O lot of nice crap going on here. If enemy is hiding (obviously depending on specific table) this means your super duper MHMG TAG might not be able to get good ranges, might be forced into 8" of enemy DTW (especially EM ones), might not have enough orders to get on top of buildings and dig out prone units etc. itd. And on your active it usually (almost always) cannot be left on ARO duty due to many (quite easy) counters to it, and your now undersupported specialists/SK might not have a field day once enemy turn starts.
Hiding in the active turn. Then they can come out and shoot stuff in the face. Power levels change a lot between active and reactive turn. Turtling seems like a nice idea, especially when your opponent spends a turn to come closer, so you don't need to flush him out from his DZ. When you commit resources to have TAGs properly, you hardly have points left for much AD fun or other angles. Doing objectives unhindered while opponent is hiding is always a nice option. I spent some time trying to make Pano TAGs happen, and failed. Maybe need to put some more time in it. I'm not that experienced with TAK, but camo can be handled with sensor dogs, though there are no useful MSV, so visual mods can be a problem, even after discovered. Though brute force can chew through that, because the main attack pieces are pretty nasty there. To the point where you may not want to have a Spetsnaz, because why bother. TAK can definitely spam camo, with maybe a bit less interesting "what's behind a marker" game. Especially since for each deployment ranges (DZ, FDL1, FDL2, Infiltrate) there's exactly 1 troop that can be there. So unless you pull back some, it's trivial to tell which bunch of camo markers are which troop (there are still ambush camos and possibly mines with ambush camos). Imo TAK is pretty close to top of the food chain now.
yes I understood what you mean, punish them for it, use the movement, use the free reign of the table and use weapons that hurt them efficiently regardless of where they hide
The MHMG can be used to get lateral lof with good range by focusing on a flank attack and tandeming with strong close assault troops to clear that flank, letting the TAG enfilade the enemy. Can Squalos duo with ORCs soon? If so, that'll kick ass. Squalo pins the troops on the flank and keeps their heads down/destroys overwatch troops, ORC assaults close and clears out, Squalo then moves in and fires down the line.
Sounds, great! but I stop playing TAG's because they can be possessed, And they are the only units that can be possessed. I still play some pano TAG's.
Why BS16? BS15 is enough, there are not many Profiles with BS15 in this game and mostly they are PanO. What i think PanO TAGs should have is BTS 9 (only Jotum has that) or something like a firewall mod to hacking attacks because high tech. And why does the Crabbot have only WIP 10 and the TAG WIP12?
because the capitalistic corporative corporativism inhetent on Pano. Their soldiers care only on profit and selfpreservation and their tools need to be cheap and expendable providing just a facade to pressure the rest of the sphere just by numbers and flashiness. And regarding the crabbot... TAGline was an initiative pomoted by pano in a hurry to silence the death of macayana... think that the basic cabbot design it may be made with several design flaws. (it's the only remote pilot that's not humanoid, and for that has some problems performing human tasks) Of course there are some exceptions. For example, The military orders are less selfish and work based on faith and self sacrifice (WP13 and religious troop) and service to others (hospitalier doctor, santiago cibersecurity on circulars, montesa rescue riders,...)
The big thing with TAK is to make them come forward. The links are clunky, Spetsnaz are not very happy at short-range, and things like Scouts and Streloks start feeling lonely once they leave the safety of the Camofield and have to operate far up. They're hard to crack if you line up in the open against them, or go into their table half and start rooting around. But if you set up a good defense on the objectives, and make them break up their formations to come and contest everything you're holding, things will get much easier. Make a Strelok or a Spetsnaz move, and suddenly you can easily pick them out from all the Ambush Camo.
They have very few visors, and stuff like swissg, gexa, croc and so on are great for exploiting that. Also bringing your own vusors is huge. Take appears to be really good at taking in concentrated compositions, and using stalling tactics at the same time. But I don't think it's verall they're the best at handling troops that can walk around more or less with impunity.
I agree that making tak spend orders moving is probably the best way to weaken them, doesn't their main link get shotguns and template weapons? Or is it just lft on vkazak?
But you can put Voroning anywhere, 112 can be part of a Frontovnik link, who has a shotgun, Vet Kazaks have both a boarding shotgun and a LFT, and the T2/AP rifle (with specialist) options aren't even a bad idea.
Aye, but he was asking about the main link which I took to be the LK's. Voronin also has his own issues, mainly that huge base.
The Frontovik assault pistol in that link can be pretty dangerous up close. Still, if that link wants to walk up to short-range, that's an easy place to tackle it. Line Kazaks don't last long that close to mines, shotguns, etc.
It's important to be clear. Most of what @Mc_Clane is claiming in this post is not correct, with respect to the actual published setting.