Morats Strengths, Weaknesses, and Revamp ideas N4 Edition

Discussion in 'Combined Army' started by WiT?, Dec 29, 2021.

  1. toadchild

    toadchild Premeasure

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    I actually found it pretty frustrating that the Shasvastii release got such a highly tuned WB monster. Yes, the Taighas and Hungries loadouts each offer something unique, but I feel like the Taigha are overall more capable of threatening a large number of targets. They are priced between the two Hungries variants and offer better CC than either while still having a DTW. The Preta still gets consideration for the larger template plus Dogged, but the only thing the Gaki has going for it is that it's 1-2 points cheaper than a Taigha.
     
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  2. WiT?

    WiT? Well-Known Member

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    100% agree. Why the sneaky faction would get the better "charge forward and bite shit" unit is beyond me. Not only a better stat and weapon, but berserk for trading and then the insanely good dodge bonus... they are extremely effective in their role and really outclass hungries in most situations.

    If we get the Skurgot that difference narrows, but I still feel that will be an inferior warband going off its peripheral loadout. Better CC, trade dodge for dogged, less points (honestly I prefer a few more points and capabilities here) and then no template brings them a little worse but at least in a similar ballpark to the Taigha.

    Just another problem that Preta mines would fix... just saying!
     
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  3. valukr

    valukr Well-Known Member

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    I've not made much time to post to further my argument,

    Though, I'd like to agree to an aim? What do we want of Morats? You feel they are not strong and not unique? You feel they need changes to bring this about. I disagree - is that fair summary? ( I dont highlight this cos i want to win argument or anything, it just makes it easier to stay on track when putting forward my opinion, otherwise these threads get de-railed and go forever)

    I believe it was toadchild he mentioned the high burst capacity of Morats - I agree, I failed to make mention of that. Though I disagree on the Taighas being better than Gaki/Preta - Gaki's climbing+ capacity helps to weed out specialists on roofs, extremely important in the context of Morats. Here is a fun tangent, the reason for the difference, I speculate, is that Shaas struggle to hit hard but control the board/midfield, whilst Morats hit very hard but struggle to control the board/midfield - IMO, this is intended faction balance

    Sectorial v Vanilla is a debate that will go on forever - I am sorry, but the argument for Vanilla being better equipped than a sectorial is relevant to every faction. Therefore, we need to conclude what does this mean, and is it problematic? I do not see or hear vanilla or sectorial winning more than the other locally or event results. People are still playing both, therefore there does not seem to be a skew one way or another. This to me suggests balance and personal preference.

    Coming back to Morats - are Morats uniquely unbalanced against their vanilla alternative to the point that they are uncompetitive? No, I do not feel that, I think they are unique equipped to achieve any mission and deal with any faction. Are they unattractive/boring? Again, I say no, but this is subjective.

    Why Morats over vanilla then ? Because you get fireteams, this is something is constantly unstated/undervalued in these debates. Fireteams are good and they are valuable when used correctly. I'd even go as far as saying that sectorial provide better lethal ARO presence than their vanilla alternative. ( I wont unpack all the things that fire-teams can do, but i just want to be clear - i mean more than just improve gunfighting)

    So then lastly, we have the warband dilemma - they get same access to warbands though vanilla, warbands are not unique to Morats. Warbands may not be unique to Morats, however, the support Morats give to warbands is - Kornak - Fire-power - linked warbands - Order efficiency

    - Kornak - I need say anything?

    - Fire-power - For Vanilla to have the fire-power available to Morats, they'd need to invest heavily into a single attack piece. Which can only serve single purpose(attack) and cover only one section of the board, without order investment. We are easily able to run 2 B5 HMGs or other such weapons which will mean the enemy wont want to leave ARO presence. This allows our warbands to get more orders and get to positions better

    - Linked Warbands - Having capacity win firefights, move towards objectives and get your warbands into a position where they can do damage is incredibly valuable. What would someone say to B2, BS14, mim(-3) combi on ARO with option to throw B2 smoke grenades' on 17s in ATO ? We'll come back to this.

    - Order efficiency - This results in warbands being able to take more orders without it being detrimental to completing objectives.

    Here are some example of fire-teams, most of which I have tested - this is only scraping the surface, please feel free to add to this, so we can get a compilation of ideas.

    B5 gunfighting platform to discourage curious looks and ability to do multiple objectives.


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    [​IMG]3
    RODOK Heavy Machine Gun / Heavy Pistol, CC Weapon. (1.5 | 30)
    RODOK (Hacker, Hacking Device) Boarding Shotgun ( ) / CC Weapon, Heavy Pistol. (0.5 | 27)
    RODOK Boarding Shotgun, Shock Mines / Heavy Pistol, CC Weapon. (0 | 23)

    2 SWC | 80 Points

    Open in Infinity Army

    I've used this link, it is deadly when played right. Do not rule out the sacrifice of Kornak to get your Daturazi a mov-mov into CC range. They will cause devastation and it will be worth the trade.


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    [​IMG]5 [​IMG]3
    KORNAK (Lieutenant [+1 Order], Strategos L1) Mk12, Light Flamethrower / Heavy Pistol, DA CC Weapon. (0 | 45)
    DĀTURAZI Combi Rifle, Smoke Grenades / Shock CC Weapon, Heavy Pistol. (0 | 18)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    RAKTORAK Red Fury / Heavy Pistol, CC Weapon. (1 | 26)

    1 SWC | 117 Points

    Open in Infinity Army

    You lose you core-slot but man this is fun, the Daturazi can even do ARO duty


    ──────────────────────────────────────────────────

    [​IMG]3 [​IMG]2
    RAKTORAK Red Fury / Heavy Pistol, CC Weapon. (1 | 26)
    DĀTURAZI Combi Rifle, Smoke Grenade Launcher / Shock CC Weapon, Heavy Pistol. (0.5 | 18)
    DĀTURAZI Combi Rifle, Smoke Grenade Launcher / Shock CC Weapon, Heavy Pistol. (0.5 | 18)

    2 SWC | 62 Points

    Open in Infinity Army

    Kornak is not a staple, this allows you to still have a B4 HMG, whilst having an absolute deathstar


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    [​IMG]6 [​IMG]4
    RAKTORAK (NCO) Vulkan Shotgun / Heavy Pistol, CC Weapon. (0 | 24)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Combi Rifle, Smoke Grenade Launcher / Shock CC Weapon, Heavy Pistol. (0.5 | 18)
    DĀTURAZI Combi Rifle, Smoke Grenade Launcher / Shock CC Weapon, Heavy Pistol. (0.5 | 18)
    SURYAT (Lieutenant [+1 Order]) Heavy Machine Gun ( | TinBot: Firewall [-3]) / CC Weapon, MULTI Pistol. (1.5 | 45)

    2.5 SWC | 133 Points

    Open in Infinity Army

    Title says it all, but pay attention to the "number 2" skill of the Raktorak, that is key as you send your Pretas into the room to wreak havoc


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    OZNAT Vulkan Shotgun, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 18)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    RAKTORAK Red Fury / Heavy Pistol, CC Weapon. (1 | 26)

    1 SWC | 65 Points

    Open in Infinity Army

    This post is getting lengthy and I've not directly addressed the unique play style of Morats, but I think I've certainly alluded to it, hopefully enough to make a case. I want to be very clear, it's not an easy faction to play, it is vey honest and takes creativity and risk to pull off. However, like any faction in infinity, dive past the surface and you will see beauty.

    Cheers
     
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  4. WiT?

    WiT? Well-Known Member

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    Yeah aiming to win an internet argument is for losers honestly. The aim here is a better Morat faction (or an untouched one if you prefer!) and 'winning' doesn't come into it.

    Yes, my position is that I feel that Morats are not an 'effective' army, meaning it is not as 'strong' or capable as others. I think I would go so far as to say they are not effective in general, but could settle for 'they are not as effective as I think they should be'.

    For me, they also do not feel like a race of aggressive space oni apes. That their lore character does not translate well into their army profiles and army capabilities - though of course that one is far more subjective.

    I'm not certain I follow this section. Stiopa mentioned that Morats should be defined by hugh burst amongst other strong active turn capabilities, which would contrast with weaker reactive turn capabilties. I read the "should" as "this is something they do not have but they should have it." If you let me know what you mean (and if this is the post in question) we can expand on that.

    I hear this. Ferreting a Moran off of a rooftop is a real niche. I would argue that this niche is not enough of a speciality to offset a lowered all-around effective "bitiness" of Hungries compared to Taigha. I feel that neither Hungry does this job well enough, largely because of not hitting hard enough. You can see this reflected in one of the primary changes of the Gaki - the explode became harder hitting and the CC damage improved. This allows them to more consistently destroy that skirmisher.

    I have an alternative viewpoint on the difference. That hungries were designed a long time ago, and Taigha creatures were designed recently. Like many comparable units from different eras of the game, the newer profile is simply more optimized by virtue of being designed when unit builders had more experience with the game and the end result is a 'better' overall unit.

    I think that the general argument about "vanilla and sectorial armies doing better" and overall vanilla/sectorial balance is beyond the scope of the discussion so I'd rather focus on MAF and CA. If you are referring to MAF and CA already I'd like to see the data first since I don't have access to any of that any more.

    It depends what 'better equipped' means. Typically, what it means is "vanilla gets access to lots of tools. Sectorial gets link teams. Sometimes sectorial gets better access to certain tools, or access to unique tools". What it means to the discussion is "does what MAF gain from being a sectorial make up for what it loses for not being vanilla?". Obviously I argue no and you argue yes.

    The argument is generally "Morats swap tools for teams, and the teams are not good enough". Fireteams are good, but the ones in this faction show their age. A lot of units designed back when teams were padded with generic combi rifle dudes, and units whose 'thing' is "I am the guy with MSV" or "I am the guy with Mimetism" when the game has moved past that.

    We might have been talking past each other a bit. When I refer to 'strengths' in Morats, I refer primarily to their comparative strength or weakness vs vanilla Combined Army, and only secondarily to their strengths in the wider game. This is because effectively we have two versions of the same army, and we need to hunt for comparative advantages of the one version over the other. If someone can argue that vanilla is "morats but better", then by definition it doesn't really matter as much what Morats have access to. Hence the focus on the sectorial/vanilla advantages.

    The only MAF specific strength for warbands I see is the daturazi core, running enough bodies to hit B2 PH20 smoke and Kornak or Raktorak as a gunner. This is my favorite way to play Morats (by a mile), however, I feel overall it is not a strong option compared to either other army core options or in comparison to what MAF lose by transitioning from vanilla. Hence why I was very, very big on a Datz haris as a really simple way to up the power of the faction.

    No, you don't. He's amazing. Kornak is easily the best thing in Morats. If Morats got another Kornak level addition I'd look at them in a new light, and if they got two more Kornak level advantages they would be something I would consider alongside CA.

    This is a great point, though I have to elaborate on it a bit.

    Firstly, I think that the category of "B5 HMG" is too broad. A simple BS13 B5 HMG is not really good enough - looking at Suryats here, or the worse option from Vanguards etc. I am someone who feels that the B5 HRMC Overdron is also not a great sweeper - maybe thats just me, but I've seen these types of guns lose F2F with flash pulse remotes far too often, not to mention real ARO threats like a castle turret.

    Once you stick a mod on it, +3 for full core or -3 for mimetism, it is a different beast all together. It is what I feel is a "solid" gun but not a 'powerful' one - that requires both mods or something similar. You are correct when you say that MAF has better access to this type of sweeper gun than vanilla CA. Running two of them is something that CA is not good at (eating Caliban and Noctifier slots for example). It does absorb over 50% of your army cost and I am not a big fan of those support Rodoks at all (and these can only partially be mitigated with wildcards). I cannot speak for that strategy in Morats but I have done something similar in Tohaa using the Sukuel and it is a real advantage over vanilla.

    I'll agree with you on this with a caveat. I don't think its good enough, but it is definitely something I have not considered! I would like to see better filler Rodoks before I'd really get excited for it. This type of point is why I'm happy to see a dissenting voice in this thread.

    For me the big issue is that you tie up your core to take the daturazi link. The core slot in a sectorial is a big deal, this is where the value has to come from most of the time. The wildcard gunfighters are not fantastic and the combi datz ARO piece is... it's neat but it does not convince me. Those datz do a number of the key jobs of daturazi (being cheap, direct template, effective smoke) worse than their chain rifle brothers. If the combi ARO is relevant, it means the datz team is camped in the midfield, where they are at risk similar to other link teams in the midfield, and are either a three man team where the combi is not hard to dislodge or a five man team with the added vulnerability to a simple warband attack or similar.

    Regarding the general idea of linked warbands, I agree. Again, drawing on tohaa experience, I can attest to how good moving multiple bodies or throwing multiple smoke is for warbands - its really good. I just feel that if this is your core, you have given up so much to get it, and its not good enough to justify it. As a haris, things suddenly shift. Yeah you can't take five datz or whatever in a haris, but you get to take that awesome warband team and retain the core option for something more powerful.
     
  5. Hecaton

    Hecaton EI Anger Translator

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    I always liked the strength of Morats as the "counter-shenanigans" faction, where disrupting their command structure and coming at them with weapons that ignore LoF (hacking) is less effective due to their Veteran skill.
     
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  6. DaRedOne

    DaRedOne Morat Warrior Philosopher
    Warcor

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    This is definitely a strength of the faction. On the other hand, I do agree they lack truly staggering stopping power in order to feel like a truly aggressive faction.

    At the moment, MAF is very good at 'projecting' strength. In the sense that we have a lot of attack vectors that can in theory deliver a lot of damage. However, that all kinda goes kaput in practice.

    For example, removing the old 'Full Auto' skill from the sogarat did hurt its ability to win FTF rolls. Sure, when it does win it hits harder and might wound easier, but since its harder to actually win the roll it becomes harder to actually wound.

    Same thing with the Rasyat. Sure, that spitfire could cause a lot of damage running unchecked on the enemy backline. And it WILL cause a lot of damage. But it's still BS12 with no modifiers. It will take skill to use, not just 'apply hammer to the face'

    And that's where MAF gets odd. This is an army with a very low skill floor but also an insanely high skill ceiling. It just can't quite compete with armies that just have better options to either actually deliver their force in numbers or to deploy enough shennannigans that their lack of stopping power isn't much of an issue.
     
  7. Lesh'

    Lesh' Infinity LATVIA
    Warcor

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    it would be great if MAF could receive more FD+X" units, and with mim-3/6. I think it was a good change for Zerats, but then again, I'm really pissed they took that 0.5swc RF profile that was in late N3 and bumped it to 1swc. like, I get it, we won't get marker state, whatever, but at least give some other interesting tools to compensate. I'm really baffled why CB doesn't introduce more sectorial-only loadouts. Maybe relatively cheap infiltrators without markers but with better PH. MAF is quite average when it comes to shooting.
     
  8. Jam800

    Jam800 Well-Known Member

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    As interesting as I find this thread, I can't help but think the forthcoming changes to fireteams and the impending release of a new Morat action pack may herald a huge shake up for MAF, which will hopefully be for the better.

    I'm currently waiting with baited breath for the action pack, and it will mean jumping 2-footed into the sectorial as I've been itching to dive headlong into Morats for awhile now. I played a little with them in N3 and enjoyed the few games I played but have yet to air them in N4 as I've been concentrating on trying (and generally failing) to play Shasvastii effectively.
     
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  9. RolandTHTG

    RolandTHTG Still wandering through the Night

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    I've personally always wondered how'd Morats look if they were a Fireteam Enomotarchos sectorial like Steel Phalanx. While this would reduce their top firepower, and DaRedOne points out that may exacerbate a current issue, it would up the defensive capability of the sectorial some with sixth sense (baring major changes as Jam800 mentions). I think it would also help emphasize the "regiments going to war" flavor from the fluff, as you could have fireteams of Vanguard AND Daturazi AND Suryats.
     
  10. Hecaton

    Hecaton EI Anger Translator

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    I guess. Making fireteams less flexible will make vanilla factions stronger, and they're already dominant.
     
  11. Urist

    Urist Well-Known Member

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    I'm excited to see how they rework the sectorial with the pack. It's gonna need to be robust and with some good forethought, since if it comes out great and Fireteam reworks a month or two later bork it, there's gonna be unhappy campers.

    I hope they lean into the hunter aspect. Instead of a bike have a Zerat riding a brutish monster, Tyroks with their hunting hound Skurgots, hungries that don't get outclassed by cheaper/better Taigha.
     
  12. valukr

    valukr Well-Known Member

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    Sorry, it was Stiopa, he mentioned this

    I wanted to say that I agree that this is indeed a Morat strength. We have so much access to B4/B5 weapons on a multitude of profiles for often very modest SWC cost.

    Quick examples

    Zerat RF (4)
    Krakot RF (4)
    Radok HMG (4/5)
    Suryat HMG (4/5)
    Raktorak RF (4/5)
    Kornak MK12* (4) *wild card makes it easy to fit into link, hence inclusion
    Vanguard HMG (4/5)
    Sogarat B3 Feubach
    Autocannon B3 - I've only tried this once, it's hard to justify if they don't leave a TAG on ARO.

    Whilst our order efficiency comes in the form of impetuousness and link order efficiency. I think link teams offer more than passive ARO, as B2 often carries a threat to win the fight.

    Basically, I was seeking to agree with Stiopa on this being a strength of Morats.

    I can't agree with your line of reasoning here, could you possibly be influenced by previous experience, such as GW where the new stuff is always shinier than the old? I definitely agree that profiles have become more intricate as the game has gone on, however they have not become more powerful - example Hsien, a profile that has been around since N1 has changed very little and still serves a concrete purpose and offers very strong use. As well as the Gaki/Preta, they still are very powerful and useful profiles. I feel the fact that the company use a formula to create profiles means that even old profiles are cost adjusted to remain effective.

    Furthermore, I feel you are ignoring the very subtle but obvious faction specific army balance that these differing profiles offer. Lastly, whilst watching the recent Infinity Global League Final
    I was contemplating how Morats would fare in the match up with specific focus on the two Morans (not really a spoiler) in the midfield from the nomad player, I couldn't think of anything better than Gakis to deal with these bastards :) - Though again, I want to be very clear, I think Taighas are likely better than Gakis, but not when it comes to Morats. Gakis compliment Morats far more than Taighas as they help deal with an inherent weakness.

    I am not sure it has, again I was thinking about this whilst watching the IGL final. There are very few profiles in either list that would stand up against B4/5 BS13 HMG fire, even Red Fury. Only top-tier ARO towers (Dakini, Kamau, Bolt etc) are favorited in ARO against a B5 HMG on 13s - burst is still king. I am not sure I agree that the state of the game has moved past Morats. I feel smoke is still one of the strongest tools in the game, which is in absolute abundance to us and the capacity to bring it with any of our links (anyat, daturazi, oznat) is pretty darn good.

    I appreciate what you're saying, you feel Vanilla can do Morats+, therefore, we cannot justify Morats. Only argument I have against this is that I disagree on the basis that you're undervaluing fireteams in Morats. Happy to disagree on this :)

    Glad we found some common ground on the efficiency of having big gunfighters to clear the path for WBs :)

    Totally appreciate that losing the Core link spot is a difficult balance and that moving a link into midfield is usually a recipe for disaster. The Daturazi/Preta link are cheap and survivable enough to make it worth the risk. If the opponent wants to deal with it, they have to do it right. If the Datz cover themselves in smoke, they are likely to be there next turn. Whilst the Pretas will force trades. If either is not destroyed they have big capacity for destruction. If they are lost, they are only a small point investment. If you manage to find ways to hinder your opponent in their approach (covering fire - Q-drone, K1 sniper, Suryat, Ikadrons, Zerat supp, Soggy, Raicho/mines) this can prove very annoying.

    Okay, to move this debate a bit further, would you like to maybe produce some lists to compare? We can do general lists that you've had success with or some mission/faction specifics?

    Here are some missions and factions I feel can be tricky to deal with, If you wanna throw some ideas together - I'll do the same

    Missions specific:
    Highly Classified (efficient specialists)
    Unmasking (midfield control/capacity to strike beyond half way)
    Supplies (midfield control focused)

    Faction specific:
    Sval/Varuna (Apex gunfighters)
    JSA (camo/CC specialists)
    Ariadna (camo spam)

    Cheers :)
     
  13. WiT?

    WiT? Well-Known Member

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    Sorry for the delay, I have been (and still am) a bit under the weather and rather foggy-minded. Answers might be a bit brief.

    MAF don't really get more or better guns than other sectorials, though I have come around on the 'mid-tier guns' argument vs vanilla. I would like for an "aggression force" to be better in this regard than a typical sectorial army.

    I'm not certain what you are saying here? Do you mean Morat linked ARO are "strong ARO" that can be a threat to the active player? If so I agree with Suryats but less so with the others. If you mean something else please elaborate a bit so I can understand.

    My understanding of his post is that he is saying Morats "should" be this, not that they are already. I'd agree with that line of reasoning

    I guess we just have to disagree on this one. I think there is a tendency to release 'better' profiles as the game goes on, and that the Taigha is part of that tendency. I don't have much faith on the formula since a) it is hand tweaked and b) just because models follow a pricing structure does not mean they are designed as well or as optimized as each other, and c) "old profile adjustments" are relatively rare, so older profiles can sit around being quite ineffective for a long time.

    I agree that Gaki are a good fit for Morats, would just like them to be more effective in that role. The few times I've run a Gaki onto a target and gotten unlucky with the damage has left a bad taste in my mouth.

    They don't have to be favored, just have good enough odds that they can soak orders or get a little lucky. I don't find unmodified BS13 B5 good enough in any army for this role, so I have not been a huge fan of the Morat guns.

    Yeah this is definitely something I agree that Morats do better than CA. CA can get the biggest gunfighters, but not a decent price one to do this job well against sixth sense ARO.

    Cheap enough on points, but losing the datz orders is too pricy for me. They are two of the better options to strand in a midfield for sure, just not convinced thats a strategy I'd want to use.

    I'm going to have to pass on this. Long story short I don't derive enjoyment from the process and so only do it as a necessity before events. The idea of sitting down and thinking in depth to make lists for a discussion physically pains me!

    I have my last two MAF lists saved which I can share and talk over. I'll also briefly discuss what they were used for and how they went in practice.


    ──────────────────────────────────────────────────

    [​IMG]10 [​IMG]2 [​IMG]4
    RAICHO MULTI Heavy Machine Gun, Heavy Shotgun, Mine Dispenser / CC Weapon. (1.5 | 82)
    [​IMG] RAICHO PILOT Combi Rifle, D-Charges / Assault Pistol(+1B), CC Weapon. (0 | 0)
    RAICHO MULTI Heavy Machine Gun, Heavy Rocket Launcher / CC Weapon. (1.5 | 73)
    [​IMG] RAICHO PILOT Combi Rifle, D-Charges / Assault Pistol(+1B), CC Weapon. (0 | 0)
    KORNAK (Lieutenant [+1 Order], Strategos L1) Mk12, Light Flamethrower / Heavy Pistol, DA CC Weapon. (0 | 45)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)
    MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 22)
    SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
    SLAVE DRONE PARA CC Weapon(-3). (0 | 3)

    3 SWC | 300 Points

    Open in Infinity Army

    Mission was Frontline. The aim was to try out double Raicho and I figured a zone control mission would be good for that. Dr Worm is a better engineer and hits more classifieds, and the Datz link has the capability to get into a midfield position and camp there while babysitting a 40 point zone holder. Unfortunately I was matched with Tikbalang MO with second turn and the Raichos took a beating - one went down T1 to an unlucky burst and the other got beat up badly trying to fight the Tik who went suppression in the midfield. Eventually relied on datz squad to eat the Tikbalang and take a middle zone while the crippled Raicho hid in another scoring zone. The enemy attacked the datz but they didn't take enough casualties in the counter attack to dislodge them which got me the win in the end.

    Morat Finish Line
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]2 [​IMG]2
    KORNAK (Lieutenant [+1 Order], Strategos L1) Mk12, Light Flamethrower / Heavy Pistol, DA CC Weapon. (0 | 45)
    SURYAT (Tactical Awareness) Heavy Machine Gun ( | TinBot: Firewall [-3]) / CC Weapon, MULTI Pistol. (1.5 | 44)
    SURYAT (Multispectral Visor L1) Heavy Rocket Launcher ( ) / CC Weapon, MULTI Pistol(+1B). (1.5 | 35)
    SURYAT (Tactical Awareness) Heavy Machine Gun ( | TinBot: Firewall [-3]) / CC Weapon, MULTI Pistol. (1.5 | 44)
    ANYAT K1 Combi Rifle, Chain-colt, Smoke Grenades, E/M Grenades / CC Weapon, Heavy Pistol. (0 | 24)
    RAKTORAK Combi Rifle, Heavy Flamethrower / Heavy Pistol, CC Weapon. (0 | 23)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)
    IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)

    GROUP 2[​IMG] [​IMG] [​IMG]2 [​IMG]3 [​IMG]4
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    GAKI AP CC Weapon. (0 | 4)
    R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)

    4.5 SWC | 300 Points

    Open in Infinity Army

    Finish line is a Vaulsc mission that involves getting a deployment zone model to the other side of the board and back. My choice for this was Kornak within the Suryat team and I ran several datz that could make a small core if necessary with the Raktorak.

    I went second, and one Suryat got sniped bringing the main guns down to B13 B5. The weakened team had to fight a marksmanship TR bot and did not go well, losing a gunner before finally killing it after approximately 8 orders. After that the team advanced through a series of tall linked buildings. My opponent had a hidden Oniwaiban which I had managed to predict, it appeared in the middle structure and went for Kornak as I passed through but I fended it off. Unfortunately was not able to kill it. I made a huge error near the end and forgot about a Koala, walking Kornak into the outer edge of its zone of control right near the end of my scoring run and just killing him for nothing. Not my favorite game and one with some misplays but I'm not here to cherry pick best performances lol.
     
    valukr likes this.
  14. valukr

    valukr Well-Known Member

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    I was trying to say that vanilla often rely on passive ARO's (warcors / flash pulse etc) Whilst sectorial (including Morats) offer more lethal ARO presence.

    We've just had a 32 player event in Melbourne, in which the Morats did very well and came 4th. Very chuffed with the result.

    Below are my the missions for the event, in order, as well the factions I faced.

    Highly Classified - Sval - Win 8 - 2
    Data Cache (Custom) - Onyx - Loss 5 - 1
    Firefight - Yu-Jing - Win 8 - 2
    Supremacy - Invincible Army - Win 6 - 5
    Capture and Protect - O-12 - Win 10 - 1

    My results and list I used.

    WLWWW -- 11212

    BCB (1) Official
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]3
    RODOK Heavy Machine Gun / Heavy Pistol, CC Weapon. (1.5 | 30)
    RODOK (Hacker, Hacking Device) Boarding Shotgun ( ) / CC Weapon, Heavy Pistol. (0.5 | 27)
    RODOK Boarding Shotgun, Shock Mines / Heavy Pistol, CC Weapon. (0 | 23)
    KORNAK (Lieutenant [+1 Order], Strategos L1) Mk12, Light Flamethrower / Heavy Pistol, DA CC Weapon. (0 | 45)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    DĀTURAZI Combi Rifle, Smoke Grenades / Shock CC Weapon, Heavy Pistol. (0 | 18)
    RAKTORAK Red Fury / Heavy Pistol, CC Weapon. (1 | 26)
    MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 22)
    SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
    R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)

    GROUP 2[​IMG] [​IMG] [​IMG]2 [​IMG]3 [​IMG]3
    ZERAT (Hacker, Killer Hacking Device) Combi Rifle, Light Flamethrower, D-Charges ( ) / Heavy Pistol, CC Weapon. (0 | 27)
    Q-DRONE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    GAKI AP CC Weapon. (0 | 4)

    4 SWC | 299 Points

    Open in Infinity Army

    BCB (2) Official
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]9 [​IMG]2 [​IMG]4
    MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 22)
    SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
    RAKTORAK Red Fury / Heavy Pistol, CC Weapon. (1 | 26)
    DĀTURAZI Combi Rifle, Smoke Grenades / Shock CC Weapon, Heavy Pistol. (0 | 18)
    DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
    RAICHO (NCO) MULTI Heavy Machine Gun, Heavy Flamethrower / CC Weapon. (2 | 77)
    [​IMG] RAICHO PILOT Combi Rifle, D-Charges / Assault Pistol(+1B), CC Weapon. (0 | 0)
    SURYAT (Lieutenant [+1 Order]) Heavy Machine Gun ( | TinBot: Firewall [-3]) / CC Weapon, MULTI Pistol. (1.5 | 45)
    ANYAT K1 Combi Rifle, Chain-colt, Smoke Grenades, E/M Grenades / CC Weapon, Heavy Pistol. (0 | 24)
    OZNAT (Sensor) Vulkan Shotgun, Smoke Grenades / DA CC Weapon, Heavy Pistol. (0 | 27)
    [​IMG] SYNC PRETA Chain Rifle / AP CC Weapon. (0 | 8)
    Q-DRONE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
    GAKI AP CC Weapon. (0 | 4)

    GROUP 2[​IMG] [​IMG] [​IMG]2 [​IMG]2
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)
    PRETA Chain Rifle / AP CC Weapon. (0 | 7)

    5.5 SWC | 299 Points

    Open in Infinity Army

    Happy to break down the thought process behind the lists and give a run down of the event if people show interest. List 1 was all-comers/High Classified focused. List 2 was Capture and Protect focused.
     
  15. valukr

    valukr Well-Known Member

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    Very interesting how different our lists are, I feel you are certainly focusing on the faction strengths, but leaning very hard into them and not covering a diverse range of problem solving tools. Though, it could very well be a preference thing or local table design feature. Thank you for sharing all the same. Raicho Duo would be fun to try - thanks for the inspiration
     
  16. WiT?

    WiT? Well-Known Member

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    Probably worth mentioning that these lists were single game lists for an event with maps and opponent factions in advance, meaning we needed less of a toolkit.
     
    #76 WiT?, Feb 23, 2022
    Last edited: Feb 23, 2022
  17. paraelix

    paraelix Seed Embryo Scholar

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    EDIT - I misread the list. So are you alternating Rak/double Datz and Anyat/Suryat/Rak?
     
    #77 paraelix, Feb 23, 2022
    Last edited: Feb 23, 2022
  18. Brokenwolf

    Brokenwolf Protector of the Search for Knowledge

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    I would love a tournament report. It is always great to hear different approaches and how they piloted the list.
     
  19. valukr

    valukr Well-Known Member

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    Close, but not quiet. Rak/Double Datz.

    Anyat is Suryat/Raicho.

    In Capture and Protect, I duo her to give the Raicho smoke. He goes right for the beacon. If there are madtraps/mines(which there was) - I cleared them with Gaki in group 1. If there are AROs, i use Raicho to clear them. If there are repeaters, I use smoke, eject pilot and grab objective.

    It worked really well, Riacho obviously gets 3 orders to himself, making it very mobile.

    I'll post a full report tomorrow
     
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  20. Melkhior

    Melkhior Doing filthy things for EI

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