Hello All, i've played quite some match using mainly Mo Sectioral (i like hard start :P), while i'm having fun even if is Hard to play that sectioral i want to try something new too. Can i have some hints on how build an effective (without beeing hardly competitive) list. My opponent use Allep mainly and we play around 150/200 points due to the alck models atm. Thanks!
Playing 300 pts with MO is hard enough. Playing 200 is like trying to squeeze an elephant into a shoebox. My first advice would be: play the 20x20 mission system and stay away from ITS. It'll allow you more freedom building your lists as 20x20 allows any unit to fulfill objectives. Having said this, you'll probably want to use some Knights of Santiago. They are the Swiss Army Knives of MO. Of course, you can squeeze in a lot more orders if you just go full Order Sergeants, but not having knights in MO feels weird. This is what I came up with after fiddling with the Army for a couple of minutes: MO 200 pts ────────────────────────────────────────────────── 8 1 KNIGHT OF SANTIAGO Lieutenant (Specialist Operative) Spitfire, Nanopulser, E/M Grenades, D-Charges / Pistol, DA CCW. (1 | 43) KNIGHT OF SANTIAGO Hacker (Killer Hacking Device) Combi Rifle, Nanopulser, D-Charges + 1 TinBot A (Deflector L1) / Pistol, DA CCW. (0 | 38) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) BLACK FRIAR MULTI Sniper, Nanopulser / Pistol, CC Weapon. (1.5 | 30) BULLETEER Spitfire / Electric Pulse. (1 | 23) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) 3.5 SWC | 198 Points Open in Infinity Army Basically the Santiago SO multistasks being your Lt, your objective grabber and your big hitter with that Spitfire. The hacker is there to deter any hacking attempts to your fireteam. The Magister is there because the panzerfaust is always useful, and the OS because cheap filler is not so cheap in MO. The rest is there to support your fireteam, The BF is there for you to have some kind of anti camo/smoke unit, but it will get killed easily if you don't play him carefully. The Bulleteer is there because I like it, and I think that an ODD Spitfire unit can make a big impact in a 200 pts game. And the Pathfinder because I can't think of another way to use those remaining points and because overall it's a good unit. Bear in mind that 200 pts games must be played in a smaller table.
Actually...... MO can do few things (or at least used to be able) in 200 pts: Military Orders ────────────────────────────────────────────────── 8 1 5 TEUTONIC KNIGHT Lieutenant Combi Rifle, Panzerfaust / Pistol, AP CCW. (1 | 34) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) TEUTONIC KNIGHT (Fireteam: Haris, Specialist Operative) Combi Rifle, Panzerfaust / Pistol, AP CCW. (0.5 | 36) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) 3 SWC | 200 Points Open in Infinity Army or Military Orders ────────────────────────────────────────────────── 7 1 4 KNIGHT OF SANTIAGO Lieutenant (Specialist Operative) Spitfire, Nanopulser, E/M Grenades, D-Charges / Pistol, DA CCW. (1 | 43) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) MAGISTER KNIGHT Panzerfaust, Light Shotgun / Pistol, AP CCW. (0 | 22) SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) SPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) 4 SWC | 200 Points Open in Infinity Army
Thanks for your suggestion guys, i'll try to handle one of them and see what suite mostly. Digging into the forum i found this list too, in an old post of mine, is still usefull? 200 Mo, Starter ────────────────────────────────────────────────── 9 KNIGHT OF SANTIAGO Lieutenant (Specialist Operative) Spitfire, Nanopulser, E/M Grenades, D-Charges / Pistol, DA CCW. (1 | 43) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28) DART Submachine Gun, Viral Tactical Bow, E/M Grenades / Pistol, Shock CC Weapon, Knife. (0 | 34) SPEC. SERGEANT Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 17) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) SPEC. SERGEANT (Multispectral Visor L2) Spitfire / Pistol, Knife. (1.5 | 24) 4 SWC | 200 Points Open in Infinity Army
Yeah, that looks fine for a starter I'd say. Tough to add much more due to not knowing the mission in mind.
But the missione is known in advance, or i must have a "multi purpouse" list to face every possibilities?
How do you arrange the fireteams? Core: TEUTONIC KNIGHT Lieutenant MAGISTER KNIGHT MAGISTER KNIGHT MAGISTER KNIGHT MAGISTER KNIGHT Haris: TEUTONIC KNIGHT (Fireteam: Haris, Specialist Operative) MAGISTER KNIGHT ORDER SERGEANT This is the way i would arrange them, other suggestions?
Can not recommend playing on a smaller table at all. 10 mqodels per side is perfectly fine for a full size table. Never heard a single person complaining that standard tables are too large for Limited Insertion. Whoever came up with this had the idea in mind, lower points->less Orders. But the game kinda breaks when you play something like spammy Scots at 200.
I would actually put HRL OS into CORE fireteam, so he gets all balistic skill bonuses. For me this guy is true MVP with his interesting loadout and can wreck stuff in both active and reactive turn.
The ballistic bonus are the ones that the fireteam provide right? (like +1 Burst, Sixth Sense L2 and +3BS). Furthermore so a regular magisted would be moved in the Heris right?
A bit of Strategy now. I'm sure 100% i'll have to face a Alph that will field a Steel Phalanx formation. Maybe we'll do some scenario, i'm pretty sure about this. But atm don't knwo wich one. Some strategical hint to face my oppent?
Yes. For 3 man fireteam (Haris/Triad/Other kind of fireteam with 3 members) you get +1 Burst in reactive and active. This is all cool for magisters but they run out of steam after first salvo (disposable Panzerfaust - you only have 2 shots). 4th man provides you with sixth sense - no more getting shot in the back, you've been granted eyes (this is max fireteam size Steel Phalanx is allowed to use - Enomotarchos). 5th man provides you with +3 BS (only available to CORE fireteam at this moment). Remember tough, if one or more people of your fireteam go unconscious / dead / other null state, you lose corresponding bonus. Same happens if someone falls out of fireteam because of coherency check / different aro declaration / whatever. Shock ammo hurts them badly, as well as fire. Lots of ODD units and smoke throwers may require you to field MSV unit (OS / Black Friar / Dart), that can see through smoke and strip negative bonuses from them. Don't go into CC, these swords are only for show, most of the time you will get squashed.
Thanks a lot! I already player vs him once and he like to field Eclipse Granade and an Albedo piece i think, with those equipment the MSV are quite usless i think?
That's true, eclipse blocks LOF for everyone and Albedo makes users of it invisible to enemies with MSV. Albedo works only for two turns tough, so if you start second, you may want to hide your MSV wielder for active turn hunting.
Thansk for all the info. Soon i'll play the match and i'll report some data after this. I hope to manage to hunt down Achille Or Aiace before thei come to shred apaart my folks ^^"
Putting all suggestion together i have decidet to stick out from MO at the moment and try this list Vanilla PanO ────────────────────────────────────────────────── 6 4 MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, Knife. (0 | 13) SERAPH HMG, 2 Nanopulsers / EXP CCW. (2 | 79) CRABBOT Flash Pulse / Knife. () WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, AP CCW. (+1 | 49) FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) 3 SWC | 200 Points Open in Infinity Army I was wondering if is better this way or if i can ferfeit 1 order to have onePathfinder instead the two Fugazi
I'd kill the mulebot before one of the Fugazi's, just because Flashpulse/mimetism defends itself better. I think it's mission/opponent dependant on how you shift the list. I wouldn't say one is better all the time. 2 Orders > 1 for killing/absorbing bullets Pathfinder > 2 cheerleaders for classified and button pushing Pathfinder >2 cheerleaders for triagulated shots, sensoring Camo, or going into suppressive 1 Hacker + 3 repeaters > Hacker + 1 repeater or 3 repeaters and no hacker if you want/can take the info war advantage 1 Hacker + 3 repeaters < 3 repeaters and no hacker if he runs a killer hacker alot One piece of advice I've heard is keep an electric pulse (ideally the engineer's palbot) next to the tag on your reactive turn. That way if it gets possessed you have a good chance of electric pulsing it to stop it from killing your own team. You mentioned your opponent plays Aleph, that might be a bit of a problem because he'll have lots of visual mods which your tag can't see through. So your tag will be shooting at 9s a lot (cover and good range canceling). I'm not sure the best solution there is though, because we lack MSV tags. You could take the Aux bot Seraph and use the flame thrower, but I think you lose on using Joan's Coordinated order with the seraph (unless your aux bot dies, or gets out of coherency). If you do take MSV units instead of a the tag, he might just use White noise to kill those anyways.
This tactic works nice for POS state, but backfired on me when I got critted by spec-fire E/M grenade lobbed by Druze, both my TAG and Palbot got bricked instantly. Same could happen if they were to shoot some missile templates etc. It may be a good idea to keep engineer somewhere close as well in such instance (I had to climb some walls with Machinist due to AROs, order expenditure made it not worth it and I opted out to play entire match without my TAG)