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Combined Army in N4 - Basic Tactica

Discussion in 'Combined Army' started by WiT?, Aug 24, 2021.

  1. WiT?

    WiT? Well-Known Member

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  2. WiT?

    WiT? Well-Known Member

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    We are in lockdown here in NZ, and I saw that post on the forum about there being no N4 tacticas here and decided this would be a good way to wile away the hours while I do "distance teaching" from home =(

    This is the first draft put up for people to add to. Then I will move it to the first post and ask for it to be stickied. Credit goes to QueensGambit's thread here for the inspiration and layout.

    Super keen on any input from the community, haven't been playing as much as I used to so I reckon some of these takes might be updated by better players than myself

    First Draft
    Combined Army Tactica (N4)

    Why Play Combined Army?

    Because you like to be the bad guys. Because you like aliens. Because you like their unique aesthetics. Because you like to run some of the most badass models in the game. Because you want to play an extremely flexible army with a large roster of effective unit options.

    Faction strengths

    Very flexible army choices

    Combined Army has good access to most capabilities within the game. If you play Combined Army, you will be able to play a wide range of strategies and use a wide range of tools.

    Very powerful single pieces

    You will find a wide array of very powerful single pieces in this faction, moreso than what other armies typically have access to.

    Resilient Command Structure


    Between Mnemomica, an excellent chain of command model, and access to Morats, it can be hard to put a Combined Army player into loss of lieutenant or easy for them to care less about it than other armies. Mnemnomica is essentially Chain of Command, except for the very important caveat that Isolation ignores it. This gives you the option to run a combat lieutenant without chain of command backup, but with the proliferation of Oblivion I generally don’t do that.

    TAGs

    The other major TAG faction after PanOceania, and the home of the biggest and baddest TAG in the game - the Avatar.

    Alpha Strike Capability

    Between the Speculo Killer and our various aerial deployment options, Combined Army has good and importantly reliable tools for making an attack on the enemy in the first turn if needed

    (Limited but) Cheap Orders

    While Combined Army struggled with orders in 3rd edition, in 4th edition the AVA cap on our cheap models is not much of an issue. Any Combined Army list can get it’s first six orders for 40 points - 2x Imetron, 2x Ikadron Batroid, 2x R-Drone. While not a mandatory choice, especially in single combat group lists, access to these cheap cheerleaders lets you dump points into the high power pieces the Combined Army is known for.

    Noctifier

    The scariest surprise ARO option in the game frankly.

    Fear Factor

    The possibility of a Noctifier, Rasyat or Speculo Killer can generate free value for you via their impact on opponent movements or deployment, even if you are not taking them. If not taking one, is often a good idea to threaten one by having at least one free slot in your army list.

    Faction weaknesses

    Fixed command structure

    That resilient command structure I mentioned comes with a cost - 1 SWC in most cases unless you commit to a small range of very specific lieutenants. Often the lieutenant in your army is highly telegraphed, particularly with the public WIP stat. If you want a chump LT, the options are limited here too, and they all come with that pesky tax.

    Terrible Line Troops

    Less of an issue now with the order cap, but the basic line infantry in this army are in my opinion the worst in the game. This impacts sectorials more than vanilla, but know that going in to Combined Army, you want to leave your Vanguards, Nox, and Unidrons on the shelf if at all possible (and replace them with Datz!)

    Not Really Much Else

    Be prepared to taste the salt of your enemies as they claim your army is overpowered!

    Standout units

    These are the units that define the sectorial’s strengths. Some are exceptional value for their points; others bring unique abilities. If you’re deciding which faction to play, these are the units that might make you choose the Combined Army.

    Cheap Remotes (Ikadron, Imetron, R-Drone)

    None of these are strong units, but they are excellent order generators for the cost. I start every list with all of these and only swap out if I end up with surplus points.

    Noctifier

    The Noctifier is the bane of an aggressive player, especially one running link teams. Having access to a hidden deployment, -6 missile causes a huge amount of friction in the opponent’s gameplan. They have to spend every order considering what will happen if a Noctifer appears. Keep in mind, the Noctifier is not all that effective in many situations, but when it lands a good shot it can end a game all by itself.

    Speculo Killer

    This assassin uses her extremely reliable alpha strike deployment via Impersonation to get value consistently with your first turn. I find this capability extremely important for missions where going second is a huge advantage.

    She has good but not amazing CC and a monosword, but I would only really use this capability against specific high value targets such as TAGs. The Combi Rifle profile is quite flexible when going second, as it can park on a rooftop and deny safe areas of the board, but generally the Boarding Shotgun is by go to. This profile can trade via templates, and defend itself much better in ARO with a +6.

    But keep in mind, the Speculo is an assassin and not a combat unit. It cannot go toe to toe with enemies in a fair fight. Use her impersonation state and smoke to get to isolated and valuable targets and take them out. It is often more useful to kill something on the fringes and re-impersonate, to threaten attacks later, than it is to go out in a blaze of glory.

    Rasyat Diplomatic Division

    Quite possibly the most buffed unit with the edition change, Parachutist(Dep.Zone) is a game changer as another guaranteed alpha deployment option with no dice roll needed. You need to find a safe area on a map edge, or risk the roll to deploy anywhere - I generally will pay a few orders for the privilege of deploying a little out of position but with no fail chance. Once there, he brings strong CC capability and Eclipse smoke, but otherwise is not all that remarkable as a BS12 model with typical AD trooper equipment. I generally prefer to shell out for the spitfire and use it to clear out weaker models, while using CC against anything tougher.

    Datzurazi Witch Soldiers

    This is what you buy when you want cheap(ish) orders and have run out of remotes. Or just because they are damn useful. For 14 points, you get a mimetism warband with chain rifles, grenades and smoke grenades, and berserk plus excellent CC. They can be used aggressively, or just guard corners in your deployment zone until you need them.

    Taiga Creatures

    Our dirt cheap irregular warband lacks the smoke and full chain template that other factions get, but they bring berserk and an excellent dodge. A really annoying speedbump that can hover around a corner waiting for the chance to trade up.

    Bit & Kiss

    One of the most useful hackers in the game, she is a Killer Hacker with Oblivion added and has excellent pitcher delivery capabilities firing three at a time (!!!). She can also use Kiss for various tricks - baiting ARO, forcing bad ARO choices, jumping on mines, assisting in CC etc. She can put herself and Kiss into marker state with cybermask. Whats nuts is that she is just 21 points.

    Charontid MSV3 HMG / LT HMG

    Automatic discover, ignore all mimetism and a BS 14 HMG will delete most anything short of a TAG in the active turn. With 2W, No Wound Incapacitation and 5 ARM it is durable too - he can’t shrug off a dedicated attack from a powerful enemy under it’s optimal conditions, but anything short of that and he has a good chance to survive. The Lieutenant brings Mnemnomica too, allowing you to bypass loss of lieutenant if he dies, but be aware that this is cancelled by Isolation effects so it is not quite free Chain of Command.

    Anathematic Hacker LT

    A huge, tough S5 heavy infantry with cloaking capabilities and strong hacking, combining the flexibility of a vanilla hacking device with good hacking stats (WIP 16 BTS 6) and trinity (+1B). It’s also one of the coolest looking models in the game and hands down the coolest looking model from early Infinity.

    The Avatar

    The biggest and baddest model in the game, this guy warps any game he is in to be all about him. If piloted correctly the Avatar can be unstoppable, but a single mistake against the right (wrong) type of countermeasure and you can throw the entire game. He also has Strategos L2, LT+1 Order and Tactical Awareness, meaning that the Avatar essentially generates four orders. I personally have found that his best use is in a deterrence role, sitting at the back of the table and threatening to come forward while generating orders and being a very threatening ARO. If you do use him, be careful not to leave him stranded in the midfield at the end of the turn or he is fodder for their countermeasures

    The Sphinx

    This TAG is notable due to it’s insane alpha strike potential. It is smaller and weaker than most TAGs, but packs MIM-6, Camo, high speed and a loadout for close quarters attacks. In the right circumstances it is nearly unstoppable.

    The Caliban

    A midfield melee monster that can push buttons, steal wounds off of people, and be chain of command for an aggressive lieutenant. You can even take an engineer option and attach a slave drone to it while in marker state. Some people do this for bonus CC attacks, but I just like repairing my TAG or Q Drone.

    Sheskiin

    An extremely solid beatdown unit with high speed, good stats, excellent CC plus protheion, a cheap SWC gun (and can bypass the LT tax by taking the LT Red Fury) and it’s unhackable to boot. A great option especially given all our other major attack pieces are very hackable.

    Nourkias

    The Killer Hacker is a brutal midfield fighter with marker state, specialist and insane CC capabilities packing a whopping CC25, MA4, CC+1B, Protheion with Vorpal and EM CCW.

    Ko Dali

    An absolutely brutal aerial deployment option, with MSV2, BS 14 and +B Assault Pistols. She can eat enemy models for wounds but lacks the CC to really exploit this, instead focusing coup de grace and unconscious models. Can pair with a Speculo Killer to shoot through smoke, but I’d argue this is mostly overkill.

    Other Good Units

    While not as iconic or essential as the above units, these guys are great additions to a Combined Army lists and see a lot of table time.

    Libertos

    Honestly, I’ve had this guy be the star of certain lists. He brings cheap midfield camo and mines to a faction that typically has to pay 25+ points for that privilege. I’ve seen him trade up or soak orders so often that he would be in the above category, except that he is not specifically a “reason to play Combined Army”.

    Fraacta Drop Trooper

    An Aerial Deployment option with effective two wounds is always worth taking a look at. Outside of this, he does not bring any remarkable abilities.

    Medtech Obsidon - Dr Worm

    A Doctor-Engineer with high speed, high WIP and a lower cost for this type of capability. Our only Doctor so it’s kind of mandatory if you want that in your list.

    Mentors

    A camouflage LT option that even comes with a decoy. Too bad it doesn’t leave the SWC cost at home.

    Maakrep Trackers

    Most factions get a relatively vanilla MSV2 shooter, and this is ours. He brings regeneration for a little more self sufficiency than other factions options. Not stellar but does the job.

    Yaogat Strike Infantry MULTI Sniper

    The other major MSV2 sweeper option is the Yaogat, who brings +B on his MULTI Sniper. This guy can threaten TAGs, superheavy infantry and similar targets in the way that an HMG can not, but loses general purpose utility when compared to the Maakrep.

    Sogarat Tempest Regiment

    A 2W, NWI superheavy infantry packing heavy weapons, heavy armour, immunity to isolation, and NCO for if you are taking a backline LT. Don’t be fooled by the axe, CC is not where this guy wants to be.

    Suryats

    Heavy Infantry with immunity to AP and Isolation, packing MULTI Pistols and solid stats. These guys are great in that they resist a number of the hard counters to heavy infantry. I like the Tactical Awareness HMG or LT+1 Order HMG and generally think the other profiles are for sectorial use.

    Overdron Batroids

    A light TAG packing a HMRC, this can shred anything that lacks good mimetism MODs but watch its effectiveness fall sharply against hard to hit targets.

    Xeodron Batroids

    A light TAG with Bioimmunity, granting it effective ARM 6 against all attacks and immunity to AP. Can be very resilient against the right type of attacks, but not the most powerful offensive piece.

    Raicho

    A solid, dependable main battle TAG with immunity to Isolate (this is pretty solid on a TAG) and the options for either NCO or a mine dispenser. It’s only downside is that it is Manned, making repairs a little dicey.

    Q Drone

    A reaction bot with mimetism. Does what it says on the tin really. If a reaction bot is good in a given circumstance, this one will be as good or better.

    Grief Operators

    A super budget, low strength Impersonator or a midfielder with MSV1. I usually opt for the full Speculo but this can give you much of the effect (particularly hunting cheerleaders and flash pulse bots) for a lower cost.

    The Shrouded

    An above-par skirmisher for an above-par price. Brings regeneration which can be clutch, and has access to dazers, shotguns, a killer hacker and the usual skirmisher stuff.

    Zerats

    A MIM-6 but markerless skirmisher, killer hacker aside of course. There is some definite utility in the hacker, killer hacker and Red Fury profiles, but I still don’t love the other loadouts.

    Oznat (Preta/Sensor)

    A warband with sensor and a G;synch to hunt through the midfield with. Pretty solid in the right circumstances and can hand out smoke when there is nothing to hunt.

    Gakis/Pretas

    Super fast warbands without smoke, but packing climbing plus. Generally eclipsed by the Taiga creatures but still have a role to play. A good place to sink some leftover points in certain lists, but you need to have a reason to take these over their newer cousins.

    Malignos

    A MIM-6, Hidden Deployment Camouflage skirmisher. It has regeneration and dazers like the shrouded, but I feel it stands out less due to it’s high cost. Has a cheap, SMG equipped Killer Hacker profile that is quite a toolbox. Also has access to a monofiliment mine option, which is a little niche but gives it some serious hitting power or deterrence in the right circumstances.

    Average Options

    These exist and get stuff done that you need done. They might fill a specific role you need filled, but not efficiently or not better than anyone else. You don’t need to avoid these profiles, but I would only take them if they are contributing in an important way to a specific list

    Box Tickers or basic capabilities - M Drone, E-Drone, T-Drone

    Most armies get access to a sensor remote, EVO remote, and Missile remote. These are ours.

    Cheap Hacker Device Plus - Victor Messer

    And not that cheap really, at 30 points minimum. He brings some other gear but that is mostly useful as toolbox material for a link.

    White Noise & Pitchers - Kerr Nau

    If you need a dedicated source of pitchers then Bit & Kiss blow this guy out of the water, but they can’t provide white noise like he can.

    Taryot

    Your bare bones, low cost aerial deployment option. The explode effect is typically a trap, but it can be put to use. Don’t expect miracles from this guy, but low cost and no frills can definitely be a virtue in this game

    Seed Soldier

    The budget option for a forward deployment, camouflage troop. I find it hard to justify not spending 7 points for a full blown shrouded, but occasionally thats just the discount you need to make a list work. Only real upside is that it comes with built in mines for defense and that it can fire a BS 11 panzerfaust as a sort of desperation attack.

    Krakot

    Largely overshadowed by the Datzurazi, mostly they bring forward deployment and chest mines for the cost of mimetism and smoke. I used them a lot last edition when I had crowded, spammy deployment zones, but much less so now.

    Nox

    An expensive line trooper that packs a zapper. This can be a nasty deterrent if you are worried about huge, close quarters beaters swarming your deployment zone. Worth looking at perhaps if you want a cheap specialist with some deployment zone protection, though personally I go for a seed soldier in those cases.

    Below Average Options

    Occasionally you will find use for one of these, but generally they are not that good.

    Bad Aerial Deployment Unit - Cadmus

    A very niche unit, because combat jump is so unreliable and he cannot parachutist on a table edge. He doesn’t do nothing though - he lands in the embryo state, which can turn him into a sort of crappy artillery shell using it’s mines. He can bring a cheap assault pistol, a combat jump light grenade launcher, or the niche ability that is morpho-scan, but in the best combat jump faction in the game he is just so outclassed.

    The expensive backline LT - Skiavoros

    Sort of like a “brain aspect” as opposed to the “combat aspects” that are the Anathematic, Charontid or Avatar, he generally wants to be 50 points living in your deployment zone providing an extra order with strategos or being a very expensive hacker device plus. Outclassed completely by the Avatar, which to be fair is much more expensive, but fills this role while being a combat monster as needed. Skiavoros is not strong enough or fast enough to attack with nor cheap enough to provide his abilities while hiding at the back of the table.

    The crappy sniper - Haiduk

    I have hated this profile since I first saw it in second edition, and it’s various updates through the years have not allowed it to do anything of value. Lacks the stats, range or deadliness to be a sniper, and is ineffective as a sweeper too. Just doesn’t really do anything.

    The expensive combat engineer - Kurgat

    Costs too much to fill a basic engineer role, not really strong enough to fight anything. The Autocannon is not an effective combat weapon, but it can blow holes in terrain if you use the terrain rules. Would be so sweet as a wildcard in MAF, but has no home here in vanilla.

    The reject sith lords - Umbra Legate and Samaritan

    The Samaritan is a squishy melee dude, who is utterly outclassed by his character version Nourkias. The Umbra is generally a link team leader in Onyx, but could also theoretically see some play as a kind of toolbox in the midfield but I think he is too expensive and too fragile for his cost to fill this role.

    The underappreciated Line Troopers - Vanguard, Unidrons

    I do use these occasionally, but they are just not that good. They can fill a role if needed such as a basic hacker or a paramedic, but they are not something you should actively be seeking to use. The Vanguard has the slight upside that it can be a 1 SWC LT to hide amongst other LT options like the puny humans do, and can be an Isolation proof hacker. The Unidron has dogged and a better ARO weapon than the others.

    Misc Mercenaries - Aida Swanson, Cube Jager, Octavia,, Le Meut,

    Most named mercenaries are just not fantastic profiles outside of specific armies where they fill a niche. I can’t think of a reason to use any of them in Combined Army.

    Sectorial Specific Profiles - Agent Dukash, Sargosh, Corax Hasht, Kornak Gazarot, Raktorak, Rodok, Jayth, Corax Hasht

    These profiles typically shine (or at least see play) in sectorial armies of MAF, SEF or Onyx. Usually they are designed to function within link teams which we do not have access to.
     
    #2 WiT?, Aug 24, 2021
    Last edited: Aug 25, 2021
    DaRedOne, Oni, Wizzy and 2 others like this.
  3. Fed4ykin

    Fed4ykin Well-Known Member

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    A noteworthy profile on the malignos is the one with Monofilament mines. Those are really scary. Otherwise he often feels like a more expensive shrouded.
     
  4. Hecaton

    Hecaton EI Anger Translator

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    Unfortunately it costs SWC when it probably shouldn't.

    I feel like I get good mileage out of Malignos profiles in OCF. The sniper has generally been overperforming for me.
     
  5. Fed4ykin

    Fed4ykin Well-Known Member

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    The SWC is for the mono, but yeah it sholdn´t be 1 full SWC but 0.5 SWC and he could have minelayer but thats wishlisting.
     
  6. WiT?

    WiT? Well-Known Member

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    Lol I forgot that was even a thing, mixed up "changed in N3" with "removed in N3".

    Would make a pretty reasonable attack piece given it can threaten instant death to superheavies
     
  7. DaRedOne

    DaRedOne Morat Warrior Philosopher
    Warcor

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    I really think you're underselling the nox as a viable option. They are cheapish specialists with E/M templates. Isolated stated is one of the best states in the game and these guys can inflict it on those rampaging beasties that are quite common in the game right now.

    I'd say that makes them at least worth checking out.
     
  8. WiT?

    WiT? Well-Known Member

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    Fair enough. I've used them as a cheap specialist before but generally find them hard to rate when you can get a datz or can upgrade to a seed to be better at scoring. Alpha strikes haven't been a problem in my meta for a while though - its all missile bullshit now lol. Will include this in the tac
     
  9. CAnon

    CAnon Well-Known Member

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    Honestly, is there any model more overrated than the Noc Missile?

    Don't get me wrong: I appreciate my opponents tying themselves in knots jumping at shadows regardless of whether I've brought him, it's just when I do he invariably fails to make back any points, let alone his own value.

    If I miss on 1 die on 15s again I might legitimately cry.
     
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  10. Hecaton

    Hecaton EI Anger Translator

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    Yup, had a game in my last tournament where I ran two. They missed every shot, except for one crit against my buddy's Anaconda... for which he passed all the armor saves.
     
  11. Willen

    Willen Well-Known Member

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    On the counter, one once won the FtF versus a YanHuo HRMC of mine and clipped two more minis, leaving 2 of them Unc and 1 with one wound. When it pays off, it pays off.
     
  12. Delta57Dash

    Delta57Dash Well-Known Member

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    You will miss 1 die on 15's exactly 25% of the time. It's not exactly rare.

    It's exactly as rare as flipping 2 coins and having them both be heads.

    The Noctifier ML's primary benefit is the psychological aspect, but don't judge your models based on statistical outliers. For every time a Noctifier has missed a wide-open shot, there's the time he one-shots a TAG or takes out half a Fireteam. And, naturally, the more you play him against opponents the better they will get at avoiding the situations he shines in.

    If he doesn't kill anything, but your opponent spends 3 orders extra to carefully move a fireteam around a lane instead of running it down a seemingly open one, he's already made his points back. And don't be afraid to hold back his ARO for a turn or two either. Sometimes letting a TAG walk right through your LoF just to catch the fireteam of cheerleaders repositioning is worth it. Or even waiting until active turn so you can Surprise Shot that model in Suppressive Fire that thought it was in the clear.

    The Noctifier ML is an amazing tool in the Shasvastii army, guaranteed to cause psychological damage that lasts well past whatever actual damage he caused in the game. Just don't expect him to get off an amazing shot every game unless your opponent is a goldfish.
     
  13. DaRedOne

    DaRedOne Morat Warrior Philosopher
    Warcor

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    I'm also going to bring up that game we had when my Noc Missile absorbed a whole turn of fire thanks to Mim-6 and Dogged. Pretty much won me the game that one.

    Cheers mate. Miss ya!

    EDIT:
    One important tactic with the Noc Missile that might not be obvious for newcomers is that when you're targeting a fireteam you shouldn't target the leader if possible. If you aim at something else, you force your oponnent to either choose a sub-par option (dodge) which might make them spend more orders to deal with your noctifer, or risk losing a model to take one of yours, at which point the trade more or less becomes even. This is even better if you can catch multiple models that aren't the team leader on the template.
     
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  14. Delta57Dash

    Delta57Dash Well-Known Member

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    Quick note, but it doesn't really matter who you target; you get seperate FtF interactions with each of them.

    The only thing targeting does is move where the circular template is placed and the visual mods for your BS attack. If you clip the fireteam leader, and the fireteam leader shoots you back, it will be a face-to-face roll.

    Similarly, if you shoot the fireteam leader and the fireteam leader decides to shoot back, as long as your BS attack roll is a success (IE not greater than the success value) the other models will be hit regardless of whether or not the leader wins the FtF or not.

    Relevant section of text: upload_2021-8-25_13-31-7.png

    From: https://infinitythewiki.com/Template_Weapons_and_Equipment
     
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  15. Willen

    Willen Well-Known Member

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    Yeah, I think DaRedOne talks about focusing on the other members (if you can clip the leader even better, because it is a FtF that also gets "free" hits on the rest of the squad.

    @DaRedOne I am actually talking about ANOTHER game (N4) against Caumo jajaja! I don´t think I used the YanHuo in that final table game of the LAST ITS we played. Miss you too bro!
     
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  16. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Is the Noctifier the actually scariest surprise ARO when the Swiss Miss exists? I guess it might be the most feared because it gets used and therefore talked about more, small distinction I guess.

    Man I've given people more fits with double Swiss ML tho, despite having killed an entire 5 man (squeezing around a tight corner) with the Noctifer once or twice.
     
  17. Delta57Dash

    Delta57Dash Well-Known Member

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    The Swiss Miss is a lot scarier, but it’s twice the points.

    So the Noctifier is less scary, but you see it a lot more often. And sometimes in multiples.
     
  18. Space Ranger

    Space Ranger Well-Known Member

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    I'm just gearing up to play CA again and something I noticed is how good of a hacker the Mentor is. WIP14, BTS6, with camo+decoy! And all profiles have Counterintelligence. For 28 that's really good!

    Also I think the Maakrep hacker got a boost in N4 by having Sixth Sense.
     
  19. Delta57Dash

    Delta57Dash Well-Known Member

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    Mentor is great, but no Forward Deploy with a Boarding Shotgun can be annoying. Takes quite a few orders just to walk somewhere useful, but once he gets there he's got good stuff. Decoy is cute though.

    The Maakrep is an MSV hacker, which means it can play the "ARO bait" game through smoke against HI. If you declare BS attack or dodge, they can hack you; if you declare reset, they double-template you. It's just hellaciously expensive, needs smoke to be effective (which doesn't exist in OCF), can't fireteam, and has to walk into the midfield the old fashioned way.

    Both are cool models, but short-ranged, unlinkable, 30 point models that start in your DZ can be annoying to use.
     
  20. Space Ranger

    Space Ranger Well-Known Member

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    Why even move the mentor? In Vanilla there's plenty of pitchers and repeaters. In Shasvastii it's a little harder but he's still good quality. But in that i'm more likely to take Viktor for a little more pts.
     
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