My preferred method is stacking negative mods for the drone while my unit has positive mods. Basically I use good ranges, combined with Mimetism+higherBS/TO Camo/Smoke+MSV2/CombatJump+BoardingShotgun. A second method I'm using very often is Makauls. They can approach pretty safely by using Eclipse Grenades and then use either Template Weapons (Drones have negative dodge mods) or CC the drone. In my experience this is not as order-efficient as my first method, but using Makauls for this task has a nice side effect: most times they are set in a frightening place for your opponent (so bringing you some other advantages after killing the drone). Remember Tohaa are not PanO, so we have to pull out all sorts of tricks to win against units having good shooting skills.
In order of preference, when available: - Smoke Combo. - Outrange with Sniper/Missile Launcher. - Stack modifiers (Sukeul HMG+Nimbus, Clipsos...). - Teamplate from close (like the Makaul's Flamethrower).
i just melee them. shooting is either gonna be bad odds, or too order intensive to be worth it to get good odds. or just smoke past the places they can see and kill other people. i think the key is not letting your opponent decide the field of battle, and deciding to shoot at bots with marksman 2 is giving them at least some control
I don't take a dedicated unit for beating stuff like this - we don't have one and we don't need it. The common effective Tohaa options have a lot of game against certain ARO pieces, TR bots included. Clipsos, Makaul smoke or Makaul CQB options are typically on scene in my lists to take a stab at the bot. Otherwise we can always just dice it with our gunner links.
12, you are missing the Rasail's Chaksa. And then we have the Pulzars, the Nanopulsers... But there is the problem that you have to get close first.
Yes, but that 10 HFT are dirt cheap. Rasail are cool and not at all overpriced (lol), but they still cost around 40pts, so you can't just throw 3 or 4 at a problem, until it disappears. One of the nasty thing about Chaksa/Makauls, is that your opponent can dodge the templates forever (well..), or dispose of your 10/13 pts 1W troops without much problem (while also having their own expensive or important troops burn away at the same time), but there's 3 more coming around the corner. So they are dangerous, expendable, and there's a lot of them. Also Makauls come with (spoiler alert!) Nimbus smoke, that helps with getting close. Imo HFT/LFT is a lot better than Pulzars or Nanopulsers, because it has a chance to deal multiple wounds. If you face a pulser, the worst that can happen is that you'll lose a wound, and HIs/TAGs can tank that, and you can just ignore that. But with fire ammo there's a chance that you'll keep on burning. You can't lose a HI or TAG (with extra wounds left) to a mine or chain rifle or whatnot, but you can lose that to a flamethrower in a single order, and that's really really scary. I had Jotums (mine), Maruts (enemy's) burn to a crisp because of flamethrowers. Also Rasail are AVA 4.
Eclipse Smoke and bash it with a Makaul, or Eclipse Smoke and walk past its LOF. Flamers are great, but the BTS templates are pretty decent against stuff you want to just die - admittedly that's basically everything that's not a TAG/HI/REM. There's plenty of ARM 2/3 BTS 0 stuff out there. Sent from my SM-G965F using Tapatalk