Going second and surviving first passive turn

Tema en 'Access Guide to the Human Sphere' iniciado por Fangoman, 4 Mar 2018.

  1. Fangoman

    Fangoman New Member

    Registrado:
    18 Feb 2018
    Mensajes:
    40
    Me Gusta recibidos:
    3
    Hi, I do not have too much experience with this game, if also I play since some months... I got three different armies but I play rarely and not against too many different opponents...

    Said that, it is often an advantage to go second (due to many different factors and scenario objectives), I wonder what and how to deploy in order to better survive the first reactive turn.

    Overwatch is often not a good idea, unless you have a defensive fire team. The reason is that, the enemy has often the tools to remome your overwatch units in his active turn (HMGs, smoke + MSVL2, higher bursts, and so on).
    On the other side, deploying conservatively, or in total cover, let the enemy move his rambo units freely, with a low orders expense... It makes their job easier when in your deployment zone.

    Now, supposing not to play any sectorial, in order not to have any available link team.
    1. How should I deploy in order to go second and to limit as much as possible the outcome of a generic enemy alpha strike or rambo run?
    2. What is adviseble and what not?

    Thank you very much.
     
    #1 Fangoman, 4 Mar 2018
    Última edición: 4 Mar 2018
  2. the huanglong

    the huanglong Well-Known Member

    Registrado:
    26 Nov 2017
    Mensajes:
    2.023
    Me Gusta recibidos:
    3.658
    1) Use cheaper troops to overwatch (Give us a faction and we can give examples) and put them in places where they are not covering the enemy DZ but the path into objectives and your DZ (enemy has to waste orders getting to your guys, who may or may not then kill them).
    2) Five man linked missile
    3) Five man linked missle
     
    A Cothel le gusta esto.
  3. Fangoman

    Fangoman New Member

    Registrado:
    18 Feb 2018
    Mensajes:
    40
    Me Gusta recibidos:
    3
    Examples (my armies):
    • Haqqislam vanilla
    • Yu Jing vanilla
    • Onyx
     
  4. the huanglong

    the huanglong Well-Known Member

    Registrado:
    26 Nov 2017
    Mensajes:
    2.023
    Me Gusta recibidos:
    3.658
    Vanilla Yu Jing has terrible first turn AROs. Vanilla Yu Jing gets two TR remotes and I think that is a strong reason why. I never play vanilla without 1 and I often try to squeeze in two. Put them far apart and make sure they are not watching fire lanes that can be smoked from the enemy deployment zone. Put a Yaozao close by to soak up even more orders. The MULTI sniper rifle options are all point sinks that will get deleted as easily as regular snipers who cost a fraction of the points. Minelayer guilang is OK, especially if you have other guilang/daofei specialists already.The Yan Huo is a unique ARO troop for Yu Jing, others rate it but to me it seems like anything that will take a TR remote will take it. Maybe it's time I give it a try. Warcors are also worth while to bolster Yu Jing AROs.

    Vanilla haqq get's ghulam snipers, they cost a fraction of the SWC of a Zhanshi sniper. It won't ruin the bank to put a pair of these on overwatch. Wip 14 flash pulse is also a major pain in the ass. The Hafza HRL disguised as a warcor will keep your cautious about breaking cover once he learns it's a thing. I don't know much about the rest of the faction.

    Onyx, link the unidron missile or PSR, and have a spare so that if he does go down (being shock immune dogged means the enemy will really have to try, with a wince and clenched taint each time the dice roll), you can get the link back to 5 in your turn and really start ending mankind. Against sectorial armies, the Noctifire missile launcher can win the game in a single ARO by reacting against a support trooper in a link and turning the whole thing into flying mince.
     
  5. Solar

    Solar Well-Known Member

    Registrado:
    4 Dic 2017
    Mensajes:
    3.021
    Me Gusta recibidos:
    5.410
    Hide your stuff in such a way that your opponent cannot see your troops from their DZ but their troops cannot advance into your half of the board without facing unpleasant AROs. Typically this means using angled fire lanes to overlap each other somewhere at the 24" line, skirmishers, camo markers and such, and careful placing behind angled terrain, just around corners, and suchlike.

    Also ensure that you cover the flanks to avoid drop troops. An opened that can be exploited by a single Drop Troop with a Boarding Shotgun or the like is something that can put you on the back foot for the entire game.
     
    A Abrilete y Wolf les gusta esto.
  6. emperorsaistone

    emperorsaistone Well-Known Member

    Registrado:
    30 Nov 2017
    Mensajes:
    830
    Me Gusta recibidos:
    815
    In Haqq use Panzerfaust Daylami. They are dirt cheap, have a dangerous long ranged and a good short range ARO. If they die, you do not lose orders and every one of them is at least one wasted order for the opponent.
     
    A Sabin76, KedzioR_vo y Abrilete les gusta esto.
  • About Us

    We are a company founded in 2001 in Cangas (Spain), and devoted to design and manufacture games and figures. Our main product, Infinity the Game, was born with the ambition to satisfy the most demanding audience, offering the best quality.

     

    Why are we here?

     

    Because we are, first and foremost, players.

  • Quick Navigation

    Open the Quick Navigation