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CHA dealing with Impersonation

Discussion in 'Ariadna' started by andre61, May 7, 2018.

  1. andre61

    andre61 Well-Known Member

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    What is the best way for a CHA player to deal with Impersonation?
     
  2. macfergusson

    macfergusson Van Zant is my spirit animal.

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    6 point Volunteers and Galwegians.
     
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  3. barakiel

    barakiel Echo Bravo Master Sergeant

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    Agreed there. 6 point Regular Orders and a DZ full of Chain Rifles are nice tools to have.

    Wallace in a 5-man link has a very good chance of surviving either shotgun or melee assassination runs by Fidays/Speculos.

    Just watch our for antipersonnel mines. Guard the corners so that noone can drop a mine around them.
     
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  4. andre61

    andre61 Well-Known Member

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    LOL! I should have Known, thank you.
     
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  5. mightymuffin

    mightymuffin Well-Known Member

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    Alternatively, ignore them. Unless you’re running Wallace as Lt, we don’t tend to have any single model that’s susceptible to assassination; cos we tend to run multiple potential Lts, or they’re too well protected.
     
  6. macfergusson

    macfergusson Van Zant is my spirit animal.

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    No matter what faction you play, the rule of thumb I go by for impersonator would boil down to this: expect to lose the first model. Set up so that you can kill the impersonator when it strikes, and don't let it get more than one at a time.

    This may not always be possible, but it's something you should keep in mind. You might also get lucky and stop the IMP prior to the first kill, but don't plan on that. Your troopers should cover each other's backs, and having volunteers and galwegians makes it easy to always have a DTW to guard a more important model.
     
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  7. daboarder

    daboarder Force One Commander
    Warcor

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    Galwegians.
    They are WIP14 Dogged, Zerkers with Chainrifles.
    This means they can effectively always force a normal hit on an imp marker, and then in most cases be alive to do it again if needed.
    Ether it CCs unopposed or it CRs vs the shot.

    Heres the other thing about imp markers, most imp markers are gonna get parked in corners or hard to reach places. you opponent cannot most through you minis, if you block an Imp markers means of movement you effectively nullify it in terms of the game. and force it to take that fight that its going to lose to get past what is pretty much the most expendable troop in the game.

    This works both aggresively and defensively. defensively you can castle up and block routes to your vulnerable pieces (like wallace) by putting Galwegians in the way and forcing your opponent to engage them first or not use the imp marker at all.

    Take the following set up for example
    [​IMG]

    If those are prone galwegians and wallace is linked to some Vols elsewhere on the table, then there is no real effective way for an Imp marker to get at him, the best they can do is worse than 50/50 and die. And that assuming they can even get there. Park a Galewgian in the door and that IMP marker is useless as twaddle.
     
  8. inane.imp

    inane.imp Well-Known Member

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    Came expecting this answer, was not disappointed.
     
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  9. daboarder

    daboarder Force One Commander
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    stop being so bitter :p

    Gals are the CHA answer to most units haha
     
  10. loricus

    loricus Satellite Druid

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    That's pretty normal for sectorials.
     
  11. daboarder

    daboarder Force One Commander
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    Oh dont mind him hes just traumatized
     
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