I've started playing StarCo and all my lists tend to include Emily, Uhahu and an Hawwa Hacker +/- Bandit killer. I'm looking at maybe trying to fit in the Hellcat combi/repeater for a 75% chance to drop a repeater where I want it, to lock down HI and get some ARO spotlights for GL Emily to make use of in active. This would probably mean no Raoul though. Is this viable, or too much investment? Is it any better or worse than just using Uhahu pitchers?
4M 2.02 ────────────────────────────────────────────────── GROUP 1 9 1 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27) BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15) CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11) DAKTARI Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14) EMILY (Chain of Command) Combi Rifle, Grenade Launcher, E/M Grenade Launcher, Nanopulser, Flash Pulse / Assault Pistol, CC Weapon. (0.5 | 31) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, CC Weapon. (0 | 12) MOBILE BRIGADA Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 40) MOBILE BRIGADA MULTI Rifle, Light Flamethrower ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 37) SEÑOR MASSACRE Boarding Shotgun, Eclipse Grenades, E/M Grenades / Pistol, E/M CC Weapon, Shock CC Weapon. (0 | 26) UHAHU (Hacker) Pitcher, D-Charges / Assault Pistol, CC Weapon. (0.5 | 18) GROUP 2 4 1 1 HELLCAT Combi Rifle ( | Deployable Repeater) / Pistol, CC Weapon. (0.5 | 24) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CC Weapon. (0 | 8) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 10) TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7) VERTIGO ZOND Missile Launcher / PARA CC Weapon(-3). (1.5 | 17) ZONDBOT PARA CC Weapon(-3). (0 | 3) 6 SWC | 300 Points Open in Infinity Army I played this list twice during a tournament about a year ago. Honestly Emily's only use in this list was to compensate for LOL (the new Lt. roll rule is just plain bullcrap for StarCo) and/or to fill up either the Brawler Haris or the Brigada core. Her grende launcher is not her selling point (even supported by the targeted stateand in a full core Speculative Fire attacks only happen on her BS 13 whilst the cheaper Missile bot does that on BS 18). But regarding the Hellcat: in one game I was able to land it next to a Trinitarian's sniper nest and the Repeater enabled me to not only get rid of that one guy but also locking down a teuton haris. In the other game the Hellcat didn't use it's Dep.Rep. But it killed the enemy's Lt. and a good portion of the nearby stationed defensive core fireteam. So I'd say Hellcts are worth to be taken. And if you really want to there will be a chance to play the Hellcat and Raoul for sure
Great insights, thanks for sharing! I really like the flexibility in Group 1 with the wildcards filling up fireteams as needed. You managed to cram loads of fun stuff in there too - Smoke, Eclipse, MSV2, - Pitcher, Repeater, Missile Bot. Nice one.
Hellcats are always useful because landing even a combi late game can be a murder machine once stuff advances, holes are punched in lines and people move up for objectives. Shooting people in the back for no retaliation has been the safest form of attack since N1 and these guys are good at getting into those positions:-)
As a general rule I find landing a hellcat w/ a repeater is useful if you're going to land early (to get your hacking game going) and landing one with a boarding shotgun is more useful in the late game (to coup de grace, generally early in the game your opponent will have too-good coverage to really get a good shot in)
What the other folks said. Also add in clearing deployables for another more-vital trooper that needs to make a run on an objective etc. I always try to have one unexpected-entry vector in a list. The backup potential is useful, and the psychological distraction for the opponent is often very helpful.