I was wondering if anyone tried out a link something akin to this in NCA: Neoterran Capitaline Army──────────────────────────────────────────────────3 AQUILA FTO (Specialist Operative) MULTI Rifle / Pistol, Shock CCW. (0 | 59) ORC HMG / Pistol, Knife. (2 | 44) ORC (Fireteam: Haris) Boarding Shotgun / Pistol, Knife. (0.5 | 36) 2.5 SWC | 139 PointsOpen in Infinity Army It seems like a nice selfcontained attack group capable of dealing with a variety of enemies at most ranges, while also being able to contribute to missions. With a black friar you either loose out on a specialist or a heavy weapon. Or is it just too mutch of a point investement? Tell me your thoughts
It may be fun in active turn, but it's quite expensive and prone to lot of dangers in the field (AHD / EM / Jammer). I feel like rest of your list will have to be dedicated to support / cover them. I think you can get more out of this: Neoterran Capitaline Army ────────────────────────────────────────────────── 5 AQUILA FTO (Specialist Operative) MULTI Rifle / Pistol, Shock CCW. (0 | 59) BOLT (Killer Hacking Device) Boarding Shotgun, E/Mauler / Pistol, Knife. (0 | 21) BOLT Spitfire / Pistol, Knife. (1.5 | 23) BIPANDRA Combi Rifle, Nanopulser / Pistol, Knife. (0 | 23) MACHINIST (NCA) (Bioimmunity, Veteran L1) Combi Rifle, D-Charges / Pistol, Knife. (0 | 16) 1.5 SWC | 142 Points Open in Infinity Army They are less tough than 2W HIs ofc, but you keep both protection and repair-team in case some F2F goes wrong. Bonuses from full CORE make up for BS difference and there are more varied specialists / equipment loadouts and 2 more orders to burn.
I have and it's pretty effective as a team to break through the ennemy's lines during turn 2 and it can hold the ground pretty well after that. But as @Seraphin said, you must tailor the rest of your list to make it works. It's costing 139 points, so the cost of an Avatar. So you need some vanguard units to deal with the mines and jammers, some hackers to protect them from the ennemy hackers and other units able to protect them or able to distract your opponent from them. I, myself, use Bolts for this but I think there is other ways to do this too.
Linkteams are fairly straightforward in what they need to bring to be worth it. For most Factions it would roughly be the following Priority 0: Long Range firepower. Dealing with ARO pieces and gaining ground is important. With links being unwieldy, the option to do that from half the table away is always worth it, either for Active turn HMGs or for AROs. Priority 1: Point efficiency. DTW Access. CC Access. Shotgun Access. Whenever building a Fireteam it's pretty bad to pay for unwanted features on 5 models. One or two HMG HI pointman in a LI Link is efficient, otherwise your fillers need to do a better job at being fillers than a Mobile Brigada. Magisters, CSUs and Jaguars are probably the gold Standard for Core teams. Linkable Frenzy and Impetuous troops always offer massive value. DTWs provide a mwans to combar Markers, trade against more expensive but fragile troops, protect agsinst CC and offer AEO potential for Order efficiency. They also counter Zero visibility of all variants. In a similar way CC (thanks to the Stealth FAQ) is bonkers combined with or to combat Zero visibility and other threats they can deal with more efficiently than anything else. CC also usually goes hand in Hand with Courage and Stealth. High BS Shotgun templates from close up ate just a massive increase in damage and order potential. Priority 2: Specialists, Utility Skills, Gadgets and Features. Pretty much any Specialist capability whatsoever, C+, Superjump, Sensor, Hyperdynamics, Tinbots, Mines, Dropbears, MSVs and so on. The Aquila in a Fusilier/CSU Link checks a lot of boxes. Orcs don't really do a lot to make a Link they're part of stand out besides a BS17 HMG.
Realistically, drop that 17 to 11 given cover and mimetism at a minimum for what they'll be facing on the reactive turn. Or even from the ARO piece of the enemy link.
Posting roll to hit something out of cover and in your good rangeband (and with added link bonuses if applicable) and call it "BS" to cut a wide swath is almost a fad as of late. I guess next time I should post how Mukhtar shoots at effective BS 40, give or take.
5 dice on 11s are fine against unlinked stuff, not to forget the 17 is just raw BS in a Link before Rangebands. Shooting at a Mimetic target in Cover in 16-32 is 5 on 14s, which is plenty scary. What the Orc does for you is covering his HMG rangebands as deadly as possible, reliably beating everything from a Linked ML to a high variance Smoke chugger like McMurder. And they do it well in Varuna and SAA where the opportunity cost is 4 LI you'd have brought for a Link either way. In NCA a Core Linked Fusilier HMG and an Aquila FTO in a core with CSUs and more Fusiliers will probably outperform the Orc Aquila Haris. Not just in numbers but in utility and resilience as well. The option of having a Fusilier FO drop a Repeater for the Deva AHD to wreak havoc and protect the Link is no joke. Not having a single unhackable guy, no DTWs and no Sixth Sense make the Orc Haris very painful to operate and to keep alive.
My maths was done in the conext of the haris link that started the discussion - I should've clarified. In summary, ORCs have the same issue as every baseline HI, but this is something CB should know by now :P