I was thinking about finally picking these up. Is it ever correct to run two and is it ever correct to run the dual combi profile?
Oh my... Jurisdictional Command of Corregidor──────────────────────────────────────────────────10 GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54) GECKO PILOT 2 Assault Pistols, Knife. () GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53) GECKO PILOT 2 Assault Pistols, Knife. () GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54) GECKO PILOT 2 Assault Pistols, Knife. () GECKO 2 Combi Rifles, Chain-colt, Panzerfaust / . (0 | 53) GECKO PILOT 2 Assault Pistols, Knife. () SEÑOR MASSACRE Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 29) JAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10) 2.5 SWC | 299 PointsOpen in Infinity Army
I think the Duo is good. I would never run two out of Duo. The Combi profile is the best choice as the second in the Duo, and I sometimes run it alone if I have reason to believe the terrain will be tight enough. However the large S can leave the Combi profile pinned down and make it difficult to advance. Most often I take the MK12 alone, however. He's a boss for ITS IMO. I feel a common game decider is either needing a troop to make the last sprint when you have turn 2, or needing to hold an objective on the last turn when your opponent has turn 2. Having so many wounds with good ARM, plus a full kit of weapons, plus a 4th specialist wound, adds up to being one of the best troops for the cost for completing a large variety of objectives in ITS.
@loricus would you happen to know of any good articles on how to use geckos? I never quite seem to be able to get much out of them.
@loricus is the main Nomad contributor to the Corregidor section on the Infinity Tactics Wiki. But he doesn't seem to have started Geckos yet. He *really* should get on to that [emoji14] https://infinitythetactics.com/'Gecko'_Squad Here's his excellent work on Hellcats: https://infinitythetactics.com/Hellcats
I don't really read any blogs and I don't know any articles. I'll try to remind you when I get around to writing their wiki page. The Hellcats page should be split in to Hellcats and a generic AD guide but I don't have a place to put that. Maybe I'll talk to @Madness about having a generic tactics section. You need the AD guide to get everything out of Hellcats especially since they are so basic so I needed to include it. I really want to play more Geckos but things keep stopping me. Right now I am doing a campaign where you start with 500 points of troops and casualties stay, and I don't have a Gecko, so at least 3 more games without one.
I've decided to start poking at their wiki page. Reminder that it's a living document like any wiki, and not a blog. I'm doing whatever I can think of now and I'll edit it as I get more experiences. I would say their biggest problem is that they're a bit technical and boring. They don't center your gameplay. You don't spend every order either activating them, enabling them, or recovering them. They're like bureaucrats. Sometimes you start a turn, count how many bullets they could possibly throw at you, and realize it's close to if not literally impossible for them to stop you from winning, even if they roll well. You ever play a fighting game and some guys are labeled offensive, and some defensive? Then there's some weirdo that's labeled technical and he has like grapples and counters. It looks cool but it's kind of nonsense outside the meta of the fighting game, where it turns out having 2 more pixels of grapple range makes you able to grab people out of their specials. That's what Geckos are like.
If you want to try to get cracking on Geckos asap I did the list comp section, and the less praised brother of the armor tacticas is probably the more useful of the two because of the nature of Geckos. Here's the link. https://forum.corvusbelli.com/threads/a-primer-on-massed-armour-tactics.804/
Personally if I would go for 4 I would go for 3 combi one MK12, but I am still learning two Ghekos, they are tougher than they look to properly utilise, they behave short of like HI and short of like TAGs, they are their own category.
I wouldn't seriously do 4 but for sure I would do 1 MK12 and 1 Combis as a duo then do the same again. That way each has the escort profile and the payload profile, and can use the Duos to position more efficiently. First turn would be spent securing the board with the first duo to eat the opponent's next turn. Then it would hopefully be opened up for the other Duo. Actually talking about it it doesn't seem that crazy. But I would make the Duo dance like my Intruders do now before I tried it seriously. However more Combis that aren't stuck in a Duo can use the Panzerfaust coord tactic to clear their way. Surely there is no troop better at risking hits back for their cost. MK12 can get the 2 B spearhead. I assume that was your first thought. In general I think people who want to seriously adopt Geckos in to their play style should start with one until it is useful. Unless you really like the models, then start with the Duo and just grind away at it. Learning curve is just steeper. edit: I said "seriously" a lot. I just want to differentiate between my advice for people looking for a competitive advantage and people who care more about doing what they like (which I respect). I also want to say that I am likely wrong about a lot here I'm still figuring them out.
I used duo with combis to good effect, but it really depends heavily in raiding the enemy reserves, didn't have good experience with mixed duo MK12 and Combis have conflicting roles and range bands, even if it is "just 6 inches"
I'm also trying to get the Combis in to the reserves. The MK12 is to help out against targets a bit too far for the Combis to deal with, and usually ends up in suppression fire covering the Combi's flanks, which the enhanced damage (16 MK12 vs. 14 Combi) is helpful. Hence my escort (MK12 clears targets and takes the lucky shots back on the way to enemy DZ) and payload (Combi is fresh to use its wounds tactically in the opponent's DZ). That's how I've found them best. I'm not sure what you consider the role is for the MK12? Geckos in general are unexplored and undiscussed territory so I can't really assume. My main question would be why two Combis in the Duo? Just to switch when the first goes down? I've always considered the strength of a Duo to be having two loadouts to choose between.
Its a rapid movement option for me, you move both fast and then break link to wreak individual havoc, switching only once panzerfaust gets depleted for these long range duels that might occur.
Hmm. I still like being more flexible with a MK12 option in case rapidly advancing isn't an option but it's something to think about.
I prefer to use 2 Mk12 ones to provide fire support for Bandits. Close quarter attacks are usually carried by Chain-colts or dismounted pilots.
I think 3 Gekko's might be the way to go. 4 is just so limiting, even on a LI list. I'd want some other options in my list that are hard to include otherwise. Maybe something like 2 combi's as the DUO to advance with and a Mk12 in support. I think Gecko's are strong. It's a lot of armor and STR to chew through for any opponent. All while moving up Specialists. Seems rather order efficient to me. Plus those dual assault pistols... I'd be comfortable rolling those 5 dice on my pilot if needed.