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Dart : how and why ?

Discussion in 'ALEPH' started by Arkhos94, Oct 18, 2018.

  1. Nenyx

    Nenyx Well-Known Member

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    ARO duty is mostly about slowing down the opponent by making him use orders for dealing with your ARO rather than something else (like killing your non-ARO troops). In that way, the Mk.4 HRL is very good because of 1. good armor and 2. no value killing it outside removing the ARO (= no order lost for you). Of course, if there is a very agressive combo, you might be better putting it on cover on your first turn so that you can use it to threaten your opponent next turn. Or, if you feel lucky and you have the scenery, put it somewhere where it could fall prone. In your example, the yu jin player has to use smoke (1 order), then shoot (1 order). So you made him waste 2 orders. Now, with only these 2 orders, the risk of outright killing the mk.4 is very low (2,65% according to the dice tool). Now that he wasted these orders, either your Mk.4 is unconscious (17,11% chances) and so, prone and in total cover, or choose to go prone by yourself after the first wound. Either way the opponent wasted 2 orders with very low chances to kill your Mk.4 - so that you can use it again next turn.
    It can work also if the Mk.4 is in a corner, through only if you sustain just one wound and choose to auto fail your gut test.

    Now, about total cover, it may be a big problem too. First, because the opponent can freely move, and second, because you may not be able to hide everything (especially with a fireteam, several S3 drones and a 1+2 synch troop), and if you do, it's more than likely your troops will be packed and very vulnerable to templates - speculative fire, chain rifle or shotgun AD/infiltrators, ML/HRL moving to see just one troop and hitting the others hidden close to it.

    The Mk.4 has also the ability to go prone, and 2 true wounds plus unconscious state, so it's even more threatening if it has something to go prone behind and stay alive after one or 2 ARO. That's so nice when the opponent can't even finish the job after being forced to deal with it :)
    I also really like using a dakini MSR with apsara with a second ARO troop sharing its view (hidden sniper, Mk.4 ...). It's too bad the dakini can't go prone, but it's unusual the dakini would lose all 3 wounds in one order, and an opponent may not want to spend another order removing an unconscious dakini.
     
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  2. MerloyJenkils

    MerloyJenkils Well-Known Member

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    Well bringing it back to Dart... im wondering if she should be used in a pool of 10 orders, i mean LI style... she has FD2 but its not nearly close the opponent drop zone... it took almost half my order pool just to get her to a nice position where i could kill a key model...
    Maybe it just depends on the opponents list.

    Did you get this while using her?

    Another weakness is of course facing fireteams. I guess she really is best to hunt solo enemies. But The set of tools she has is really really nice. She would be op if she had other weapons or was a specialist
     
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  3. Nenyx

    Nenyx Well-Known Member

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    For fireteams, she has E/M grenades or mines. Pick your choice, both are nasty. With E/M grenades, use spec fire to try to put some of them in isolation (bonus point if the fireteam leader is isolated). With mines, go near a corner (but not to the corner, don't get in sight of the fireteam) and put a mine in sight and range of the fireteam. Your aim is now to force them to choose between dodge and shot ARO. So, you need to try doing move-shot on them. If you need more than 1 order, remember that Dart has stealth so won't trigger ARO as long as she's out of sight from the fireteam - you don't want to trigger a free ARO for them to try dodging your mine and make it disappear before you can do your trick.
    Now shoot. Their best ARO in this face to face would be shooting back, but then they have to tank the mine. Or they can dodge, but the one you're shooting is likely to go down. Or they can do mixed ARO, but then the minority would be instantly expelled from the fireteam, reducing the team bonus and requiring a new command token during your opponent's turn to get back in the fireteam (if they are still alive).

    Dart must be close to the fireteam to perform either trick, but well, she's a close range fighter to begin with, and she has the tools to close the gap.

    By the way, the mine trick can also be done in tandem with another troop. Use Dart to put a mine, then another troop to shoot at one of the team member, or a hacker if one of them is vulnerable to it. As long as you force them to choose between 2 AROs and none is good for them, you're fine.
     
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  4. Urobros

    Urobros Well-Known Member

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    Usually Dart can move with freedom until his target in 2 or 3 orders, that is more like 1/4 from the orders pools not the half ;) But if the valuable targets are too far away Dart is a really bad ass for the enemey and can resist without difficulties in ARO (if she placed in the right spot). So, you can expend 2 or 3 orders only to put in half way to the desire targets in order th cacht them second turn. I' have to say I'am still learning how to use Dart because now, when I put she in any list, with Nagas, I do all de work with them instead Dart. I think I have played Nagas in Acontecimento for so long that now I have problems learning new tricks. Still, in SSS I have managed more succes using Dart. And yes, she is a godd mid game tool.
     
  5. MerloyJenkils

    MerloyJenkils Well-Known Member

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    Do you use the Nagas to hunt? Not having Visor is a bit harder, also with no climbing plus etc.

    Well in my case I have to admit that I had to take DART to the opponent deployment. There was a key piece I had to take out. So it took alot, but whithout DArt I couldn't have reached that piece, it was high in terrain. The CPlus was a nice tool

    But I do think that Nagas should perform well in her stead. I don't think Dart is a must in all OS. In my meta we do see a lot of light camo troops, etc.
     
  6. kinginyellow

    kinginyellow Well-Known Member

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    A list that dart is amazing in and I find really effective is:

    [​IMG]Main LI
    [​IMG]10
    [​IMG] PROXY Mk.1 Doctor (MediKit) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 10)
    [​IMG] YUDBOT Electric Pulse. (0 | 3)
    [​IMG] PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21)
    [​IMG] PROXY Mk.4 HMG, Nanopulser / Pistol, Knife. (2 | 25)
    [​IMG] ATALANTA MULTI Sniper Rifle + TinBot E (Spotter) / Pistol, Knife. (1.5 | 39)
    [​IMG] DART Submachine Gun, Viral Tactical Bow, E/M Grenades / Pistol, Shock CC Weapon, Knife. (0 | 34)
    [​IMG] MYRMIDON OFFICER Lieutenant Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0.5 | 31)
    [​IMG] MYRMIDON Spitfire, Nanopulser, Smoke Grenades / Pistol, AP CCW. (1 | 31)
    [​IMG] NAGA (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 28)
    [​IMG] NAGA (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 27)
    [​IMG] SHUKRA (Chain of Command) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 25)
    [​IMG] DALETH Rebot Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
    [​IMG] LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    6 SWC | 299 Points

    Open in Infinity Army
     
  7. barakiel

    barakiel Echo Bravo Master Sergeant

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    The big thing with Dart is that she's not performing nearly the same role as an HMG or even a Spitfire equipped centerpiece unit. The SMG, while being great, is still massively restricted in range and simply "fine" in terms of Burst and Damage. Dart's pretty much always going to be order-intensive to use. Her main role is that you can apply her to problems that your other units may not have an answer for, and she's got the skill/stats/durability to see the problem resolved. The problem may be a scary unit type that you need her AP or EM to defeat... Or maybe a Dogged or NWI unit in a problematic place, where her Shock and ability to take a hit will let you make a trade. Maybe you use her mobility to root out a hiding unit that can't be safely attacked by anyone else. But if your plan is to spend 10 orders on her in a turn, there's a good chance she's not doing that role very efficiently.
     
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  8. MerloyJenkils

    MerloyJenkils Well-Known Member

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    I understand her exactly as the name suggest. A hunter. You have a specific model that will be troublesome. She goes hunt it. Mostly other skirmishers. In my meta there are many thats why im trying her.
     
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  9. MerloyJenkils

    MerloyJenkils Well-Known Member

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    Got a confirmation on what i said above, yesterday. We were playing Show of Force.

    Managed to slip Dart in range of a Szalamandra TAG, granaded it and isolated it. Luckily the engineer was nearby. In an action that got her killed, because engineer was well protected, i managed to kill him.

    I lost Dart but that move gave me half the game.

    Yes it could have gone wrong but in this case it worked.

    Later the Rudras K1 mowed down the TAG like it was butter.

    I am really liking these 2 pieces as multi-task solve problems pieces.
     
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