Garuda and Super jump.

Discussion in 'ALEPH' started by anewbre, Jan 19, 2025.

  1. anewbre

    anewbre New Member

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    With the new Super jump rules is anyone playing Garuda's? If so, how do you use them? Thanks, I'm returning to Infinity. The last version I played was N2.
     
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  2. anewbre

    anewbre New Member

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  3. anewbre

    anewbre New Member

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    124 views but no replies? Have you no thoughts? I'm still learning the rules, but I like the asymmetrical warfare of flying in from the side to kill cheer leaders and maybe a lt. But is a Garuda strong enough to survive the attack? Does it matter if he can cause enough damage?
     
  4. Wizzy

    Wizzy Well-Known Member

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    Well, I'm not a robot gamer, but I've searched the darkest depths of the discordus dark net, I've noted the few posts relating to the N5 update and I've tried to pick out snippets of discussion in the mush of the permanent chat, Then I called on the powers of ruin to provide a coherent text in relation to the little phrases given in bits and pieces. It's not a profile that gets a lot of discussion, but when it does it's pretty positive, anyway, generally speaking, people say that the super jump is broken and needs to be limited.

    Here's the result:

    In the latest Infinity N5 edition, Garudas seem to be very popular with players. Many point to their affordability and high mobility, making them highly versatile units on the battlefield. Garudas are particularly effective at dislodging entrenched enemy units such as DZs.

    However, some players note that combining Garudas with Ekdromoi in the same group can pose problems in terms of available orders. A common strategy is to use Strategos to move one of them into Group 1, depending on the situation. Garudas can often make do with a few orders from group 2, keeping Ekdromoi in group 1 if necessary, using a command token and Strategos to move them.

    Garudas are also valued for their ability to provide additional attack vectors, which can be crucial if a main unit like the Marut is neutralized. Their speed and mobility enable them to easily avoid hacking threats, making them very flexible units.

    Some players recommend using Spitfire-equipped Garudas to clear small targets, while others prefer Garudas with boarding shotguns. One effective tactic is to use a Danny Pitcher in attack mode on the edge of the table, followed by a Speedball Auto repair on the same side, then bring the Garuda into the field with a Shot assisted by a Probot. This combination enabled one player to remove 7 Tunguska orders in a single turn.

    In summary, Garudas are popular units in Infinity N5 for their cost, mobility and versatility. They offer many tactical options and can be used to great effect with the right combinations and strategies.
     
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  5. Wizzy

    Wizzy Well-Known Member

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  6. xagroth

    xagroth Mournful Echo

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    Ok, here are my 2cts:
    • Competition: K2 (parachutist) and Ekdromoi (only hacker profiles) in Vanilla. ALL are hackable. No competition at all in OSS.
    • The K2 is 2pts cheaper than the cheapest BSG+ChainColt, but has worst shooting being in the middle for melee
    • Has a spitfire and a 20pts FO
    • Doesn't have Stealth
    So, I see it as a compromise between the Ekdromos (KHD is for me the best of the 2 options that compete, which has IMP state and Stealth with SMG, AP heavy pistol, flash pulse, D-Charges and DA melee weapon which is anti-material, for 25pts) and the cheap K2 (who is more suited for hunting enemy TAG, REM and HI, or stop enemy Immunity troops).
    It is fragile, it bases its defense on Mimetism-3 and having the range advantage. Unless I need an specialist, I would choose the 18pts BSG profile, which is quite a good bargain that you can deploy anywhere in the table or enter through a side. In OSS, the FO may be preferred due to being an specialist and capable of Suppresive Fire if needed, but considering it's hackable anyways, I would wait to remove enemy hackers before going there, unless I'm baiting those.

    So I don't thing the Garuda is specially good, but it's quite solid, aside from the Spitfire, which I see as a waste of Spitfire cap due to the bot being too fragile. The BSG and the chain colt give good options to fight at ZoC ranges, while the Combi+FO gives better odds in the next rangebands and allow scoring.

    On the good side, ignores enemy AP ammo, since it doesn't have any ARM at all! XD

    That result sounds like ChatGPT for some reason xD
     
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  7. anewbre

    anewbre New Member

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    Thank you so much for your replies.
     
  8. Space Ranger

    Space Ranger Well-Known Member

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    I think they are the epitome of "Must use them right". They are pretty fragile with 0 ARM and 1 Vit. Mim-3 helps but remember that they will be in situations where the enemy is in 0 or +3 range bands.

    For me, I don't see them as any sort of killer. The spitfire is nice but not amazing. They are for things like coming on the edge at the last moment to take a spot for points. Now they can jump to the top of building, go prone and do nothing. Act as bother for enemy (make them need to get rid of it). They can of course hit buttons with the FO and it has the mobility to get to it, but make sure it's something uncontested.

    Also, Remote Presence can be a hinderance. It makes sure it only goes unconscious instead of dead, and now there's the wreak for the opponent to do some easy objectives. This is also a problem for the K2.
     
    #8 Space Ranger, Jan 23, 2025
    Last edited: Jan 23, 2025
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  9. VonKrolok

    VonKrolok Member

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    For me ultimately boils down to what do you use it for. A parachutist is helpful as a last minute point. It can help clear a quadrant even: consider templates for that. Ekdromoi have nanopulser in ASS and that is especially deadly to Ariadna (troops with ARM and no BTS) for example, while Garuda gives you a spitfire in vanilla where there are only 2 Ekdromoi profiles without nanopulser.

    Any unit can be extremely valuable, or a complete piece of crap, depending at what game you bring them on and what task you want them to perform. Infinity has the fundamental rule: do not get attached to any of your miniatures... they will die
     
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  10. Space Ranger

    Space Ranger Well-Known Member

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    One of the nice things too is the price. The FO and BSG are cheap for what it does. I don’t feel so bad if It’s taken out. Also if it fails it’s jump roll, it’s fast enough to get back in the game. Maybe even near my EVO to give it Marksmanship.
     
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  11. archon

    archon Well-Known Member

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    For me, the Garuda was always a reliable killer from an unexpected angle. Anno HMG my friend name his Chuck - Garuda - Norris ;-)

    Yes it has to used a bit carfully as its fragil but the Spitfire is still a good tool. Walk in from the side, clear a spot if you have to, kill orders without cover (Bonus if you manage to put a repeater at the entry point and have a EVO ready). Now with greater mobility. The FO is also useful for COs. Nowadays the BSG is a bit tricky (just saw, that its has a chaincolt too for some back-stabbing-template). Only two dices are a bit of a gamble, even in good range. But at least its cheap.

    AD troops in general are: Tools to reduce the opp. order pool, go for threads from an different angle, hunt troopers with beacons/boxes or just put your point presence on the board (ZO missions). Specialsts can also do last miniute point grabs.

    Oh and for the super jump: I think its still situational for the Garuda, as you have to be carful to not expose it to too much threads. But to get a better angle it wil be useful.
     
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