Was curious what people have been doing with our newest toy. I am experimenting in list for comms center type missions that’s uses the hacker profile to drop smoke and hack the antennas.
The AHD is fantastic for unmasking and comms center. The BSG is a good way to do damage to clustered troops with few orders. Since they can be deployed as two models they can provide DZ and walk on AD defense.
Basic ramboing work great with the spitfire version I use Morlock to smoke his path so he can move-move in his impetuous order. This way, in 2 order (including impetuous) he reach the enemy DZ, dismount and start removing cheerleader (sptifire + G-Sync chain rifle => carnage). I end up putting him in suppression fire because my opponent always want to remove him from his DZ. Also, as a detail, an unconscious zondmate is great to block a small path (door, small corridor...). Your opponent has to loose one order to do move/coup de grace if he wants to go through it. If no path is available for rambo turn 1, I keep him in reserve for turn 2 and use his impetuous order to either smoke an objective or smoke my intruder
Those are some excellent, solid tactics. I'm going to try to remember the door trick, that's super useful. I've been building them into vanilla lists to get a highly mobile Elite trooper for HVT: Kidnapping and Net-Undermine objectives, especially in Highly Classified. With the smoke and sacrificial G:Synch bot, they're more reliable than a Hellcat (or take both...)
We're Nomads, use every dirty trick written in the book and write new ones as you go. Hellcats have a problem of ALWAYS having to give up a sweet drop to use their elite status for a classified. Their issue is usually only getting to focus on one thing. Of course, having a Hellcat means you'll never lose your elite to an alpha strike.
Latest version of the limited insertion list I was talking about. Hollowmen core with support and the bikes to go grab the antennas. Kinda cool cause everything has a specialist ability. Antenna missions──────────────────────────────────────────────────10 2 HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31) HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36) HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31) ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5) 6 SWC | 300 PointsOpen in Infinity Army