Need more bugs...

Discussion in 'Combined Army' started by Amon-Rukh, Apr 14, 2025.

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  1. Amon-Rukh

    Amon-Rukh Member

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    Greetings fellow commanders of the CA. After basically being on hiatus through n4, I'm looking to make a comeback in n5 and am particularly excited about the Exrah being a thing again because A) they are cool and B) the vector operator was my favorite thing way back when I first learned the game in n2. So what experiences and recommendations do you have for putting as many Exrah into a list as possible? How can I make best use of their profiles and their swanky new minis?
     
  2. StephanDahl

    StephanDahl Well-Known Member

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    You can easily fit all 6 models from the reinforcement pack into an Onyx list, forming a Haris, a Duo and a standalone EXO. The EXO is a fine chain of command, allowing you to take a Rambo LT with less risk, and the other five can form, for example
    Base Engineer + Base Hacker + Vector Spitfire for a superjumping gunfighting (MSV2, Mim-3, +1SD) Haris that brings specialists into the midfield, and
    Void LRL + Void Shotgun for a cheap disposable superjumping +1SD duo that can be left on ARO if necessary.
     
  3. Amon-Rukh

    Amon-Rukh Member

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    Nice!

    Follow up questions: 1. what are people's thoughts on the caskuda?
    2. how do the Exrah compare to Rodoks and is it worth considering both?
     
  4. TacCom

    TacCom Well-Known Member

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    The Caskuda is bonkers good 70% of the time and really rough to use 30% of the time. And 100% of the time an absolute riot! :)

    A few quick things to note:
    - It's got a 16" range band "Multi HMG" esque. Slightly weaker reactive shot but still B4 PS 5 with AP. It will shred most things it's in range of. Also that 2B PS 5 Chain Rifle is a really good fork for many mim units.
    - Unlike most units with Combat Jump, it does not have Super Jump. This really matters if you fail the CJ roll and have to get it back into the fight as it can feel like it struggles with getting back into short range. Also it does not have parachutist to be the backup option to ensure it lands further up the board.
    - You can get controlled jump from and EVO, but fully expect your opponent to have one as pitchers are really good and it's far more common to take one to provide firewall. Plus a few missions have EVO order bonuses. So taking an EVO a lot of the time just gets you back to PH14, hense the 30% failure.
    - Explosion is a trap for the majority of instances. For the amount of points you are investing into it, it's too much of a risk to rely on explosion and have the enemy dodge into CC with it. Now it will take far more orders to dig it out. It's much better to land where the next order you use it to shoot and gun down your opponent's stuff.

    I think it's hilarious, but it's a a risky piece. You really need a gameplan that can still weather it not pulling it's weight and the Caskuda simply being the piece that will blow games open if it does land.
     
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