Right now I'm playing MO and NCA and I would like to know, What is the best way to play the mission Rescue, with the two armies that I'm playing at this time and What types of troops I should add in my list?
Ill be level with you i hate the mission with a bloody passion. However santiago are particularly viable at the mission due to having zero g terrain and ignoring the exclusion zone penalty. What's more id make a santiago killer hacker your data tracker. Not only does he posses zero g terrain skill. But he can use cybermask to bypass enemy aros and head towards the rescue targets, and he is still a bs14 HI with stealth and ok cc in a pinch, this makes him a huge beneficiary of the special data tracker order thats granted in rescue. As a specialist he can also sync two civs at a time Ideally you still want one or two to order sgts, but this is a mission where you want bruise in the midfield while having some backline defense. After all if you control the mid field it will he almost impossible for your opponent to drag the civilians back to his side.
Rescue's got some important things to remember: Defense. Pretty easy. This includes two types of defense... Deployment defense, to try and frustrate or delay your opponent's ability to freely run civilians. Also active defense, that you utilize once you have Orders to spend. This applies once you've snagged some civvies, and need to keep your synched civilian runners alive and safe from retaliation. In the cases of both MO and NCA, TO Camo Snipers and Auxbots are good for all of this. It'll be a bit tough to use template to actively deter enemy objective runners during deployment, so you'll probably have to rely on traditional AROs. Once the game is underway and you have orders to spend though, both Sectorials are capable of dropping mines. Civvie running. This is tricky. For one, you need Orders, and Order efficiency (i.e. fast units.) Having a terrain skill is helpful, but not necessary. You also need to make sure your runners fill the criteria for Civevac (re-read this section on the Wiki, if you don't know it already.) For example, you can't run Civvies with Impetuous units or REMs, so don't make that mistake. TAGs are quite good objective runners because of their speed, durability, and brute force (just watch out for the usual traps... Hacking and such.) Specialists are helpful, but not required. Unless you're really dominating your opponent, you're not likely to be maxxing points in this mission. In particular, read the scoring requirements for where a Civvie is supposed to end up. They're a little counter-intuitive, so don't miss out on points because you parked a Civvie in the wrong zone. Counter-attacking. If an opponent gets a Civvie, you want a quick and reliable way to attack their runner. This can be done plenty of different ways... AD unit, Speculative Shot, or simply running something into the enemy table half and hunting it down. This is easier said than done, but it's especially valuable if you take second turn. Having the final say in scoring is great. Going first before your opponent can set up a defense tends to be very strong, but going second has its advantages too. Hope that helps.
You are correct , that point was meant to go in first before i mentioned data tracker. But as you point out the data tracker must always be present on the table as a model not in marker state
Thank you all for your feed back, but can I see some sample list to get a ideal of what I should bring in my list?
MO: Johanna (mobility armor) and Dart will do the civilian escorting thing. In NCA, the Locust is your man (just pray for Infiltration to succeed). Apart from them prepare for close-quarter firefights. Linked HMGs, rifles in SF mode, usual point-and-shoot stuff PanO excels at. Kill the enemy first and to the messing around later. Standard PanO tactics will cut it.
@andre61 With NCA in particular the best plan is probably to punish your opponent for trying to spend Orders on playing the mission early. With Saturation in effect the Swiss ML is excellent to take out opposing models that just moved in the open to sync a Civvie. Hexa MSRs lose a lot of value for getting hamstrung in their Active turn. You'll need to work around being starved for Orders - your troops are less deadly, syncing Civvies and draggin them back is Order intensive. But your Opponent will have the same problem when dealing with your effective B1 ARO roadblocks. If you can manage to maintain a superior Order pool you'll be in a good position to win.