) TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32) TANKŌ Flammenspeer, Contender / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23) TANKŌ Blitzen, Submachine Gun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23) 3.5 SWC | 145 Points Open in Infinity Army Lots of fun for killy missions, really. Doesn't die horribly to HRLs, dangerous to try to send a CC-monster against, really only vulnerable to AHDs (but that's why you are running Fairy Dust, right?).
I actually view movement of Core fireteams as one of their disadvantages. Not only is there the very real threat of getting hit with a template, but the time it takes to maneuver your team can take forever during a timed round. As a result, I very rarely do heavy maneuvers with my Core teams, focus my lists instead on using the Core to support more mobile solo units. If my Core team moves at all, it's typically in Turn 3 when I'm using them to sweep, and if I'm doing that, they're typically the only unit I'm focusing on moving. So it isn't too bad, as long as you give it a little thought. If something's inconvenient, don't do it. Do something that's more efficient instead, both from a gameplay perspective and a tactics perspective.
I pretty much agree with most of the voices: a full link usually dies too quickly in my hands, if I move them up the board. Their bonusses only really work well if the opponent has limited choices of engaging them from a heathy distance or needs to spend some orders for getting into a favourable position. At least for me. Some people really make good use of deathstars, that I struggle to get off the table. Personally I prefer a link of 3 or an Enomotarchos...the latter just because Myrmidons have a decent chance of surviving against a huge chunk of enemy troops. In most cases I just throw one single unit at a time onto the enemy while trying to keep my defensive ranks closed as far as possible.
I hate moving around a 5 man link. When I use them it is almost always as a defensive over watch link. I am trying to overcome my dislike as I am sure it will make me a better player. It's kind of funny because when I started I was all about the pain train heavy infantry links.
This is one of the reasons I have been enjoying Spiral Corps so much. Tricore eliminates the biggest weakness of link teams (their unwieldiness) at the cost of making them more fragile (but not really that much more fragile.)
Manoeuvring an aggressive core isn't overly difficult, it just requires you the plan ahead during deployment. If you have access to warbands and deployable weapons to cover the flanks it makes it difficult for things like enemy warbands or midfield shotguns to get at them. SSL2 also makes positioning less important in close quarters as it forgives a lot mistakes. Aggressive Cores are pretty much the only time Fireteams don't feel like brainless set and forget easy button. This also varies from team to team and faction to faction. The StarCo Brigada team, great, everything has a reason to be there, does something and has the durability in the midfield along with other supporting elements. 4 member Myrmidon team, if you aren't really careful is more than likely to get overrun by warbands and shredded.
I guess I’m curious if anyone actually likes using aggressive 5 mans. I see people talk about how crazy a fully linked wild bill or rui shi is but I couldn’t imagine trying to get 4 grunts up the field into range for bill to be affective
Truth is, not all fireteams are equally fun to play. For most fireteams it's all about boosting 1 or 2 swc weapon through the roof and drag a specialist to the objective while you mow down the opposition with your spitfire/hmg. Booooooriiiiiiiing... The best fireteams are the ones packing a variety of tools and weapons you can use while walking around the board. I've had a lot of fun with my Crane + CG team because smoke and censors are amazing for midfield brawls. My zuyong pain train packs all the weapon I could need and just forces his way through the board, changing leader and weapon when needs be (sniper/ml -> hmg -> mk12 -> shotgun or heavy/breaker pistol) only to leave a steaming pile of bodies behind. So yeah, aggressive 5-man teams can be fun, but not all 5-man teams are fun when played aggressively!
I started playing Infinity with Tohaa, so for me Fireteams is something natural. Also, like @ChoTimberwolf said, I love the flexibility of 3-man Fireteams, where everyone has a purpose and you don't feel like carrying dead weight around just to get a bonus.