Since you need points in zones, I would suggest the HMG intruder over the sniper, but it’s a preference thing.
Nomads ────────────────────────────────────────────────── GROUP 1 10 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9) MORAN Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 21) MORAN Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | 20) SPEKTR Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 36) SZALAMANDRA Hyper-rapid Magnetic Cannon, Heavy Flamethrower / . (2 | 90) SZALAMANDRA PILOT Contender / Pistol, Knife. () VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18) ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) ZONDBOT Electric Pulse. (0 | 3) GROUP 2 2 MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11) MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9) 6 SWC | 300 Points Open in Infinity Army Use the KHD Zero to make your opponent believe he's an Intruder whilst the Spektr either protects your TAG from getting possessed or lets you play a double TAG list. Edit: somehow half of my sentence got lost...
Everyone's given some great information, thanks. The only thing I'm still trying to work through with Lieutenant and/or Interventors is if he's running a Fiday to suicide-kill my HD+ Interventor (or HD+ Interventor Lieutenant). Should that be the case I am thinking I still want an AHD if my other Interventor or Zero is a KHD, since the KHD can only handle other hackers. Additionally, the Zero/Spektor hackers start with Infiltration/Hidden Deployment so I can get a specialist on the consoles that can change my opponent's Assigned Quadrant. I see the usefulness of this on turns 2/3, maybe not turn 1 depending on the zone that needs to be dominated. Edit: I reread the Deadly Dance console switch part, and it looks like it triggers Start of turns 2 and 3, not at the end, so I'd want to be in position at the end of turns 1 & 2. Just clarifying my statement above.
@SN0flux yeah, having back up hackers isn't a bad idea, but everything costs points and you only have so many to spend. Generally speaking your Sally during active turn is more than capable of killing Maggie. Assult hacking programs are more useful during reactive turn. They deny areas or force the constant resets or risk an unopposed hack. Killer hacking devices are excellent for clearing the way for your tag. If there are enemy hackers or repeaters blocking where your tag wants to go, you nuke the hackers. The question you need to ask yourself if where do you want your redundancy, and do you want to prioritize slowing the enemy down, or clearing the way for Sally if they try to slow her down? The interventor is a prime target, especially if it is/can be the lt. If you decide against the interventor lt, a possibility it to down grade her to a boarding shotgun, there is no interventor lt profile with a shotgun. This can telegraph to a knowledgeable opponent that your lt is not the interventor and possibly down grade her as a threat. You can also do a lot to mitigate the threat to the interventor during deployment. Place her somewhere hard to get to, preferably somewhere requiring the use of the climb long skill to reach (it reveals impersonation). Make sure other models are watching her so the fiday has to trade. Fidays have lots of tools and sometimes having them around as a threat is worth more then trading them for a hacker. Also the Massai have a FO profile and infiltration. You can use them to hack consoles as well, it is not limited to just hackers.
That seems reasonable. I can put my Interventor w/ Combi (Lt or not) in a building, or on top, prone, away from easy access impersonator and cover the entryways to it and other units. I can stick with two hackers and protect them; they don't seem like models that I'll want to activate and push up field much in this scenario. Sally will do most of the firing and moving. For this mission, points are awarded for killing the Datatracker. Sally seems like the obvious pick for datatracker since it's the most durable thing on the field, and i'll have a Clockmaker/Tomcat around to attempt repairs. However that puts extra pressure on Sally since then taking it out can both gain the opponent points, and prevent me from gaining the TAG points. Definitely not the Morans since they're infiltrated and will be my button pushers most likely; this puts them further into the fray. Any arguments against Sally as the datatracker? Intruders are camo'd and a Spektor would be Hidden Deployment, so it can't be them. Possibly the Interventors as candidates then, but that could prevent Cybermask if i'm running them up table or see threats coming. Not sure if Cybermask would be worth doing with a lower order count list.
@SN0flux you've identified the strategic concerns. The great thing about infinity is there isn't a "right" answer. Data trackers are selected at deployment, not list construction. You need to pick what you feel most comfortable about whether it will survive, and where and what models are placed during deployment is a major factor.
Remember that if you are going first (and nervous about getting murdered), you can pop cybermask on your interventor lt. Koalas are always useful and a Lunokhod or a conservatively deployed moran is a great deterrent.
I ended up bringing a list similar to what Rubberpiggy had suggested, however my opponent had incorrectly deployed some Daylami infantry as he misunderstood the inferior infiltration ability, and failed to mention they had limited camo instead of actual camo, so his Panzerfaust shot hit on 11s, and I thought i needed 11's to crit when i rolled a 12 which missed. CH Limited Camo doesn't apply mimetism. He infiltrated the unit on his side of the table and kept mimetism. Casual game so not a big deal, but certainly frustrating in the end. What was worse was that my Clockmaker failed 3/4 Engineer rolls on Szally causing unconscious state. Dice are cruel. Also, these should be my new DnD dice instead.
Tough, it’s always harder to absorb those unlucky dice with a tight list. Also, the more dice I bring against Daylami, the more I tend to get critted for some reason.