Why not run that as StarCo? Edit: Starco. Free Company of the Star ────────────────────────────────────────────────── 8 2 MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42) MOBILE BRIGADA Lieutenant Boarding Shotgun / Pistol, Knife. (0 | 33) MOBILE BRIGADA Combi Rifle + 1 TinBot B (Deflector L2) / Pistol, Knife. (0.5 | 37) SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) BANDIT (Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, DA CCW. (0 | 28) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26) EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35) KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32) 5 SWC | 298 Points Open in Infinity Army You can play with the points to replace Knauf with a MB ML as a more robust ARO option. Link it if you go second, then rebuild the link when you go active.
Yeah, I know. But 2 X Bandits and Al Hawwa gives similar results while freeing up a couple of more slots in the list.
Yes and no. It's a robust enough skirmish screen and gaining Emily + LR/ARO option is a good trade. I prefer the StarCo list but that Corregidor one is nice as well (I do, however, think - if you're only running 1 Bandit - Mcmurder probably works better than Massacre). And Wildcats + Gecko's and Intruder isn't something you can replicate in StarCo. So running it as a once off list I'd run it as StarCo.
I really prefer Wildcats for 10 orders because I want my Core both protecting my DZ and safer in my DZ. The loss of a Core is the loss of your few orders. The StarCo Brigada help a lot by lowering the cost and moving those points to independant troops. But the question was "why not StarCo?" and Moran is the answer.
I recently stumbled upon Starco, too. And if I hadn't already signed up as Corregidor for that tournament, I would most likely have tested them. For now I stick with Corregidor =D I think that Mobile Brigada Massacre link looks super awesome on paper. I like Moran a lot on the other hand. And the Geckos of course. I already would have a (to me) satisfying list if it wasn't Limited Insertion. Could use a bit of tweaking here and there though. Spoiler: It would look like this Hellcat Murrough ────────────────────────────────────────────────── GROUP 1 6 ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15) ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) GROUP 2 6 2 1 REAKTION ZOND HMG / Electric Pulse. (1 | 26) INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35) McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) HELLCAT Boarding Shotgun / Pistol, Knife. (0 | 21) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 5.5 SWC | 300 Points Open in Infinity Army I slowly begin to unserstand how good Wildcats are. They are the only way to have an assault hacker in a link team.
@inane.imp , Limited Insertion is one of those cases where being able to use and lose a piece without losing orders is key. Perimeter weapons and G:Synch bots' usefulness is way more significant when there are only 10 order-generating minis on the board. I'm actually also considering a StarCo MB list for Interplanetario, although not with 2x Bandits. If I'm losing orders to Irregular, it's an Irmandinho and maaaaybe Spector AD. And I'm more of a fan of the Riot Grrl ML than the MB ML, although you present a great case for keeping one around. @loricus , nasty linkteams mean the Bandit's camo shooting advantages are lessened, with an opponent who can slug it out. And jumping linkteams in CC is not a great idea, in my limited experience with it in N3.
Riot Grrl ML is better than the MB ML. But if you're already running the MB link then it's an easy (ish) swap. Bigger competition is between Knauf and Riot Grrl ML: they're different enough that it's not an obvious choice.
I find the best way to deal with a link is to get the CC specialist within 2 inches (or more if they have Kinematika), but leave them in camo if they have it. On their turn, if they activate the link you have the option to engage or shoot, and if you shoot your shotgun/Chain Rifle should be able to of a lot of damage.
You crack the link first. Or force BS Attack + Dodge AROs. A shotgunning Bandit has decent odds of surviving an attack vs most LI links: particularly if you can strip cover (B2, 15s or 18s vs B2, 8s or 9s). I'm a huge fan of Mines/EMaulers for this. Sixth Sense doesn't work, so you don't lose much by Move+ Deploy, Move+BS Attack. This makes the attack brutally even vs tougher links. I know that it doesn't seem worth it to trade a Bandit for 1 or 2 LI but to crack a link to enable your Intruder to reliably fight the MML2 Unidron Sniper, Grunt Sniper or Fusi ML then it's probably is. The other hilarious combo is using a Hellcat to fight the first link member and then have your Shotgunning Bandit use the corpse to generate templates.
If you have multiple Hellcats you can choose whichever one can drop and get the enemy in poor range. A linked Combi or Shotgun does not like an HMG. This is why I like the Bandit Combi. If you want to use token state to keep moving towards an enemy and they discover before Shotgun range you're much more likely to get them with 3 B +3 BS. Plus you get mines, deployable repeater and suppressive fire. So likely to have a tool for whatever niche situation you're in.
Until now I haven't been able to make good use of bandits. So what is the way you play them? Do I run into the enemy lines and shotgun whatever I can? In my last games I played them defensively. That may have been wrong. Also when it is a specialist, I don't want to lose them.
I'm doing Bandits after Jaguars on the tactics wiki, I'll pm you when it's done. Just been too busy for anything past quick responses from my phone on the forum. Some ground rules: Token state is half of their power. Run at full speed in plain sight. Walk past unfavorable targets. Never have return fire unless you accept it. 95% offensive on initial deployment. Specialist is a tertiary role, only use it as a last resort or out of convenience. CC is stronger than getting the target in asymetric cover, even before factoring surprise attack, and even against light targets. Only enemy CC or electric pulse makes it unfavorable. It takes some instinct to see stuff like where you can template, or safely move through in token state. Remember that any isolated guy is acting as a sacrifice to discover you, and any two guys within 8" can be simultaneously fought with the template as if you had spent an order on each. Oh and remember that SS2 needs to be acted differently around, you can't force turn to face AROs, get back shots, use surprise attack, move-move past them (within ZoC) without getting a discover.
very useful discussion. let me show you my list: Pain Train - McMurrough ────────────────────────────────────────────────── 9 1 1 MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42) MOBILE BRIGADA Combi Rifle + 1 TinBot B (Deflector L2) / Pistol, Knife. (0.5 | 37) MOBILE BRIGADA Lieutenant Boarding Shotgun / Pistol, Knife. (0 | 33) MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43) MOBILE BRIGADA Boarding Shotgun / Pistol, Knife. (0 | 33) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 4.5 SWC | 299 Points Open in Infinity Army You can only take it for direct action missions but always worked pretty well. I know, it doesn't have much aro-pieces but the link and the Zond do their job good enough. What do you think?