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Learning to play QK

Discussion in 'Haqqislam' started by AssaultUnicorn, Sep 16, 2019.

  1. Doa

    Doa Well-Known Member

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    Well neither my Haris had long life :D
     
  2. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    I am wondering: what do you prefer to defend your DZ against AD troops and Infiltrators that love getting behind corners and picking off your order monkeys or link team members one by one? Does anyone prefer guys like Sekban or Druze who pack chain colts and cover the corners or is a trusty 12pt LSG Ghulam better in your opinion? Because today I learned the hard way that Kaplan Core is not that great at defending their DZ when an opponent gets to go first. I did deploy a TR-bot to cover most of the map, but the opponent managed to squeeze a Liu Xing in the blind spot with Airborne Infiltration (we played Countermeasures) and wasted the entire link team, his MULTI rifle against a 2-burst Combi.
     
  3. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Today I had two games: the first one is Looting and Sabotage vs. the IA, the second one is Capture and Protect vs. Spiral Corps. The first one ended in a draw, the second one was a massive 0-9 defeat. Luckily, I made fewer mistakes this time, although in both games my Kaplans never got the chance to do anything.

    So, the Looting and Sabotage roster looked like this:

    Hunter Killer
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    GHULAM (NCO) Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 16)
    KAPLAN Combi Rifle, Blitzen / Pistol, Knife. (0 | 23)
    KAPLAN (Fireteam: Haris) Spitfire / Pistol, Knife. (1.5 | 29)
    KAPLAN MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30)
    ROUHANI Submachine Gun, Flash Pulse / Pistol, Knife. (0 | 18)
    NASMAT Electric Pulse. (0 | 3)
    DJANBAZAN HMG / Pistol, Knife. (1.5 | 35)
    HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    ODALISQUE Submachine gun, Contender, Nanopulser / Pistol, Knife. (0 | 22)
    LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20)
    HAFZA (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 17)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]2 [​IMG]2
    KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    HAWWA' (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 21)
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9)
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9)

    5.5 SWC | 300 Points

    Open in Infinity Army


    The idea was to provide some smoke with the NCO for the Djanbazan Core to decimate those unlucky in the LoF. Naturally, the opponent had the MSR Haidao in the Zhanshi link along with the Le Duan and Rui Shi backing them up. He also had a Hulang that actually got something to do, so good for him. The smoke LGL proved not being useful due to the fact that the main frontline guys both had MSV2. The Yuan Yuans dropped in, one of them scattered and died to the barrage of AROs, the second one rolled up an EXP CCW and started working on the flash bots. He then suicide-ran into the Haidao, successfully forcing him into NWI and then dying to the ARO. Then, Djanbazan unloaded the HMG and caught a crit, forcing Rahman to get up and heal him. Then the Haidao finally died, his ARO feats draining the first combat group's orders dry. The Hawwa touched a panoply and rolled up a Panzerfaust, then he re-camoed. I wanted to leverage the Kaplan MSR's long-range capabilities with the mimetism, but none of the targets proved viable: I had more chances to out-shoot the Haidao with the Djanbazan, and I never had the chance to snipe the flash bots because of the ARO order sink. The Haidao finally died at the end of the turn though.

    The IA started by moving the Zhencha towards their panoply and planting a mine near it. The Rui Shi discovered-shot the Hawwa who forgot he had a Panzerfaust and instead opted to dodge. It then went towards Leila's blind spot trying to shoot her in the back, only for her to crit it into the unconscious. The Liu Xing rolled out and spent some orders chewing through the Kaplans' Haris, and... well, long story short, it didn't feel too good.

    At the end of the Turn 2, I had my Core link pretty much gone, with only Djanbazan and the Odalisque being active and not-isolated (Hulang's E/M Grenades did prove useful after all). So I just went for the panoply with the Odalisque and grabbed it, then ate a mine and got her killed. The Djanbazan did the same and succeeded. I outmatched the opponent in terms of the Panoply looting, and we both didn't get to do the main objective. Then he did something weird by replacing the classified objective with a Secure HVT objective, the one that required being in the ZoC of the enemy HVT. I didn't know you could do that, but you learn something every day.

    The second game roster:

    Capture and Protect
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    ODALISQUE Submachine gun, Contender, Nanopulser / Pistol, Knife. (0 | 22)
    JANISSARY Missile Launcher / Pistol, CC Weapon. (2 | 37)
    WILD BILL Rifle / 2 MULTI Pistols, Knife. (0 | 27)
    HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
    LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20)
    KAPLAN (Fireteam: Haris) Spitfire / Pistol, Knife. (1.5 | 29)
    KAPLAN Engineer Combi Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 27)
    KAPLAN Combi Rifle, Blitzen / Pistol, Knife. (0 | 23)
    SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)
    KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]2 [​IMG]2
    HAWWA' (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 21)
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)
    YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8)
    CSU (Specialist Operative) Breaker Combi Rifle, Nanopulser / Pistol, Knife. (0 | 15)
    GHULAM (Deployable Repeater) Rifle + Light Shotgun, E/Mauler / Pistol, Knife. (0 | 14)

    5.5 SWC | 300 Points

    Open in Infinity Army

    Even though that game was a complete failure in terms of the objective points, I had way more fun with it. The Janissary ML got to do something – mainly scaring the hell out of the enemy Tri-Core and zapping the Kerail Perceptor through his symbio-beast. The Kaplans died on the first enemy turn, unfortunately, because of the two enemy impersonators who killed the CSU, the E/Mauler Ghulam, the TR-bot, and the Haris that was supposed to be guarding it. The Yuan Yuans were a bit better this time around. One of them died after the deployment, the second one rolled up +4 ARM and poked a couple of baggage Chaksas before eating a viral sniper from Taagma. That said, when the Rasail Boarding team came knocking on the door, I should have opted to shoot with Wild Bill's MULTI pistols using the stun mode instead of leveraging the range band with the rifle. So the boarding team wiped the core link and captured the beacon.

    I should try using the Ghulam Core next time. The combination of Odalisque Spitfire with the Ghulam NCO covering the advance sounds neat. And I would also get to plant some E/Maulers. I seem to be having some sort of obsession with Kaplans where I just have to include them in a roster. It seems as if being a Kaplan automatically paints a big red target on your back – I guess it goes to show how scary they are in the active turn. The MULTI Sniper, in particular, had some incredible moments in the past games, single-handedly knocking out a Mowang. I need to find a way to keep them safe – maybe assign a non-linked Odalisque to fry the corner boys with nanopulser or something similar. Maybe even assign a lone Sekban with a BSG to them since they're cheaper. Then again, if I field something that is not linked, I start having an OCD seizure. Guess I should break that habit of trying to link everything with everything.
     
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  4. Errhile

    Errhile A traveller on the Silk Road

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    Hmm, I had some pretty decent results with a Kaplan Spitfire + Kaplan specialist (Doc or Engineer) + Wild Bill Haris. But I've used it as a mobile attack force, the other flank being manned by a Sekban Core. Wild Bill was a dedicated shortrange gunfighter for the team in this particular layout..
     
  5. Capo.Paint

    Capo.Paint Well-Known Member

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    You may have experienced what I am afraid of in QK: Advancng too many valuable pieces too far, just to boost units, which are normally outstanding on their own. With your core-links, the Djanbazan gets slightly better, but you expose so many other good units and ressources to so many attack-vectors, that the game ends after turn 2 in many cases.

    Go with the Ghulam-core and things will change. They are a good ARO-piece with sniper and ML und you can hide your Lt among them. Under that umbrella, the Djanbazan can advance and shoot whatever is annoying you. Smoke normally is provided by the Yuans, not by the NCO. He has the problem of being too risky in the link and alone being not reliable enough when alone. That is no problems with Yuans.

    Regarding Kaplans: The Haris with spitfire and Wild Bill seems pretty, maybe the MSR is, too. But to avoid this red cross on their chest, I am more comfortable with running them alone as second turn killers. That works good with the spitfire and should be fun with the MSR, too.

    And as a last advice: Think about an EVO-Kameel to boost the Fanous! B2 flashpulses are so damn annoying and ordersinks for your opponent and your Yuans become more reliable in their landing.
     
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  6. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Today I encountered a vanilla Nomad list with Intruder HMG and the Puppet Master with the crazy coala Moran galore. All I can say is: yuck. The Yuan Yuan almost got to kill the Puppet Master after his other two comrades either ate a mine or got AROed to pieces. A shame too, considering that one of them rolled up a Monofilament CCW.

    My E/Mauler Bashi did quite well defending an antenna on that power pack mission. Unfortunately, the Impetuous models more or less mitigate the Isolation, having two full orders, so the Morlock managed to snatch the Console at the end of the game. I had too few reliable ARO pieces, flash bots and e/Maulers not included. Nothing that would actually kill an enemy. Well, there was an Azra'il Feuerbach that got clipped by the Intruder and then died to the AP marksman Puppet. I'm not fielding those guys anymore, they feel like a Ghulam with two wounds, and their big guns do not get to shine if they can't hit with them. I'm considering a lone Djan HMG/Sniper for that pricetag.
     
  7. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Oh, and just to make this extra salty, I tried minesweeping a coala, spent one order too many due to the dice cancer, and then I discovered that all it did was disabling the coala and not actually turning it against the enemy. The reasoning was that the coala had to have an owner in order to be placed into the standby mode, and since the baggage bot was outside of ZoC, it simply got disabled and nothing more.
     
  8. Capo.Paint

    Capo.Paint Well-Known Member

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    I agree about the Azra'il. Too expensive for the low potential he adds to your list. The Djanbazan is your guy to go with, but not in ARO!
    My experience is, that a defensive strategy with QK is a tough task. You can only slow your enemy down, not more. A defensive Ghulam-link with ML and sniper is the scariest/most efficient option you have. Following is the Hafza HRL in his Warcor-suite.
    From what I read in your description, you started right with the Yuans - Throwing them at the annoying pieces like koalas, mines and everything else. Of course, they can do a lot more, but you can clear paths for 8 points. The Bashi Bazouk is also a useful piece here. Consider the holoechoes to trigger mines and everything else. So you can avoid bad decisions like minesweeping.
     
  9. Errhile

    Errhile A traveller on the Silk Road

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    Hmm, Azra'il in Cover is a decent roadblock in my experience (ARM 5 + Cover mod). Especially if you have a Doc on hand (doubly so with a Janissary Doc, but one can't have everything...). Of course, Intruder Sniper is rough.

    Sure, nothing can be lucky shrugging down hits forever, but Azra'il is in a pretty decent place for that.
    Also, it might be worth hitting the dirt behind oyur cover sometimes.
     
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  10. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    To be specific: the first one landed successfully just within range of a camo marker I didn't notice since there were so many of them that I kinda got confused. The second one dispersed into the line of fire of some soldiers and got shredded. The last one finally landed where I wanted and blasted at the Puppet Master, the flashbot, and the camoed mine. The Puppet Master survived, the remaining targets died.

    That's exactly what I did on the left flank: both koalas hugged the Holoecho without any issues. The minesweeper was a trap indeed, and it's even less order-efficient against the actual camoed mines.


    True, his PH 14 is nothing to scoff at if he gets shot through the smoke or is within his zero range bands. Maybe there is going to be some other list where he actually shines, and I did consider the Akbar/Feuberbach list myself too. But that would require fielding some cheap and efficient fireteam to back them up. In this regard, I feel like Ghulam/Odalisque fireteam is the way to go. I had a similar team in the past and they did very well fending off Sheskiin.

    On a side note, I played Power Pack today with another IA guy. We got a tie in terms of primary objectives, but I managed to complete one classified so I snatched the victory. My list consisted of a Kaplan/Wild Bill Haris, with a lone Leila Sharif (still trying to make use of her Cybermask, but I rarely can bring myself to expend one full order with only a 70% chance to successfully impersonate) and a lone Djan HMG backed up by a Doctor Nasmat and a non-AD Yuan Yuan close by. They did well, although having an Ex-Impetuous troop on the roof took some regular orders to chill her out. The opponent had a Zhanshi/Haidao Core and a Zuyong HMG Haris on right and left flanks, and I gotta say: when a pain-train Haris needs to lock down the area and be as annoying and difficult to dislodge as possible – they do their job all right. First, they take out your flash bots from an extreme distance with Haidao, then they starve your order pool to make a prospect of shooting a full Zuyong Haris as unappealing as possible (even if we're talking MSV2 HMG through smoke). I am considering to narrow the LoF of the flash bots so that they can only shoot some very specific firing lanes and not die on Turn 1.

    The Kaplan Haris, on the other hand, did tremendously well. The Spitfire pal got the enemy TR-bot, and the Haidao at the end of the game, Wild Bill softened up the suppress-firing Mowang to NWI, and then the big boy died to the Spitfire ARO. I'm also happy with the final push to the Objective on Turn 3. I used the servant of the Ghulam Doctor to drop down the roof and engage the Daoying Hacker (who was covering the approach to the nearest antenna) in CC. Unfortunately, the Nasmat ate a crit, so failing to the Electric Pulse embarrassingly was out of the menu. But she grabbed the Objective without any issues. I also appreciated the Yuan Yuan's chain rifle when an AD'd fella flanked the Zhanshi core and blasted three of them. So, good times.

    I'm playing Acquisition with the same player tomorrow, and I plan to try out the ML/Sniper Ghulam Core that @Capo.Paint suggested. They are pretty cheap and can easily be replaced by the similarly cheap FOs and E\Mauler load-outs. And the trusty Leila/Bill/Kaplan Haris backs them up. I'm playing Kaplans until my eyes bleed and I can't stand seeing them on the table.
     
  11. Barrogh

    Barrogh Well-Known Member

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    Tbh that's the best most of Infinity armies can hope for.

    I would say by our standards decent roadblocks/chaff start at about 10 points per order absorbed and below. I can't say that this is an expected performance of Azrail against what people use as their active pieces.
    If it was a model with some decent utility, its toughness could go a long way being a secondary defender, mostly against weak skirmishers who are often good at noting except being in the right place, but I wouldn't say Azrail has it.
     
  12. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    N4 VeteranL2 pls
     
  13. Barrogh

    Barrogh Well-Known Member

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    But please, make it un-nested and re-calculate some points while we're at it :P

    Then again, I'm not sure "not dying to a breeze" is a good role. It's definitely a great trait for a model that does something useful, something else... Which Azrail needs to do in the first place, maybe? I'm just not sure being a mini-maggie (which is where Vet2 would be taking it) is something to strive for. Just plain active shooter of this particular quality isn't something that will spend your orders very efficiently most of the time. But maybe it will do some part vOv
     
  14. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    The Full Auto L2 Sogarat guy seems pretty nice, and he's also a Feuerbach-armed S5 HI. Applying an unconditional -3 to all face to face shooting rolls is very potent, and making Feuerbach a B3 weapon sort of makes him interesting in the active. Or just make a Haris option, I dunno. Considering that their minis are officially out of production, I doubt CB would bother updating Azrail profiles.
     
  15. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Today I participated in probably one of the most surprisingly enjoyable games against the IA player. We played Acquisition, and here is the roster I was using.

    Uuuhhh──────────────────────────────────────────────────GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 BASHI BAZOUK AP Rifle / 2 Breaker Pistols, CC Weapon. (0 | 17) DRUZE Hacker (Assault Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0.5 | 28) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SEKBAN (Fireteam: Haris) AP Rifle, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 22) SEKBAN Spitfire / Pistol, Stun Pistol, Knife. (1.5 | 27) SEKBAN Doctor Plus (MediKit) Boarding Shotgun, Chain-colt / Pistol, Stun Pistol, Knife. (0 | 24) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]2 [​IMG]2 HAWWA' Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26) KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8) GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16) GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17) LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20) GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12) GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 9) 5.5 SWC | 300 PointsOpen in Infinity Army

    It doesn't look like a competitive list and I still wouldn't bring it to an ITS game, but against HI-intensive rosters it does wonders. I took the advise of fielding a Ghulam core and they did not disappoint, both the sniper and the ML girls stood their ground against flashbots and a Haris Shang Ji, even managing to blast the latter to pieces. The Sekban Haris was a great midfield control FireTeam, managing to dig in a building thanks to FD1. They scraped a wound off the Haidao sniper, then he knocked the spitfire guy out only to be immediately revived by the good doctor plus nearby. One of the Yuan Yuans stayed in the DZ which proved useful thanks to an NWI'd Mowang waltzing into the midfield and eating a DA CCW next turn.

    But the MVP was the Druze AHD who deployed in the midfield building on the second floor, slapping a repeater through the window near the enemy TRbot and carboniting him. And then, when push came to shove and it was time to score objectives, the Haidao link team had to go through the repeater web and get immobilized. Then, once the immobilized Haidao ended up in his LOF, we figured that even though he is in IMM-1, activating the link team he's in would make him Idle, thus granting the Druze a viral pistol ARO which killed him unopposed.

    Don't know if this is a mix of lucky dice and poor decisions on my opponent's behalf, but the lone Druze experience felt pretty good.
     
  16. Capo.Paint

    Capo.Paint Well-Known Member

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    That really is a list against IA and reminds me a lot on my current Druze-lists with all these Fanous in it. But I never thought about QK as an infowar-sectorial. Have you thought about the EVO-Kameel? In this combination, it would add a lot to your list and you could take the points of the TR-bot, since that should not be that necessary with all the flashpulses around.
    Why did you switch the Kaplans for the Sekbans here? I never experienced the FD1 of MIs that valuable, to take it over some visual support on my hitters.
     
  17. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Yeah, I had a choice between the two, but in this particular scenario, I wanted to stall the enemy as much as possible, and the IA player would first make sure to destroy the flash pulse bots so that the repeaters on them are disabled. The EVO hacker would allow coordinating= hacking attacks, but I was feeling that the EVO hacker still wouldn't have much to do: no TR bot for the assisted fire, only one non-DZ Yuan Yuan, so I was like... eh.

    In this particular situation, I was ready for the Haidao MSV who wouldn't care for Kaplans' Mimetism, and his 16s on two dices in ARO are not to be underestimated. FD1 helps to leverage Spitfire's range bands, Acquisition's DZ is 16" deep, making the FD1 troops able to deploy anywhere within 20". You also have more opportunities to deploy inside a well-defended room, so that if anyone pokes their head inside they'd get chain-colted to death. I got a very good map that allowed all the Haris troops to deploy at maximum range in a room with only one doorway. In addition to that, Sekbans have a slightly higher BS and are slightly cheaper than Kaplans. I would still use the Spitfire/Bill Haris against some other armies/players who don't use the MSV2 crutch so often, but against that particular IA player, I feel like I'm better off with Sekbans since they're the ones who had to out-shoot the Haidao in the active turn. Yes, I had one Yuan Yuan for that, but he was hunting down the Daoying LT.
     
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  18. Capo.Paint

    Capo.Paint Well-Known Member

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    But the EVO would have overclocked all your Fanous-REMs for just one order, what makes them a very big trap for most opponents, especially IA. If they have to spend two or three orders in a Fanous, a lot of their potential is gone. And if you succeed with your fp, it is even better! This combined with the assisted jump for the Yuans is what I would have considered here. But I also see your choice for the TR against IA - without smoke, the TR-bot is a quite big thread.

    I forgot about the enlarged DZ in that mission, that adds a lot flexibility to the Sekbans, of course.
     
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  19. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    Makes sense! The 2B flash pulse is something I am yet to find the true appreciation for, and I'm sure it saved more than enough games.

    Today's tournament, however, was pretty devastating, even with the overclock supportware. My first encounter with Varuna started from Zulu Cobra triangulating my TR bot to death followed by Kamau Sniper deleting the linked ML Janissary. In addition to that, the player was damn good at handling that sectorial. Yuan Yuans made him sweat quite a lot, but they failed all the rolls against the flash pulse bots and got killed next turn. The next game was against Foreign Company and I got a dice cancer. Both games ended in a 0-10 and 0-8 not in my favor. The Pain Train list for those two games was painful indeed. ;C Maybe I'm not understanding how to use the ARO pieces properly but I just place them out in the open Turn 1 and let the main killer machines sink their orders into them. Problem is, even the two wound HIs are not safe and can fail three armor rolls in one burst. In Russia, we have a saying "no such thing as armor in Infinity" and I finally understand why. It really makes me think that Ghulams are better as the Core link since they're simply cheaper, and this is where the pragmatism confronts the fun. Trade models so that the enemy loses more points than you. All those 37/2 point missile launchers in a link are worth nothing if the enemy has more dice. Maybe it's just a bad streak of games. Or it's just that I'm avoiding using MSV2+Smoke combo. I got some lists like that in mind, but right now all I want is to grab a TAG and smash something with it.

    Nevertheless, I got only the second last place and managed to get two metal order tokens from the ITS pack. Gonna be using them as Tactical Awareness or Lieutenant orders.
     
    #39 AssaultUnicorn, Jan 20, 2020
    Last edited: Jan 20, 2020
  20. colbrook

    colbrook Grenade Delivery Specialist

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    How, when, and where to place AROs is probably one of the hardest skills, especially if going first.

    I also take umbrage with the term "ARO Piece" as they're like sex toys, anything can be one if you try hard enough. A Suppressive Ghulam in the right place is better than a totes remote in the wrong place. Even pieces like that Janissary ML can be potent in the Active turn by leveraging range and Fireteam bonuses so it pays not to pigeonhole too much.

    There's been a lot written by better players than I, but generally the things to bear in mind are:

    1) ARO troopers will die
    This bit it seems you understand. Infinity favours the offensive which is good as it prevents stalemates in games. AROs are to delay and funnel, any kills are a bonus.

    2) Make your opponent move
    Don't extend your AROs into their DZ, this just makes their job easier as they apply their best HMG to you immediately. Watch over key choke points, avenues of approach, and objectives. Force them to spend orders getting into position.

    3) Defense in depth
    Even the nastiest single ARO will only delay so much, but if they have to engage Overclocked messenger bots, a Warcor, and a Bashi in Suppression before them can tackle your Janissary ML, they're probably going to run out of orders or try a different tactic.

    4) Aggressive AROing is a dark art
    AROs don't have to be a first turn thing, in fact first turn AROs are usually the weakest as then enemy still has their best troopers.
    Sometimes it can be enough just to secure you table half, or even just your DZ. Then counter attack after your opponent has advanced. Part of this counter attack includes deploying Suppression, mines, 6th sense shotguns, etc so that your opponent is facing a whole new field of AROs, hopefully without their best units.
     
    #40 colbrook, Jan 20, 2020
    Last edited: Jan 20, 2020
    AssaultUnicorn likes this.
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