I have been playing MO for about two or three weeks, and I'm having a hard time trying to figure out a good way to use my Hi link teams, I was reading the primer on massed amour tactics, but that looks like tactics is for non-linked HI units, How do I apply the tactics to linked Hi units?
This is one of my link team Military Orders ────────────────────────────────────────────────── 5 JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50) KNIGHT HOSPITALLER HMG / Pistol, DA CCW. (2 | 39) KNIGHT HOSPITALLER Doctor (MediKit) Combi Rifle / Pistol, DA CCW. (0 | 35) KNIGHT HOSPITALLER Combi Rifle / Pistol, DA CCW. (0 | 32) KNIGHT HOSPITALLER Boarding Shotgun / Pistol, DA CCW. (0 | 31) 2 SWC | 187 Points Open in Infinity Army and here is another Military Orders ────────────────────────────────────────────────── 5 KNIGHT HOSPITALLER Lieutenant MULTI Rifle / Pistol, DA CCW. (0 | 35) KNIGHT HOSPITALLER HMG / Pistol, DA CCW. (2 | 39) KNIGHT HOSPITALLER Doctor (MediKit) Combi Rifle / Pistol, DA CCW. (0 | 35) KNIGHT HOSPITALLER Boarding Shotgun / Pistol, DA CCW. (0 | 31) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) 3.5 SWC | 155 Points Open in Infinity Army In this one I was using the the Order sergeant as a over watch unit.
In my opinion the joan link ends up being too pricey to be supported properly. Whereas the hospitaller + order sgt is a lot more fragile for its order sgt member. This is why i prefer santiago + magisters. With 360 visors, 6th sense l2 and the magisters light shotgun and panzerfausts they work extremely well as an aggresive midfield link that can punch and hold. If you want to use the one with joan, you want to use around half your orders advancing and killing then spend rest retreating back into the safety of the rest of your army , otherwise the enemy will have the chance to dismantle you piecemeal. At the end of the day heavy infantry is expensive and more durable than light infantry. But in infinity everything is deceivingly fragile and nothing will stand up to concentrated hmg fire.
One other thing. Some of my opponents do this tactic, Is that they put their 5 man Hi link team deep into their DZ and hide them, when I go 1st. So! I move up my link team and put them into position to cover the objectives, and when it is my opponent's turn he then moves his link team up and pick off my Hi link team one by one, I think I'm doing something and trying to figure it out, I was thinking maybe I should move my link team up and put them on suppression fire, but that would mean I'll have to brake my link team, Not sure what to do on this one.
I see where I'm going wrong, I would leave my link team in position and would not pull them back, and I got a box of Santiago on the way and will pick up some Magisters next week, Thank you all for your feed back.
I like the Joan link well enough, but I would swap the combi bro for a KHD Santiago. He brings a lot to the link and menaces assault hackers while providing extra classified coverage. Also, I would consider downgrading Joan to a hospitalier LT to save points if I dont feel like running Joan. I often have a hard time spending swc anyway with this sort of team on the field. If your opponent turtles with his army, rush his DZ and use that boarding shotgun to teach him a lesson. Otherwise hold your HI kink and establish board presence with other units mining up as best as possible.
Then your opponent is playing smart as he should be. You can then those other tools a lot of people say MO have to solve this situation. (I will wait with my own answer now)
This really depends on what the rest of your army looks like. OK, building off of the non-Joan team, I'm having a bit of trouble making a single combat group. I built it out to this: Military Orders ────────────────────────────────────────────────── 10 KNIGHT HOSPITALLER Lieutenant MULTI Rifle / Pistol, DA CCW. (0 | 35) KNIGHT HOSPITALLER Doctor (MediKit) Combi Rifle / Pistol, DA CCW. (0 | 35) KNIGHT HOSPITALLER HMG / Pistol, DA CCW. (2 | 39) KNIGHT HOSPITALLER Boarding Shotgun / Pistol, DA CCW. (0 | 31) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) SPEC. SERGEANT Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28) MACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) PALBOT Electric Pulse. (0 | 3) PALBOT Electric Pulse. (0 | 3) 4 SWC | 279 Points Open in Infinity Army How do you usually fill out the rest of the army to support that link team?
This is my Joan list, Keep in mind that this some of the model that I have for now, As far as it go's for MO. Joan and the Boys ────────────────────────────────────────────────── GROUP 1 8 2 JOAN OF ARC Lieutenant MULTI Rifle, Nanopulser / Pistol, DA CCW. (+1 | 50) KNIGHT HOSPITALLER HMG / Pistol, DA CCW. (2 | 39) KNIGHT HOSPITALLER Doctor (MediKit) Combi Rifle / Pistol, DA CCW. (0 | 35) KNIGHT HOSPITALLER Combi Rifle / Pistol, DA CCW. (0 | 32) KNIGHT HOSPITALLER Boarding Shotgun / Pistol, DA CCW. (0 | 31) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) SPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27) SPEC. SERGEANT Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21) TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) GROUP 2 3 PALBOT Electric Pulse. (0 | 3) MACHINIST (Father-Engineer) Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16) FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8) 4 SWC | 300 Points Open in Infinity Army
If the order sgt hacker is solely in there for fairy dust id put him in the second group. No reason to burn orders form first group that is already going to get hit with -2 orders first turn.
Agreed, swap him for the Engineer and Palbot, they shouldn't need to move Turn 1. Actually, no, swap the hacker for the Pathfinder, since your link team shouldn't be spending too many orders Turn 1. You're a bit limited in your support, so I'd push the Pathfinder and Fugazi forward, maybe reveal the TO Spec.Sergeant.
I'm not entirely convinced that theres enough oomph in the rest of the list to really justify the second combat group. A lot of these guys are just going to sit around generating orders and tossing out flash pulses. The OS with HRL becomes significantly better with the auxbot. Hes down right dirty with it and without hes just a nice piece. You have a lot of swc floating around to use and few guns.
If you are going full Hi Link in MO you have to go limited insertion. It's so important to be capable of the full reach of a first turn push right into the enemy DZ. Just plan out your route/angle before you go in. I also recommend stretching your run out by breaking the link, using Joan's LT order to take one smaller f2f fight with a cheerleader, then just repairing the link with a command token. Sadly, this general kind of play is a bit overshadowed by Kornak's suryat link or Tai Sheng's invincible link, both of which stretch the run out to 14+ orders because of the new NCO and Tactical Awareness rules, which imo are too extreme.
Part of the problem is to remember that just because you have a hammer, not everything is a nail. I find that I tend to hang back with the HMG early and use it to pick off whatever AROs the enemy left out. But you should also have something in your list that can punish the enemy for not leaving enough ARO out - something fast with a template weapon like a shotgun bulleteer or a peacemaker or crusader etc. You probably aren't going to have enough orders in MO to gunfight with the HMG and still be able to get the HI link across the board and do some damage in the same turn. The better match for how you've been playing is the Magister Knight link - they want to get up into the mid-field first turn, hide somewhere inconvenient and dare enemies to dig them out. They're going to die but they're cheap enough to be somewhat disposable and tough enough that it's going to make dealing with them pretty inefficient. Avoid things that will kill them efficiently like plasma or EXP ammo like the plague, the point isn't to live, it's to take 2-3+ orders to kill each knight, if they can kill 1+ knights per order you're gonna lose. Then whoever survives can just break the link and go impetuous to help bolster your order pool in turn 2-3 to make up for the losses. You're gonna take heavy casualities but keep in mind which missions end with Retreat and remember that you're Religious so you still get a full turn before the game ends early - you can sometimes make a push for a button or objective and still win the game if your opponent isn't careful.