@silvertongue you'll get there. That ASS list is hardly maxed out, could be worse. So don't worry you'll get there with practice. Achilles is always hard to deal with, but he has his weakpoints. Going to second @yojamesbo 's recommendation for a Sphinx. It's one of the better means to get rid him and Myrmidions in general. Once you get close enough to use the dual Flamethrowers he has to think twice about his AROs. So what can he do? 1. If Achilles declares BS Attack, take the hit and put double HFT on him - this permanently gets rid of his ODD. 2. If you "accidentially" got to close and he declares Engage, use a 2nd Move to drag him up a wall. He is stuck there and can't use anything but Climb there so is at the mercy of your EXP CCW. 3. His best Option is a Dodge and you're a Sphinx. He shouldn't have Cover so his 15 against your 4 dice on 11 with a DAM15 Spitfire should get it done in a couple Orders. Against Myrmidions they face the same problem. Chainrifle/Smoke/BS Attack? You can take the hit and have B2 Flamethrowers. Engage? You can drag them up a wall. So they'll pretty much have to Dodge, which ultimately only delays your success. Other options are a Samaritan AHD hacking from outside LOF and then safely chopping him into slices with his Vorpal CCW & CC24 vs a Reset or simply outranging him with a capable HMG (buffed Q-Drone, Maakrep, Rodok), Plasma Sniper or Overdron HRMC. My favourite solution for Achilles is playing Ping Pong with him. Drop a Fractaa behind and 2 keep two other gunners in his front. Whoever is in his back arc gets a free volley and if he turns you simply continue whith whoever he isn't facing. Final advice is just that ASS seem hard to deal with at first (and probably are if you're not aware of all your tools), but everything is manageble or even short lived in Infinity when dealt with properly.