Generic Qapu Kahlqi list help

Discussion in 'Haqqislam' started by Redwulfe, May 23, 2018.

  1. Redwulfe

    Redwulfe Member

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    Hello all,

    I am getting back into Infinity after a long player drought and I decided to switch factions to try something new. I would prefer to stick with Qapu Kahlqi for now but will be branching out as I get back into the game. Though I know that mission and terrain will have a deciding factor in any tournament list I decide to run but what I am looking to build is something that will let me learn the game again without being too overwhelming and still give my opponent a good game. I don't have to win but I don't want to be rolled either. here is what I am looking at currently.

    [​IMG] General Qapu Khalqi
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]2
    [​IMG] DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
    [​IMG] DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
    [​IMG] HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
    [​IMG] HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
    [​IMG] SEKBAN Doctor Plus (MediKit) Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 24)
    [​IMG] SEKBAN Heavy Rocket Launcher, Chain-colt / Assault Pistol, Knife. (1.5 | 23)
    [​IMG] SEKBAN (Fireteam: Haris) AP Rifle, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 22)
    [​IMG] HAFZA Lieutenant Spitfire / Pistol, Knife. (1 | 22)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]5
    [​IMG] GHULAM (Deployable Repeater) Rifle + Light Shotgun, E/Mauler / Pistol, Knife. (0 | 14)
    [​IMG] GHULAM HMG / Pistol, Knife. (1 | 20)
    [​IMG] GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13)
    [​IMG] GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
    [​IMG] GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    [​IMG] NASMAT Electric Pulse. (0 | 3)

    5.5 SWC | 297 Points

    Open in Infinity Army

    Any changes I should look at making?

    Thanks,
    Red
     
  2. Redwulfe

    Redwulfe Member

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    One of the changes I was looking at was changing one of the Al Hawwa' into a Shihab remote. This will bring me from 5.5 SWC to 6 and will drop the list by 1 point to 296. this would drop one of the hackers bringing me to 7 specialists rather than 8 and give the hacker more to do since their is now a remote on the board.
     
  3. scarab

    scarab Member

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    One thing to keep in mind is that you can't have your nasmat linked to the doctor in the fireteam:

    G: Servant, Coordinated Order and Fireteams
    A G: Servant trooper and its Doctor/Engineer cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.
     
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  4. Redwulfe

    Redwulfe Member

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    Thank you, So I will drop the Nasmat and the al hawwa' for a third Yuan Yuan and a shihab and swap the doctor plus Ghulam for a deployable Repeater Ghulam this puts me at 300 points with 6 SWC.

    [​IMG] General Qapu Khalqi
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]2
    [​IMG] DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
    [​IMG] DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
    [​IMG] HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
    [​IMG] SEKBAN Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 20)
    [​IMG] SEKBAN Doctor Plus (MediKit) Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 24)
    [​IMG] SEKBAN Heavy Rocket Launcher, Chain-colt / Assault Pistol, Knife. (1.5 | 23)
    [​IMG] HAFZA Lieutenant Spitfire / Pistol, Knife. (1 | 22)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9)
    [​IMG] SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1 [​IMG]1
    [​IMG] GHULAM (Deployable Repeater) Rifle + Light Shotgun, E/Mauler / Pistol, Knife. (0 | 14)
    [​IMG] GHULAM HMG / Pistol, Knife. (1 | 20)
    [​IMG] GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13)
    [​IMG] GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9)
    [​IMG] GHULAM (Deployable Repeater) Rifle + Light Shotgun, E/Mauler / Pistol, Knife. (0 | 14)

    6 SWC | 300 Points

    Open in Infinity Army
     
  5. emperorsaistone

    emperorsaistone Well-Known Member

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    I wouldnt feel to save, leaving house without a Doctor in or near my Core Link.
    Also, that Hafza would be a good (spare) member for the Ghulams in the second group.
     
  6. Errhile

    Errhile A traveller on the Silk Road

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    I'm not sold on the Druze GL in a Duo. I'd rather have a Marksman Rifle (or HMG, if you were able to afford one).

    Generally, it seems you have little in the way of active models in this list.
    The entire #2 Group has too few Orders to maneuver (5 Regular). I see little point in spenidng points on FO, two Deplyable Repeaters and a Hacker there.
    Now, there isn't anything bad with a defensive Fireteam, but I'd rather build it around two long-ranged weapons (ML & Sniper Rifle, or two Sniper Rifles, or maybe throw in a Panzerfaust for extra oomph, or keep the HMG and add one more gun), give it a Doctor for durability & emergency Specialist, and call it a day. It will have range and modifiers to spoil anyone's day, even in active turn, but I believe now it costs oyu too much for what it can do.
    Also, save for the lone YY, there's nothing more for them to power in your Active turn.

    Group #1 has Sekban Haris w/HRL, which is a very nice long-range, reactive option, as well as a TR HMG bot (keep in mind TR bot can't be buffed without a friendly Repater in ZoC, as it has no Repeater of its own). Apparently you are set up to act through the al'Hawwa and three Yuan Yuan, but once you lose these, you're pretty much without much ability to act.
     
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  7. Redwulfe

    Redwulfe Member

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    yes I was trying to get multiple Fireteams to really learn those sections of the rules well and to try out various kinds. currently I was using the Ghulams to be an active team giving them 5 orders to play with and the harris Sekban team as a reactive team which I am now thinking it may be better if I reversed the roles and made the Sekban harris an active team with two spitfires. I would like the active team to have the ability to complete mission objectives which is why I was looking at the Ghulams to do the job since they can have more specialists in their team. Like I said I haven't played in a long time so I really don't know what is good anymore and I have never played Haqq. I could really use some help building a list to play with just to learn and get better at the rules.

    The Hafza is in the Sekban Link to hide my Lt. a bit, keep him out of the action and protected, and I was holoprojectoring him as a spitfire Sekban since they can to be an Lt. to possibly obfuscate him.

    The deplorable repeaters are in their for the E/Mauler as the groups around hear seem to like ramboing TAGS or HI. Are E/Maulers still good for helping stop that. also the repeaters allow me to lay one near the remote in the back field to still hack it I thought. Can a repeater laid by one group be used by the other?
     
  8. Errhile

    Errhile A traveller on the Silk Road

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    Multiple Fireteams are fine and dandy, true, but a little tricky, too. Which is why I prefer to designate on of them for a defensive role, and the other as primary assault elemnt.
    If you have a lot of ground to cover, I believe MOV 4-2 is a disadvantage compared to MOV 4-4. While Sekban cna make a decent primary, offensive Fireteam, I'd rather take a full Core in that case.
    Can't say I see much point in taking 2 Spitfires for it, though. Especially in the Haris format.

    That would limit your Ghulam Fireteam to just 5 models, provided no-one was taken out of action due to enemy fire. Your mileage may vary, of course, but in my opinion, that's not enough Orders.

    Keep in mind you are entitled to the maximum of 1 Core fireteam (of maximum 5 models), and one Haris Fireteam (of maximum 3 models). So, one of the Sekban would have to be out of the Haris Fireteam if you'd like ot have your Hafza Lt in it.

    They are fine. If you manage to have them laid down before, and if they aren't destroyed from a distance. Keep in mind the N3 E/Mauler is effectively a Mine with EM ammo.

    True. Keep in mind that it will ocst you a non-Movement Short Skill of an Order - in a Group where you don't have too many of these.
    So not exactly cost-effective IMO.

    Indeed it can be used by any friendly Hacker, regardless of who laid it.[/QUOTE]
     
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  9. Redwulfe

    Redwulfe Member

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    I was mistaken on the Harris team then for some reason I thought it was a 4 man link and triads where the three. I will correct that in the list which does open up some options. If I am looking at around 15 models for the list should I split them in an uneven manor like 7 and 8?
     
  10. Xeurian

    Xeurian Well-Known Member

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    Triads are currently a special Tohaa only rule that allows them to form Fireteams in the first place with some rather interesting and flexible rules.

    There are currently five types of Fireteams, some with more limitations than I will go into and some having special version in existance, but basically the breakdown is:

    Core: 2-5 members, one per list.
    Enomotarchos: 2-4 members.
    Haris: 2-3 members, one per list.
    Triad: 3 members.
    Duo: 2 members.

    Here is an exhaustive list of the possible Fireteams (minus Tohaa): http://wiki.infinitythegame.com/en/List_of_Fireteams
     
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  11. Redwulfe

    Redwulfe Member

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    Nice thank you, I was forgetting about Enomotarchos.

    Thank you all for your help I am going to take what everyone has said to heart and rebuild. For some reason the forum won't let me post the list in tagged form so I will list it in plain text.

    [​IMG] General Qapu Khalqi
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7 [​IMG]1 [​IMG]1
    [​IMG] DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
    [​IMG] DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
    [​IMG] HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
    [​IMG] SEKBAN (Fireteam: Haris) AP Rifle, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 22)
    [​IMG] SEKBAN Doctor Plus (MediKit) Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 24)
    [​IMG] SEKBAN Spitfire / Pistol, Stun Pistol, Knife. (1.5 | 27)
    [​IMG] SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]6 [​IMG]1 [​IMG]1
    [​IMG] GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13)
    [​IMG] GHULAM Hacker (Hacking Device) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 20)
    [​IMG] GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17)
    [​IMG] GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16)
    [​IMG] HAFZA Lieutenant Spitfire / Pistol, Knife. (1 | 22)
    [​IMG] GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    [​IMG] NASMAT Electric Pulse. (0 | 3)
    [​IMG] YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 8)

    7 SWC | 299 Points

    Open in Infinity Army

    Is their a topic for good lists for each type of mission or is the pinned guide all that their is? Also What would you run if you were learning the game again and wished to run QK?
     
  12. Errhile

    Errhile A traveller on the Silk Road

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    As far as I know, there is no good lists per mission topic.

    As for your list, I'm afraid you'll be unable to bear losses with that kind of layout. But... take it to the table, give it a test run. Nothing does verify theory as well as practical testing, after all.
     
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  13. emperorsaistone

    emperorsaistone Well-Known Member

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    To state the obvious, you have to much SWC.
    That order spread can work, I myself play that way most of the time, when I field Bahram, but with substantially more Irregulars...that could make a difference, because they usually soak up the orders of the opponent.
    Also save for Chain weapons, you lack anti Camo measures.

    A general thing about Quapu I want to adress is, you have a lot of cheap regular orders available to build lists with. Alguaciles and Fanous Remotes in particular. So if you feel you need more orders, use those profiles.
     
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  14. Redwulfe

    Redwulfe Member

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    Switched the Havza with spitfire for a regular one to solve the SWC problem.

    Currently I feel that I am struggling to understand a lot of the feedback given. I think this is because I am not understanding the whys behind the advice. I really want to learn the game again and I wasn't the best payer when I did play before.

    Why is a chain weapon considered an anti Camo weapon? Is it because of the intuitive attack on a large template? I put the Yuan Yuans in because my first game was on a very open board where I could not hide any of my models in my deployment zones from the enemy missile launcher link, so I wanted smoke. this is why I chose a Druze as well was fo the nimbus grenade. Maybe the reasoning behind my choices is not good due to lack of experience.

    What would you conceder anti Camo measures and why are they considered anti Camo? I was thinking a 14 WIP was going to be good for the discover skill is their a better tactic against Camo?

    In previous feedback the choice of deployable repeaters was questioned. I had put them in for the E/Maulers to try and shut down Rambos and this seemed to not be considered good either. So to follow up, so I understand, What is good in QK to help from having Achilles or a PanO Tag Rambo across the board and wipe me, also a concern in my local meta. How would one use the tactic to stop a rambo and why is it considered a good tactic?

    I do want to say that I am happy that you all are taking time to walk me through this and that I am sorry that I am taking up your time with what is probably seeming like another new player struggling questions, so thank you profusely. I also am looking around to find good tactic threads but don't seem to know what to look for yet. so links to other threads to research on my own is perfectly acceptable by me to help. I don't mind getting my hands dirty.
     
    #14 Redwulfe, May 24, 2018
    Last edited: May 24, 2018
  15. Errhile

    Errhile A traveller on the Silk Road

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    Well okay, we'll do our best to explain it, then.
    After all, we're Haqq. If you search for knowledge we have, it is our duty to share it.

    Chain weapons are Direct Template weapons (as are flamethrowers and nanopulsers etc etc). Their anti-Camo advantage is twofold:
    1. They do hit automatically, so no matter the level of BS penalty a given Camo / ODD provides, the target is hit, fullstop (unless it dodges, of course). Flamethrowers are even better for that, as a Camo Model hit with Fire weapon loses its Camouflage ability down to Mimetism level.
    2. The can be used to perform an Intuitive Attack against an undiscovered Camo Marker, which is an unique ability: apart from Intuitive Attack, a Camo Marker can not be attacked (it has to be Discovered first). Also, if you can attack a legal target, it is OK to affect any Camo Marker you can put the Direct Template on (as long as the legal target is hit too).
    The board you mention, where you had no Cover in your Deployment Zone to hide you from all-over-the-table ML? Sorry to say, but it sounds to me like a very badly set up table.
    Also, Nimbus does have its use, true, but it is nowhere near the effectiveness of Smoke.

    The Druze LGL provides you with some unique abilities, true, but operating in a Duo team, it lacks benefits of a Fireteam capitalize on it.
    The problem is - it is a fairly slow platform that has to be deployed in your DZ, and has optimal range up to 16" away. Which, IMO< is somewhat short if we are to conisder Speculative Fire.

    High WIP is very useful for Discovering Camo Markers.
    It does little to actually neutralise them. So, classic anti-camo measures, off the top of my head, would be:
    • MultiSpectral Visors, preferably Level 2 or better (yes, I know, QK has access to the MSV L2 only in the form of Djanbazan, but I'm talking in general). It is considered a hard counter to Camo / Smoke / ODD etc.
    • Direct Template weapons. I've explained them above.
    • Sixth Sense, preferably L2, as it allows you to react to Camo attacks without the Surprise penalty.
    • Mines or E/Maulers, as they are Direct Templates that do also react to Camo Markers automatically, and they do react ot AROs (which is, again an unique ability). The problem is - that's not exactly common weapon in QK.
    • Close Combat aces, since Close Combat doesn't give a damn about target's BS modifiers. Again, not exaclty QK's strong suit.
    • Sensor and Sniffer/Sensor networks. They do discover Camo targets like a charm, and do not let them re-Camo again. You could also use Sensor to put a target lock (Targeted State) on the discovered model, making it easier to hit. The problems I see here is you need a very specific list build for that (Rafiq REM and some Fanous REMs), and spend quite a few Orders on that.
    • Speculative Fire weapons and Smart Missiles. They don't give a damn about BS modifiers due to Camo. The problem is - you need to put a target lock on whatever you want to shoot in that way (required for Smart missiles, and highly recommended for Speculative Fire, as it does away with a major negative modifier). Speculative-capable weapons (grenades and grenade launchers) aren't too common in QK, and tend to be rather short ranged, so they usually are useful against targets of opportunity only.
    • Hacking. Assuming the target is hackable (all TAGs, and most HI are, and some of these are Camo). But you need to have a Hacker or at least a Repeater nearby.
    • high BS troops with either Shotgun at point-blank distance (yesterday I almost killed off a Sphinx with a BSG's AP slugs - I was just a little short on my luck), or a high-Burst weapon at reasonable distance. If oyu are going to roll enough dice, finally you'll nail it.
    I'm afraid it is all I could get off the top of my head.

    It was not the Deployable Repeaters nor E/Maulers that were a problem, but the platform they were on. A fireteam of Light Infantry with few Orders, and seemingly intended to stand in the back and provide long-ranged ARO.
    Setting up both of these devices takes Orders. And you do plant them next to your base. It is rather unlikely an enemy TAG get into such an obvious trap.

    Nope.

    You need to go to him and plant one of these right close, so he'd be affected should he even twitch. Or force him to abandon the most convenient route, and burn extra Orders to get to you.
    Like mines, E/Maulers and Deployable Repeaters are primarily area control / area denial devices. You plant them, your opponent will know where thay are and, essentially, what they are. And he'll have to either neutralise them somehow, or avoid that area (or get there and risk getting affected by it).

    Heavy target, like a TAG or similar model, is usualy big. And attracts a lot of attention - preferably from models with AP weaponary:
    • Missile Launchers, preferably in a Fireteam.
    • Panzerfausts, ditto.
    • Blitzens, ditto.
    • ADHLs, ditto.
    • EM Grenades, ditto.
    • Feuerbach.
    • AP HMG, preferably in Suppression Fire mode.
    • MultiRifle or Multi Sniper Rifle, again, preferably in a Fireteam.
    • Boarding Shotgun up close, ditto.
    • Also, in most cases, a Hacker or Repeater with a Hacker elsewhere. Preferably an Assault Hacker.
    A long-range ARO Flashpulse isn't going to kill it, but it can really annoy it. Which ain't a bad idea either.

    No problem with that.
    Just keep in mind to wash your hands clean before you join us for a meal :)
     
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  16. Redwulfe

    Redwulfe Member

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    Many Thanks, That was extremely helpful. I now se why the duo was not a good idea. I was set on learning fireteams and was not seeing the bigger picture.

    So thinking about what you said would it be better to drop the duo link and run a odalisque harris instead as they have Sixth Sense L2 built in as well as Nonopulsars and are a alright close combat with I-khol? I would have to run 1 rifle for the Harris and then two of the sub-machinegun/contender models to give me descent range up to 16 and a spitfire with the rifle for ranges up to 24, but I want this team to be in closer band and be more active so they should be closer. I do have the option of using them to for suppressive fire as well. This is my active link team.

    Of the two Druze I dropped them to one replacing the killer hacker with an assault one because she is a specialist and has a pitcher to being able to pitch repeaters up the board for some area control.

    I would like to keep the Ghulam link as a far range fireteam but wanted to up their lethality so I stoped trying ot hide my Lt. and switched the Hafza for a rocket Launcher Hafza to add fire and made the link center around a 5 man team with a Missile launcher as that worked well for my opponent on the boards they use. I put an extra Ghulam in the same group but not in the link this is the doctor plus with a Nasmat to move be able to move it up the board to provide some possible doctor support for the Odalisques and possibly other models and to give me another Specialist for missions.

    I think I still need the Yuan Yuans due to the smoke and the chain rifles to give me some more intuitive attacks. but I went ahead and upped their number to three to give me more smoke to move troops forward and put two of them in group 2 to have more active models to use the reactive links orders.

    With the smoke and the long lanes I decided to add a MSV L2 model in the Djanbazan sniper. And I just like saying Djanbazan. :)
     
  17. Errhile

    Errhile A traveller on the Silk Road

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    The Odalisque Haris is a very nice offensive package.

    As for Assault Hacker... I'd suggest giving a look at the al'Hawwa. If we're not talking about a Fireteam, a Camo Infiltrator Assault Hacker has, IMO, a better chance of getting near the targets you'd like to hack... plus the added safety of being a Camo Marker.

    Nb. it might make sense to post a few photos of the tables you guys use.
     
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  18. Xeurian

    Xeurian Well-Known Member

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    Do keep in mind that, although you are removed from link teams when placed in suppressive fire, dropping a command token and only one regular order to have the three of them (plus another regular model in the same group) drop into Sup. Fire for one regular order is an option. Next turn you can just re-build the harris with another command token for active turn goodness.
     
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  19. Redwulfe

    Redwulfe Member

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    I finished a list but for some reason get nothing but errors while trying to post it, so I will just say thanks all for the help. If I can post it later I will.
     
  20. Barrogh

    Barrogh Well-Known Member

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    To be fair, obvious E/Maulers can still be a deterrent against enemy active pieces if it's placed so that said piece can only either chose to take another route entirely (hopefully wasting more than one extra order), or get a LoS on it approaching from expected direction, but so that it can't do so without stepping into trigger area. The value here is in the fact that even if opponent sends some cheap chaff into that mine, he must still spend some orders to come there, and if that unit is neutralized by the mine (or if it isn't suited to remove your troopers by itself), he then will need to spend orders again in order to get another piece there to capitalize on the opening.

    Either way, that's wasting orders. That's the best thing to aim for on setting up your reactive turn.

    That's why some people prefer to run troopers with mines in their midfield fireteams when possible. By not parking it too close to the enemy and laying a mine on the most convenient approach means that either that fireteam, or the rest of your forces are likely to remain mostly intact for the next turn, especially if you managed to dwindle opponent's order base a bit.
     
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