So recently i have purchased her, and now i am wondering about few things. What are your experiences with jer survivalibity? I understand at what am i looking - sturdy armoured tank with 3 wounds that can whitstand few more armor rolls, not neccesary win f2f rolls. I know that it takes two unlucky hits from viral, or t2 (which is worse imo), but how does that look for you guys? How long does she usually survives? Also lists - i can see the one group potential, but i'm never confident with just 10 orders against 16 or more. I'm thinking about lists with her, Fiday, Tariq, remotes and Halqa cheap specialist and Daylamis, because as awesome she is in ActiveT, as vulnerable she is in Reactive, even with SF on. Also, 360Visor. Sounds like a threat, but looks like unnecessarity on 70mm 180arc model. Also Haqq lacks cheap order monkeys, so am i alone with my vision of this loadout being very... un-tempting?
Maggy is a grade A main battle tag. Tough, hits hard, and good maneuverability. Because she is so big she can actually simply move across a LOT of things. I often times have her moving in and out of my deployment area, hunting things. She does great fire support for your other pieces. I often run her with Saladin and a Fiday so that my opponent has to deploy everything, and I can properly counter deploy. I also have never run the 360 visor, so I cant really talk on it. I just keep a couple Naffatun near by. Her survivability for me has been very good, she very commonly lasts till the last turn or the game. So much so I have been contemplating dropping the Najjarun engineer support.
She preforms like most others tags of her class. Her claim to fame is that she is a bit cheaper. This makes her better then a lot of tags imo.
My problem with her is the big base. Often, you only have one or two ways to get her in the midfield. That means you either forfeit cover when advancing or be very predictable for the opponent.
It certainly does not take very much maneuvering to snatch the cover away from a Maggie that walks out to the mid field. For me I struggle to get the Maggie to do the work its supposed to do. I'm going to keep using it but given that the units you support it with are made of tissue paper it's hard to get enough orders and protect it I have found. I keep experiencing games where I go to remove the ARO threats to the Maggie and the units I use bounce, die and then the Maggie gets smoked. It's possible my meta is well prepared to take a basic TAG like the Maggie I'm trying to fit a square peg in a round hole. Also any mistake on my part with the unit results in a lost of the Maggie and I make a lot of mistakes.
Yeah, she is cumbersome. How many other active pieces you take with her usually? And does she perform better in one group lists, where she is nkt afraid of strategic use of command tokens?
Maggy does not need to be in midfield. Let her stay back, pick her fire lanes, and give her the capacity to fall back into friendly lines. She can assault, but that just puts her in unnecessary danger. Make the opponent have to come to her.
I think, at least in my experience, having the Maggie hang back makes it a 70pt lodestone. It's possible I play on boards with too much terrain but so far putting the Maggie on ARO will always result in it's loss and having it sit in my lines will result in nothing to shoot at. So you have to move it up to find something to kill but you need the orders to retreat. My best luck with it has been keeping it hidden until 2nd turn.
I believe the @theGricks is not advocating using it as an ARO piece, but rather an active turn power house that doesn't venture too far from the rest of it's list, sweeping away the midfield and other targets of opportunity that present themselves by advancing up to where she can reach them easily.
Exactly what @Xeurian says. She advances up takes out targets then retreats a bit. The rest of the list should be the ones controlling the mid field.
I've been on both ends of the spectrum with Maghi. I've seen her get posessed and wreck havoc in my half of the table. But I'v also rammed her into the midfield and shoot down a Kriza Borak. My advice is treat her like any other troop in Infinity: If you can get in cover, take cover. If Maghi is your main attack piece, save an order or two to find the best cover and or place her in suppressive fire.
Maggie is a pretty bland and generic TAG by herself. I find her strength to be precisely because of that blandness, she’s slightly cheaper than most other TAGs and thus can squeeze in something more with our suite of “trade-up” troops and decent infiltrators. Dealing with her can be reallly annoying when you have stuff such as ghazis and naffatuns running around. Or somewhat even more waffly, having a signature Haqq threat such as a Fiday in the same list can really complicate things for your enemy. Importantly, this means I find myself positioning and playing the Fiday in a different way as compared to a non-Maggie list. This goes the same for the other units you choose to accompany Maggie. So yes, Maggie isn't the simple point and shoot kind of rambo Big Bad that many other TAGs are, as she requires a bit more understanding of the relationship between each unit you can take in a vanilla list for her to really shine. Other notes: 1) I can never justify paying 20 points more for 360 visor. In theory, it sounds nice, pushing Maggie far upfield and putting her in suppression fire, but really that's just a deathwish no matter what TAG you are using. There's a lot you can do with 20 points in vanilla Haqq that goes very well with Maggie. A full complement of 4 Ghazis, a Hunzakut, a couple of regular orders with 8 pt REM bots, some other skirmisher.. 2) I have stopped running an engineer with Maggie, mainly because Maggie is Manned, which means you can't reroll failed repairs as compared to TAGs with Remote Presence. Still good to jam an Engineer in a list of course, but I don't find it a priority.
Thanks for the Input, lads. I understand that efficient list with Maggie, Fiday, specialists and secondary attack piece is hard to make with more than 12 regular orders. Technical question - if she takes 4 hits during reactive turn, pilot inside her dies or is left in her place?
The Pilot can dismount and function as long as the TAG is still on the table, and has not taken an additional unconscious token. It DOES NOT generate an order or count for points though.
That i get, but AFAIK you cannot dismount in reactive turn cause it is Move skill, so what happens if Maggie is killed with Pilot inside? In Escape System wounds transfer onto another profile, what happens here? Pilot dies with TAG? EDIT i guess that doesn't matter where pilot is, when TAG dies she dies as well
If Maggy is unconscious you can spend an order on the pilot to dismount her as a separate model, but if Maggy is removed she is.
I struggle with building a list that has back up attack pieces if the Maggie goes down or if the Maggie stays hidden for a turn. I really enjoy using the Khawarji with any load out but everytime I think I'm doing the right things with him I go to shoot and just bounce. Then he eats an ARO and goes down. I think the best luck I've personally had is with a Djanzaban HMG supporting the Maggie. I have a good amount of bad luck with Haqq in general. I usually lose all my attack pieces to one model firing B1 on ARO lol.
Just to clarify, dismount/mount doesn't take an order, it changes state at the beginning of a move order. So you spend an order on the TAG and dismount at the beginning of the move. You place the pilot in B2B. The entire order, starting with the move, is spent on the pilot, and the TAG itself does not generate AROs. The pilot could, for example, move+shoot on that order.
See the only times I have suceffuly killed her is when I got on a flank via AD troop or infiltrator. Persoinonally I think she is best used as a midfield bunker with 360 visor in suppression fire. There is just very little that can get in and do anything about her. Bring mutts to smoke up an approach to get her there