Hi to everyone, how it work the holoecho of patroclo with Achille during: Aro Active turn Dodge Fire with Achille? Because the holo are of patroclo and don't Achille so it work like the holo 2 but only with patroclo, right?
Holo 3 is Holo2 that can enter a Fireteam and do not disable Mimetism/ODD so yeah. The opponent knows which of the 4 models is the real Achilles: he is the only one non-marker; also, the Duo Leader marker has to be placed on the 3 Holoechos or on 1 Achilles.
You are honestly better off not Duoing if you are trying to hid Achilles at first. If you place down actual models for the Holoechos you only need to note that one of them is a Holoecho. Nothing in the rules says you need to say which other two are Holoechos so you could have 3 possible Achilles until you activate either unit. "If the player is using models instead of Holoecho Markers, then at the start of his Active Turn or if he activates the Holoecho state in his Active Turn, the player must place a Holoecho Marker next to one of the three models, but it is not compulsory that model be the real Holoprojector L2 bearer. By this way, his adversary can know he is facing a Holoprojector L2 trooper in order to be able to delay his AROs. The player can remove that Holoecho Marker at the end of his Active Turn."
In fact, Holo3 does not hide Achilles at all, never. Please read the whole rules... from http://infinitythewiki.com/en/Holoprojector#Holoprojector_Level_3 Emphasis and red by me. This means that a Duo of Achilles + 3 Patroclus mark either 1 Achilles as team leader, or 3 Achilles as Team Leader, even before placing any Holoecho marker (which you do in your first turn). So to protect Achilles, use Holo 1. Otherwise, forget it.
There's little point in pat and Achilles tbh, he's near enough in capability that it's redundant investment of points into the same strategy. Pat's better off on his own using holo one
He is much better on his own but you do use Holo 3 as you don't get the NFB from the holo and ODD meaning you can stack surprise with ODD and cover for easy -12's.
Yeah that's neat, holo 1 is better for baiting a certain type of deployment or 1st turn. 3 is good for clearing mins and surprise attack. Both are useful
Sure, as an attack piece he has too much overlap with Achilles to justify running him, but he offers so much more than brute force. The duo controls Achilles' frenzy. Even after the first turn the big boy can get cover, and that doesn't stop him from using his impetuous order. All you need to do is reform the fireteam. Pat comes with smoke. It essentially brings the benefits of the myrmidons in a single, medium infantry package. No more running a second fireteam up the board just to get past a troublesome fire lane. That's incredibly powerful. It also means smoke-dodge on the reactive turn, which can mean a more forward position once the active turn kill-fest ends. The holoechoes clear mines. Yay! And he's unhackable. Achilles is great, but eventually everyone runs into a repeater field. He's still heavy infantry at the end of the day. Pat is perfect for snapping out of the duo to hunt down hackers. Now is Pat expensive? Oh yeah. You won't want to bring a myrmidon fireteam with the butt buddies rolling around. But Pat is an ideal expansion pack for any Achilles list. Slap in a Dactyl duo and Thorokitai ARO team; then fill in the gaps with the Scylla killer-hacker or secondary attack piece for group two. Bloat the order pool with some 8 point flash bots and you've got yourself a mean little army.