Hi, My question is highly specific, but applies to many comparable FtF rolls characterized by B5, BS 13 +3Core +3Rangeband, and Mimetism. My friend plays TAK, and he even runs it with as few as 13 orders, with an expensive Core link made up of 3 Veteran Kazaks and 2 Frontoviks. (I keep telling him he doesn't need to overpay for his pain train -- Vet Kazaks being Wildcard -- but he's stubborn.) I don't know how to deal with his army with PanOceania. In JSA, Smoke+CC24-25 Saito/Kitsune/Oniwabans, can cripple the link (hopefully) before it destroys my entire order pool. But even in Varuna, my odds arent so great. If he deploys his Core link in a safe spot, he can one by one remove my ARO pieces using the AP HMG. His Vet Kazak is just a ridiculous model, including Shock immunity, ARM 4, NWI, etc. My Kamau has an 18% chance to deal a wound, but he has ~45% chance. And that's my *BEST* ARO. I've tried in Acontecimento with Bagh Mari in defensive Fusilier links. The thing is, if I don't put stuff in his way, the pain train is going to reach my deployment zone in ~3,5 orders, and then proceed to outflank everything. How do you deal with these annoyingly strong mixed links?
I'm not sure where you get the 18% chance with a linked Kamau. I'm seeing 43% on his side to 31% for the Kamau to deal a wound. How about TO camo to catch the weaker link members when the leader isn't in LoF? Take away the bonuses and things get a lot better for you. Or speed bumps designed to slow them down, not stop entirely. Soak up orders so they can't reach you that easily. Helots, Zulu Cobra, Auxbots covering short lanes.
Don't contest it with direct AROs. Hide. You aren't meant to be able to resist this kind of unit, unless you can outrange the HMG with a dominant gunfighter (Swiss Missile, linked Kamau) and you hope with a bit of luck. This is where things like Jammers, mines, Auxbots all come into play. They restrict enemy movement and threaten them without putting one of your valuable order-generating troops directly in harm's way. Let them advance, use those tools to slow them, be willing to take a few casualties, then celebrate when his 5-man team stalls in your table half and you can counter-attack aggressively.
It's not about killing him on your reactive turn – it's about stalling his link team so that they get stuck in the middle of the board. If this happens you can easily pick them apart with troopers like the naga, Zulu with his breaker rifle, and locust. These troopers have overwhelming odds against an individual member of the link on the active turn. don't let your opponent pick every fight
As a general rule of thumb you don't kill things in ARO, you delay, you obstruct, and you waste their orders. Place your ARO pieces with LoF to objectives, centre field, key movement paths, anything but their deployment zone, make him spend 3-4 orders manoeuvring that unwieldy 5 person Fireteam to engage each ARO, delay with mines, templates, etc. If you have a TO BSG/ML use it to catch multiple members of the link forcing him to Dodge or take easy unopposed hits on the supporting models. Bonus points if your TO trooper can hit them after their second skill. Don't overlook those 8 point repeater remotes either, with Overclock from an EVO they make a risky ARO with the possibility to shut down the Active trooper for the rest of his turn, and if they do die it's not a huge loss compared to the orders invested in killing it. Oh, and a Warcor, because sometimes they crit their flash pulse.
As above don't contest it head on. If he is running a low order count list you should just be able to bunker up. Once a large number of impetuous mooks and antipodes are in play it becomes more of a balancing act though.
Been there done that, Kamau went down on the first order, unfortunately 2 wounds removed him from the game immidiately. But then feuerbach ORC held the line til end of the game, killing said Kazak and his dirty atek friends. Good times.
You are right. I took the wrong stats: Veteran Kazaks - AP HMG vs. Kamau Amphibious Intervention Teams (MSV 2) - MULTI Sniper Rifle (Anti-Materiel Mode) Active Player 43.07% Veteran Kazaks inflicts 1 or more wounds on Kamau Amphibious Intervention Teams (MSV 2) (Unconscious) 16.06% Veteran Kazaks inflicts 2 or more wounds on Kamau Amphibious Intervention Teams (MSV 2) (Dead) Failures 25.76% Neither player succeeds Reactive Player 31.17% Kamau Amphibious Intervention Teams (MSV 2) inflicts 1 or more wounds on Veteran Kazaks (0 W) 12.22% Kamau Amphibious Intervention Teams (MSV 2) inflicts 2 or more wounds on Veteran Kazaks (Dead) In the case of Jammers & Mines, Veteran L2 and Shock immunity ensure it won't be too crippling. But you are right, Auxbots can do some work, when available.
Yeah, certainly it isn't written anywhere that the Kamau sniper always wins. The community likes to act like she auto-wins every ARO shootout, but that's certainly not the case. One of the biggest judgement calls for a PanO player is when to stand your ARO unit up, and when to keep her hidden.
Hide that shit. There’s usually very little reason to leave your best gunfighter up to contest a lane on turn one. Anything you leave up to ARO should be counted as a loss right away. Your best bet is to lure that vet Kazak to bring his link team up to the middle of the table to try to hunt your pieces. Then you can pick apart the rest of the link with you Zulus or Crocmen. The best way to engage a Vet Kazak is with a peacemaker and its auxbot on your active turn.
ARO is about drawing an enemy in. If the vet kazak link spends the whole turn moving into your DZ but then only kills 2-3 models due to ARO delays. Then, even if you've lost your kamau to achieve this, you're in a great position. You've got a whole turn to just tear a big chunk of points a part. You should bring tools which, once a link is within the 16" rangebands, you can pick it apart. This can be smoke/chain rifle warbands, TO or airdrop coming from different angles. Shotgun units are also very good for this. Ideally you want templates which force the link to either dodge or shoot and take hits for free. Even if the player chooses a mix, the link will be dropping members regardless. Every lost member is an easier job, attack in waves.
Played a tournament this weekend where a helot LRL shot at a moving vet kazak core team taking out one member with the template. That slowed it down so I could attack it from different angles with Zulu Cobras in the active. If your sniper do get shot by the ap vet kazak, make sure you shoot stun ammo. 4 less armor makes for better odds, and stops the assault. Then pick it apart in the active. That helot also shot a Dakini linked team during the tournament, taking out two of its members. Helots main task for me is link defense, which it excels at.
For the most part what others have said is true, against scary active turn pieces just avoid leaving models out to die unless that’s their purpose (Helots). However some sectorials can play the “stacked AROs” game where a normal ARO piece is supported by a TO ARO vertically above or below the visible ARO. Because they are stacked vertically, the Kazak can’t “slice the pie” against them and had to fight them in the same order. NCA does this really well with the Swiss Missile or Hexa paired with a TR remote or linked Fusilier ML. All of a sudden the Kazak has to split burst when he thought it was a good engagement, and HMGs that split burst are much less deadly than the full B5. The stacked ARO can also be done by having an infiltrating TO model watching the same corner that the ARO piece is covering. When the Kazak pokes the corner to see the ARO piece he gets hit twice. Varuna can do this with a Croc sniper stacked with your Kamau sniper, or a Croc BSG infiltrated. The BSG also threatens laying down a template over the rest of the link which is very deadly for Frontoviks.
Oh, but they can slice the pie unless you wanna mathematically prove that your two minis are on the same line.... That being said yah TO stuff to catch non active link members is good, or suiciding infiltrators with mines at the link to remove fireteam bonuses.