Has anyone tried this? Dakini LGL in a 5 man fireteam, + Apsara G: LZ would result in an effective BS of 10 when firing the LGL in Speculative mode. Example List: Indirect Fire ────────────────────────────────────────────────── 10 APSARA (G: Jumper Level Z) Submachine Gun / Pistol, Knife. (0 | 22) DAKINI Tacbot HMG / Electric Pulse. (1 | 21) DAKINI Tacbot Combi Rifle + Light Grenade Launcher / Electric Pulse. (1 | 17) DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15) CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12) DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33) PROXY Mk.1 Hacker (Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 14) PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21) PROXY Mk.5 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades / Pistol, Knife. (0 | 10) ASURA Lieutenant L2 Spitfire, Nanopulser / Pistol, AP CCW. (2 | 72) SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31) YUDBOT Electric Pulse. (0 | 3) YUDBOT Electric Pulse. (0 | 3) SHUKRA (Chain of Command) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 25) 6 SWC | 299 Points Open in Infinity Army In this list, I effectively downgrade the Mk2 from sniper role to midfield skirmisher/specialist to enable the Dakini LGL. The old tried and true Dakini HMG + MML2 is still available, since the list includes Mk1 as hacker. Perhaps the list would be better served with a different (cheaper) Lieutenant, and the Posthuman in Group 2 with some flashbots and other chaff, to give the Dakini team more orders?
I've played it once or twice. You are still only on a single die though so you need to have targets worth hitting. The more you can catch under the template the better your odds of getting something are. Also targets with poor dodge numbers (remotes/tags) are good options. It's not a bad idea if you are expecting to face strong link teams you want to break down or REM/TAGs. I would look at breaking that list up though. It feels too spread out for the small number of orders.
Problem of that idea is that a standard LGL is... meh. Its not really threathening to TAGs (1 dice on 13 vs a dodge on 10, but with only a 25ish % chance of wounding... you are going to need more orders than a full group can afford). Or on HI that are dodging on higher numbers. It will only really be effective agaisnt 1W infantary ( and even then... less than 50% chance of getting hitting AND passing the ftf, 50% chance of wounding ) or REMs. Its.... useful, sometimes. But not really something you want to make a whole team about. It works on Emily exactly because she has access to E/M grenades, and then the chance to cripple one high value target helps a lot. But otherwise it is meh.
I like having a linked grenade launcher when I don’t have access or haven’t brought something like Dart. Usually speculative fire is only worthwhile if you need to dislodge that skirmished hiding on a roof in the midfield. In that case, targeting the guy first and then lobbing grenades is great. Dart is usually more effective for dealing with situations like that though. Occasionally a fireteam ends up in the midfield and you can hit 2-3 members with grenades. In that case, it can be worth an order or two. Usually I find that speculative fire actually has about a 20-25% chance to inflict a wound, which is terrible order efficiency. Smart missiles on a targeted model is pretty good though.
This specific LGL may be somewhat useful too because it is wielded by a remote, and thus can be upgraded to shock ammo. If you often face nwi/dogged, that can give you an edge for cheap. I've tried to use it several times but i was disappointed. Either the HMG or the MSR dakinis did the job and the LGL didn't had anything to do, or he would just have been a waste of orders (example: too few targets for the template to be useful, or targets too hard to wound with a LGL like HI fireteams dodging on 14- and saving at 9+ and ignoring shock) I think the smart missile is overall better (it can't be linked through), cause it is an OK ARO weapon (just don't expose it on turn 1, but it can win games on turn 3 just by being there) that can turn into a super deadly template if you need it (DAM 14 AP+DA+shock is nothing to laugh at)