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Armand Le Muet

Discussion in 'Spiral Corps' started by IamTom, Dec 10, 2020.

  1. IamTom

    IamTom New Member

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    Hey y’all,

    Does anyone have any N4 games in with Armand? I’d like to try him out, but I’m not quite sure how best to use him or if he is even worth the points.
     
  2. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I have not, and I am going to keep a close eye on this thread because I really do want to know what to do with him.

    My instinct is that you want to get him behind your opponent, where you can leverage his MSR with shots laterally across the table, using his superior mods and Breaker Pistol to deal with anything you have to get rid of up close and counting on his B2 DAM13 NBW Breaker Pistols to discourage CC guys to dodge into you. ODD + MSV1 is probably going to win you gunfights even with poor Burst against targets with no MSV / no Mim(-6), but it also leads to situations where you failing can rapidly cascade into you dying.

    I guess the ideal is essentially going into your opponent's sniper perch, eating his sniper, and then leaving Armand there to be annoying?
     
  3. ChoTimberwolf

    ChoTimberwolf Artichoken Friend

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    Haven't played him in some time but in the missions with the deployable saturation zones you could use him as an aro piece, put him in a spot with great sightlines, throw the saturation on top of him to reduce the attackers burst ;)
     
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  4. Spellbreaker90

    Spellbreaker90 Well-Known Member

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    I think his profile coukd be very usefull, he Is likes a differenti kind of Draal.
    The problem It's the sniper rifle, he pay 1.5 swc for that and for me it's not worth It, especially with the taagma sniper.
     
  5. IamTom

    IamTom New Member

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    I guess if you give him a mate, he could be a solid choice for any area control missions.
     
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  6. colt

    colt Novyy Bangkok merc

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    I have a love relationship with Lemuet after my time in the Druze. It can be very hard to kill and even decide a game if it is used intelligently, in a spiral it can also carry a symbiotic, so it should be taken into account. The difference is that spiral has many more options than the druze bayram company.
     
  7. Kazgarom

    Kazgarom Member

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    Sadly this (burst 2) only works during your active turn so while he is not the easiest to counter for normal melee units he is not as tough as you describe him there.

    He isn't as strong as during N3 but he is a viable ARO unit. In my opinion you got cheaper and better units to break into the enemy ranks or flank them. His main focus is to block the advance of on smoke depending units like many warbands. Dedicated ARO killer like a Swiss Guard will still most likely kill him with a few orders. You need to decide for yourself of that amount of orders is worth the investment (also you force the enemy to bring such units and they can't rely on WB swarm, also this might be less cause of max 15 orders.)

    He comes into my consideration when I start planning my units for the case I am loosing the first turn and how to survive going 2nd. In Spiral you don't have a TR but you also have less Mates then in Tohaa. Do he costs the enemy enough orders compared to his point cost? Is another option maybe as viable or even better?

    Like Cho wrote, using him together with placeable saturation zones increases his value by a huge margin. At this point Linkteams are getting worse in ARO parts as their burst is reduced to 1 as well. He is fighting Kaauri Sniper variant for the spot.
     
  8. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I made that analysis in terms of his active turn ability. I was never arguing to throw him in CC at any CC units.

    Most CC specialists can do about 5 things if Armand engages them.

    1) Shoot a BS weapon. They will lose this roll within 8 inches because Armand has ODD, higher BS than them (CC specialists usually have BS lower than 12), and potentially MSV1.
    2) Shoot a template weapon (if they have one). Armand will probably just avoid this in the first place if he can, but he's still got two wounds and can force a bad trade by doing a mine mixup.
    3) Dodge towards Armand. Not only are you competing with his B3 pistols, you may be setting yourself up to lose a (more deadly) f2f roll due to his higher CC and increased DAM in CC.
    4) Dodge away from Armand (out of LoF if possible).
    5) Smoke. Against one Armand profile this is obviously a no-go, but against the other it's the safest option.

    If you are a low-cost CC unit with high CC stats, dodging into Armand is probably a good idea. But if you are one of those low-tier MA1 / NBW CC specialists, you probably don't want to do that.
     
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