Howdy! I've got a Rescue mission coming up next week I've worked up a very order heavy vanilla list that I think would work well but I'd really rather bring my US sectorial. I've never played this mission before however and am having a hard time constructing a US list I think would perform well. I'm normally not a fan of the point-sink that is a full minute man link team but between their multi terrain and weapon loadouts I think they might shine at moving up the field and saving civilians. Mechanically it seems strange but has anyone had any success rescuing civies with a devil dog? His 6-4 impetuous and aquatic terrain would allow him to cross the middle zone quickly and assuming the enemy is trying to get their civillians as well I may be able to use his impetous to return back to my edge. Am I crazy? Any experience with the mission or list-building/tactics would be much appreciated. Thanks,
Devil Dogs can't Synchronise civilians because they're Impetuous http://infinitythewiki.com/en/Civilian_Rules#Synchronize_Civilian A model cannot declare this Common Skill if any of the following is true: It already controls two Civilians in the CivEvac state. It possesses the Impetuous or Extreme Impetuous Characteristic, or it possesses the Frenzy Characteristic and has become Impetuous. It possesses the G: Servant or G: Synchronized Special Skill. Its Type of Troop is REM. It is performing a Coordinated Order, or it belongs to any kind of Fireteam.
So there's a couple of factors at work here. Getting the civvies. Obvious enough. Retrieving civvies the enemy has taken, or killing their runners. USAr is quite good at the first one. Devildogs, Mavericks, Desperados can't run the civvies, but laying smoke and tripping mines is useful. The Maverick's ability to lay smoke from range with the launcher is especially useful. You can try to send some hardcases way up the field due to their cheap cost, though even gambling with Foxtrots isn't a bad deal. Infiltrating Grunts can serve this role a bit, but you don't want to use Grunts to run the civvies all the way back. You'll want the Infiltrating Grunts to interfere with your opponent's ability to leave/return to his DZ, or to quickly synch the civvies then hand them off to another unit. USAr has a wealth of options for getting the civilians back. For killing enemy runners, Van Zant's a good choice since he's hard to keep out. Just be cautious, because any savvy opponent will anticipate him, and Van Zant striking their backline is really only helpful if you get the final turn, otherwise the enemy will just synch the civvie with another unit and have the final say in scoring. With that in mind, proactive defense to limit your opponent's ability to get civvies is a better move. Lack of Minelayer is tricky here, since you can't do a lot to restrict enemy movement Turn 1, but at least Grunt Snipers or other ARO staples will make your opponent work harder to do it. I wouldn't get too hung up on terrain skills either. They''re useful, but if you plan your movement correctly, that terrain area doesn't have to cost you much in the way of negative Orders. It tends to be overstressed as a factor in this mission.
And that's what I get for going off memory without opening the book/website. :-p Thanks for clarifying, I suppose it's not that bad though. Even if I was able to pick up the civillian I'd probably just out run him in a turn based on the movement values.
So you're saying you'd hold van zant until the very last turn to come on and clear out anyone who's returning to the enemy DZ? I was thinking about using max foxtrots, coordinating them to drop mines while advancing and taking maybe three or four grunt infiltrators. The ones that fail their rolls are great DZ protectors to hang out with maybe a sniper grunt link team. I'll try to play around with this and come up with a list for feedback.
I went with this list last week in a game of Rescue: Rescue Team ────────────────────────────────────────────────── GROUP 1 9 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) GROUP 2 7 1 1 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army I probably would change the Maverick to an Airborne Ranger or another Infiltration Grunt and then replace the Warcor with another FO Grunt, if I would play again. The game was against CA. I secured the Civs on my side with some Mines (coordinated order) and tried to kill my opponents orders with Van Zant. Sadly I had a lot of bad luck when it came to the WIP rolls (I think I missed five or six in a row), so the game ended in a tie. But all in all I was pleased with the list. I definately would go with Van Zant in my first order to kill as much orders I can. Rescue is (in my expirience) a very order intensive mission. So losing orders can be critical for your opponent if he has only one combat group.
That list looks very similar to what I was working up. I had initially thrown some minutemen in but just looking at the mission I think I'd like to stick much closer to 16-17 orders than 12-13. I had thought about a vanilla list using chasseurs paired with a mirage 5/uxia tango but my US forces are starting to feel neglected after the last few games I think. Question on the Katyusha though. If you can't hit the civilians with a template did you find the guided strikes limited in their effectiveness? If I was playing against a smart missle in this mission I think I'd try to keep close to the civies to prevent getting hit by the templates.
I would go full AVA (4) Foxtrot. You can co-ordinate them to lay down mines and send them upfields pretty order-efficiently. Boarding Shotguns are excellent for close range firefights. A Parachutist will be handy. Either go big (Van Zant) or the standard SMG Airborne. You can send him up the turkey hole and either kill enemy cheerleaders or grab your own civvies. Inferior infiltrating Grunts are just golden in causing trouble in the enemy backfield. Marauders possess Jungle Terrain negating the effects of difficult terrain. I would field a Molotok Haris to do some close-quarter firefighting. (Yup, 4-2 movement is less than ideal but mov+shoot never hurts.) Perhaps something like this: Rescue ────────────────────────────────────────────────── GROUP 1 10 MARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28) MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (1 | 22) MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23) MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34) MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22) MINUTEMAN Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) GROUP 2 4 3 2 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) DESPERADO Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. (0 | 13) DESPERADO Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. (0 | 13) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army
I've gone slightly in between both the lists that were suggested. USAriadna Ranger Force ────────────────────────────────────────────────── GROUP 1 10 ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Lieutenant Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14) AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) GROUP 2 6 3 2 DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 4.5 SWC | 300 Points Open in Infinity Army Im torn on losing one foxtrot and the warcor for a second airborne but the appeal of a fourth mine and camo for the extra defense on the walk back keeps him in I think. Maybe I'm overthinking the saturation zone by focusing on guided air support and snipers for ARO pieces that wont be as effected by it.
And just for poops and giggles. If I do ignore the bugle call of freedom and take vanilla. It'd look a bit like this. Ariadna ────────────────────────────────────────────────── GROUP 1 9 1 1 SCOT (2nd Battalion) (CH: Camouflage) 2 Submachine guns, D.E.P. / Pistol, Knife. (0 | 22) SCOT (2nd Battalion) (CH: Camouflage) 2 Submachine guns, D.E.P. / Pistol, Knife. (0 | 22) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) EQUIPE MIRAGE-5 . (2 | 69) MARGOT AP Rifle + Light Grenade Launcher / Pistol, Knife. (37) DUROC 2 Chain Rifles, Grenades, Smoke Grenades / AP CC Weapon. (32) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) GROUP 2 4 5 3 LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) CATERAN Sniper Rifle / Pistol, AP CCW. (0.5 | 21) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) 4.5 SWC | 300 Points Open in Infinity Army I like the idea of having ten tokens on the board for each combat group on turn one. Hiding the possibility of the Mirage-5 strike.
2 Airborne would be redundant IMHO,because they're locked into coming in the same board section, and because of the exclusion zone further limiting your deployment options.
I really only used it to secure two Civilians. But I like to have the Katyusha in my lists. Sometimes an opponent stands close enough for the template. Plus because of the saturation zone the single burst doesn't hurt so much. You surely can change him if you don't like to play them, there is no real need for him.
I'm not sure what you mean here, I assume you were using the Dozer to sync Civvies as the Katyusha is a REM and not a Specialist.
Sorry, I was unclear. I did not use it to sync nor the Dozer (he secured the DZ). I placed it in my DZ but only could use it to shoot at my opponent as he tried to come through, because there was no opportunity to use guided in the game.
Indeed they will ignore the terrain penalty but are MOV 4-2. Minutemen are MOV 4-4, Grunts are much cheaper. (Both can only be taken as a core.) I personally believe the Haris is well worth the investment.
I played a guy at Rumble that did exactly this. By final turn you can’t keep an eye on all the entry points for Van Zant so he comes in and his only job is to kill the runners. Worked well unfortunately.
I could see why, especially with dogged it would allow you that extra durability to take a wound and keep dragging a civilian along before collapsing. Sure you'd have to re-sync with one of your defenders but every 4" count. ...At least that's what they tell me.