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How do you use the Mk2 TO with boarding shotgun?

Discussion in 'ALEPH' started by MerloyJenkils, Feb 7, 2018.

  1. MerloyJenkils

    MerloyJenkils Well-Known Member

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    Of course being TO it seems obvious, infiltration, etc. But how do you go about it? do you go quickly for objectives? Use it as roadbump? Wait to use hacking ability? Do you infiltrate beyond middle table?
    Do you stick her upfront? conservatively or aggressive?
     
  2. Tom McTrouble

    Tom McTrouble Well-Known Member

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    The situations where I infiltrate beyond the middle table are few and far between, and pretty much exclusively consists of scenarios where I am going first and my opponent has deployed in a way that makes it worth risking. Most of the time, that means there is a roof where I can line up 3 people in a BS blast, so it doesn't happen often. Most of the time, I go bird in the hand for infiltration.

    As far as hacking goes, you don't want to ARO hack (or shoot either) unless your opponent doesn't have enough orders to follow up after your ARO and kill the Mk2. You are almost never better suited using it as a roadblock.

    It can be a great objective grabber and a great assassination units, but honestly the key to using it effectively is knowing when to pull the trigger. I think it is best used when your opponent has made it to the middle of the table and you can clear them out in the active turn, then take the middle objective and re-camo.

    Granted, this sounds easier than it is because everyone knows you probably have a Mk 2. Honestly as far as early objective grabbers go I think the Mk5 FO is much better suited for that, since it can go into suppressive fire after.
     
  3. xagroth

    xagroth Mournful Echo

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    Most of the time, the dice makes her die as soon as she leaves Camo state. The rest, she is a threatening presence in the midfield I leave as a marker, ready to Overlord an enemy TAG from outside LoF, or capture an objective in the last moment (or the first, if it's opening a crate and extract it). So more of a threat than an active thing.
     
  4. Arkhos94

    Arkhos94 Well-Known Member

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    I often rambo her turn 1 to bring down some ARO piece/cheerleader in the enemy ZD (she love killing fireteam). She is deploy somewhere on the middle line in total cover. Loosing her doesn't cost me order so I don't have any second thought trading her.

    Less often, I keep her hidden to do some objectives turn 2 (usually when I have a better placed rambo or when I don't have enemies close enough from each other to use my templates).
     
  5. MerloyJenkils

    MerloyJenkils Well-Known Member

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    Do you guys have her usually as a marker state instead of hidden deployment then? Because of not loosing an order? or it depends?
     
  6. Nenyx

    Nenyx Well-Known Member

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    I use her as an assassin more than a hacker. BS 13 CH:TO with a BSG is no joke at all. I usually let her stay hidden until it's time to act, either because there is a good opening for an alpha strike, or because the opponent moved beyond my Mk2 and she can now strike them from behind. I often try to do some big kills that will cripple my opponent (killing cheerleaders with teardrop shoots, a big specialist, a heavy weapon wielder, Joan - she absolutely hate my Mk2 ...).

    Depending on the scenario, I may use her to reach an objective. I can even let her stay hidden till turn 3 for that. It's somewhat rare, because i often have more use for her as a shooter.

    She usually does not survive once revealed, the opponent will often use everything he has to kill her. So I never use her to ARO unless it's the opponent last order, and I try to feed her with orders during her active turn to do as much as possible with her before she dies.

    EDIT:
    Never as a marker. You will always have another posthuman, and that posthuman will always will be deployed, so you don't need to deploy as a marker. HD is her best defense.
     
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  7. Nemo No Name

    Nemo No Name Aleph Cultural Atache

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    As long as you have another Posthuman alive (and you have to deploy at least one other Posthuman), you do not lose the Order. It's one of the major benefits of the Mk.II, enabling it to stay hidden for multiple turns without losing anything.
     
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  8. MerloyJenkils

    MerloyJenkils Well-Known Member

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    DUH... yes...forgot that you don't loose the order... but was thinking more in line of having it revealed to serve as roadblock. But since you don't loose the order... it really is better to have it unrevealed.

    And regarding the MK5? since he doesn't have mimetism or anything it will be a bit hard to move him around for objectives. Do you infiltrate him up front as much as possible? You rely only in the NWI?
     
  9. Tom McTrouble

    Tom McTrouble Well-Known Member

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    Well first of all mimetism alone will never save anything from getting killed as it moves around. If we are talking "early objective grabbing", I assume that means turn 1. Turn 1 you probably won't have many enemy aro pieces (1-2) overlooking an objective that is either in the board center or closer to your DZ. So as far as getting the Mk5 to an objective, if you cover him with smoke or use another of your units to bully out their ARO piece, the Mk5 should get there just fine (forward delpoyment helps here.) Once he has claimed an objective, throwing a BS13 NWI unit into suppressive fire makes him very difficult to dislodge if set up effectively. What makes him good is that he's cheap enough to be disposable, and can make opponents waste orders dislodging him.
     
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  10. MerloyJenkils

    MerloyJenkils Well-Known Member

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    So it comes down to the type of support you can give him...
     
  11. xagroth

    xagroth Mournful Echo

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    You don't lose the order, since you are forced to bring at least 1 more body (mk1 FTW... and if you are SWC deprived, add the mk5 instead of the mk4), and they share their order... So always Hidden Deployment.
     
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  12. Arkhos94

    Arkhos94 Well-Known Member

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    He doesn't have mimestism but he has ARM 3 and BTS 3. In cover that make him quite resilient against small arms, which his opponents often have.

    I often kill long distance enemy troop with my heavy hitter then send the MK5 for objectives knowing he can take down anything midfield (good short range + BS13 + B4 weapon). I always deploy him as far as possible in total cover
     
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  13. MerloyJenkils

    MerloyJenkils Well-Known Member

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    Thank you guys. Nice tips :)


    Sent from my iPhone using Tapatalk
     
  14. pedrogzc

    pedrogzc Well-Known Member

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    Try this then laugh and enjoy...

    Should the opponent bring his shiny tag or HI then you put a monofilament mine with your Naga and then move the MK2 to hack the bigboy.

    Pumping the shotgun over fire teams or crowded zones is also quite fun.

    Usually I use this combination: MK1 + MK5 + MK2 hacker.

    Enviado desde mi SM-J330FN mediante Tapatalk
     
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  15. regelridderen

    regelridderen Dismember

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    The greatest strength of the MK2 is not losing the order to hidden deployment.
    The second is, that it is a WIP15 Specialist, that starts one move from an objective.

    I rarely fire its gun or use its AHD, that will only kill models, while pushing that crucial button will win me games.
     
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  16. pedrogzc

    pedrogzc Well-Known Member

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    Of course, I think she is the cheapest TO infiltrator specialist, even cheaper than killer hacker ninja and much better than the ninja.

    You can afford leaving her hiding and reveal to get that last objective.

    Enviado desde mi SM-J330FN mediante Tapatalk
     
  17. barakiel

    barakiel Echo Bravo Master Sergeant

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    Some thoughts:

    -With ALEPH's abundance of KHDs, you have more flexibility to use the AHD to great effect without worrying about enemies counter-hacking you. If you can take down any lurking KHDs early, Assault Devices become immensely powerful at jamming up strong hackable opponents. This shouldn't be underestimated... There's nothing more frustrating than trying to get a hackable target past a high-WIP assault device in a great location, or with good repeater coverage.

    -A boarding shotgun on an infiltrating TO unit with high BS and good durability is among the best combination of skills and equipment in the game. You can tackle tough targets, light targets, grouped targets, literally anything as long as it doesn't hack you or shoot an angry template at you. Beware mines, beware enemy Hackers, but otherwise you should be murderizing things if you don't need it for button pushing. Don't be afraid to spend the extra order to move behind enemies and just shoot them in the back (if they attempt to Discover to stop you doing this, shoot them instead.)

    Don't forget to get creative with how you splash that shotgun template too. Use the freedom of moving as a Token to position shots that give you F2F rolls versus easy enemies, hitting harder targets that can't see you.

    -Work with Nagas and your long-range ARO units to give yourself defensible places to retreat to. Going out in a blaze of glory can be fine, but the only thing scarier than a big threat in your table half is a big threat that's still there after it already killed half your force. Retreat to safety behind a wall of antipersonnel mines, and use other troops to cover the Mk2.

    -Don't forget your Nanopulser. This has strong active and reactive turn implications. The shotgun is a pretty amazing tool at short range, but there are situations where the Nanpulser may be a better choice. This is definitely true if you absolutely need the Mk2 to defend a fixed point. Use her like a NWI TO antipersonnel mine that does hits to anything that comes close. If the game is on the line and (for example) you need to stop something reaching the objective you're captured, don't bother with the F2F roll and use that Nanopulser instead.

    -I rarely make Discover attempts simply using WIP... I always try to get Camo tokens to reveal through other means, or sensor/sniffer sweep them. But if you need to Discover something, WIP15 with a shotgun and nanopulser is a pretty ideal toolchest for doing so. Work within 8 inches, negate their Cover, and roll your high-probability Discover attempt. If you fail, you have a Nanopulser Intuitive Attack as backup. Just make sure they're not wielding mines, a KHD, a flamethrower, or anything else in the 8-inch zone-of-death that's a big threat to you. Inside 8 inches is basically the scariest, most high-threat locale for any model to be in Infinity, so you have to give some thought to operating at close range before you commit to it.
     
  18. Nenyx

    Nenyx Well-Known Member

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    A fun thing to do with mk2 hacker, even if situational, is to hack an HI into IMM-1 then shoot it with BSG. Works great vs overwatch HI
     
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  19. regelridderen

    regelridderen Dismember

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    Oh yeah. I remember an overconfident Charontid lt. toting a HMG and monologuing about how useless my feeble TO were against his MSV3 :D

    Another fun occurrence is Spotlight'ing (for a Classified Objective) an opponent and blasting him with BS22
     
  20. perseus

    perseus Angry Clown

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    what a pity that we still dont have a mini for this destroyer unit. almost auto include for me
     
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