One of the locals was looking at something like this Morat Aggression Force ────────────────────────────────────────────────── GROUP 1 10 MORAT Combi Rifle / Pistol, Knife. (0 | 14) MORAT Lieutenant Combi Rifle / Pistol, Knife. (1 | 14) MORAT Combi Rifle / Pistol, Knife. (0 | 14) MORAT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 16) SURYAT (Tactical Awareness) HMG + TinBot A (Deflector L1) / Pistol, CCW. (2 | 48) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) MORAT Hacker (EI Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 22) GROUP 2 6 4 9 Q-DRONE HMG / Electric Pulse. (1 | 26) DĀTURAZI Chain Rifle, Grenades, Smoke Grenades / Pistol, AP CCW. (0 | 14) DĀTURAZI Chain Rifle, Grenades, Smoke Grenades / Pistol, AP CCW. (0 | 14) DĀTURAZI Chain Rifle, Grenades, Smoke Grenades / Pistol, AP CCW. (0 | 14) DĀTURAZI Chain Rifle, Grenades, Smoke Grenades / Pistol, AP CCW. (0 | 14) OZNAT Combi Rifle + Light Smoke Grenade Launcher / Pistol, Shock CCW. (0 | 18) PRETA Chain Rifle / AP CCW. (0 | 7) PRETA Chain Rifle / AP CCW. (0 | 7) GAKI AP CCW. (0 | 4) GAKI AP CCW. (0 | 4) 4.5 SWC | 299 Points Essentially you cycle your core link team repeatedly on turn one. You start the Hungries linked, the Witch soldiers go first and chuck smoke off impetuous. Then you advance the hungries into the middle of the table and have the Oznat prep more smoke. Then cycle the link to the Witch Soldiers who use that smoke to charge into the middle of the table with 2-3 orders using the link team for order efficiency. Break the link again and then reform with the Suryat and friends and go wild with another 11 orders. Then you have a bunch of warbands about to let loose in the middle of the table next turn, and hopefully buy you room to stomp heads with the Vanguard and HI pointman.
@Lesh' - In that revised list wouldn't you want the shotgun Raktorak in the 1st combat group? There's no fireteams for him to wildcard into in group 2 and the NCO order on the daturazi seems pretty valuable.
Played in a tournament over the weekend. Everyone was consistently more afraid of him than anything else. The Q-drone, Kornak, and TA Suryat were all considered lesser threats. The B3 in active really makes a big difference, not to mention ARM 9 plus a -3 to hit. I'm not sure he can be justified in every list, but he will certainly be considered for every list I make.
Got a list with him? What missions did you play? What you liked and disliked about that list after playing?
It's exclusive to the MAF starter. 3 Combi Vanguards, Sogarat Feuerbach, Raktorak Combi, Oznat Combi.
Playing around with the dice calculator, looking at how the Soggie FA2 does against some powerful ARO threats. Thought I'd share some numbers for anyone who's interested: Sog FA2 VS TR HMG bot (no supportware) Active Player 60.75% Sogarat Tempest Regiment inflicts 1 or more wounds on Zayin Rebots (Unconscious) 40.20% Sogarat Tempest Regiment inflicts 2 or more wounds on Zayin Rebots (Unconscious 2) 18.60% Sogarat Tempest Regiment inflicts 3 or more wounds on Zayin Rebots (Dead) Failures 24.77% Neither player succeeds Reactive Player 14.47% Zayin Rebots inflicts 1 or more wounds on Sogarat Tempest Regiment (1 W) 0.87% Zayin Rebots inflicts 2 or more wounds on Sogarat Tempest Regiment (Unconscious) Sog FA2 VS Linked Fusilier Missile Launcher Active Player 54.38% Sogarat Tempest Regiment inflicts 1 or more wounds on Fusiliers (Unconscious) 33.17% Sogarat Tempest Regiment inflicts 2 or more wounds on Fusiliers (Dead) Failures 18.83% Neither player succeeds Reactive Player 26.79% Fusiliers inflicts 1 or more wounds on Sogarat Tempest Regiment (1 W) 15.73% Fusiliers inflicts 2 or more wounds on Sogarat Tempest Regiment (Unconscious) 5.53% Fusiliers inflicts 3 or more wounds on Sogarat Tempest Regiment (Dead) Sog FA2 VS Linked Phoenix Active Player 32.60% Sogarat Tempest Regiment inflicts 1 or more wounds on Phoenix (0 W) 17.26% Sogarat Tempest Regiment inflicts 2 or more wounds on Phoenix (Dead) Failures 39.84% Neither player succeeds Reactive Player 27.56% Phoenix inflicts 1 or more wounds on Sogarat Tempest Regiment (1 W) 12.75% Phoenix inflicts 2 or more wounds on Sogarat Tempest Regiment (Unconscious) 5.79% Phoenix inflicts 3 or more wounds on Sogarat Tempest Regiment (Dead) Sog FA2 VS Linked Kamau MSR Active Player 35.09% Sogarat Tempest Regiment inflicts 1 or more wounds on Kamau (MSV 2) (Unconscious) 19.62% Sogarat Tempest Regiment inflicts 2 or more wounds on Kamau (MSV 2) (Dead) Failures 30.84% Neither player succeeds Reactive Player 34.07% Kamau (MSV 2) inflicts 1 or more wounds on Sogarat Tempest Regiment (1 W) 10.93% Kamau (MSV 2) inflicts 2 or more wounds on Sogarat Tempest Regiment (Unconscious) 1.80% Kamau (MSV 2) inflicts 3 or more wounds on Sogarat Tempest Regiment (Dead) I'd say those are acceptable numbers against everything except the Kamau. Granted, you don't really want to be shooting it out with any of those units if you can get around them using other means.
Giving the Sogarat Full Auto L2 plus Bioimmunity and the Raktorak NCO plus be able to join any link really buffs the starter and makes it a better springboard into the sectorial.
Technically you want the shotgun Raktorak from the blister if you want NCO, but honestly I can't tell at a glance which one has which weapon.
The starter is the Combi-Rifle+Flamethrower loadout. So it is easy for me to remember due to the model's stance.
I have just picked up the shotgun Raktorak as I now have a use for two Raktoraks. CBs plan has worked haha!
The way Raktoraks are now should have been in the first place if you read the unit's lore. CB finally did the right thing and it's paying off.
@Lesh' & @Golem2God ────────────────────────────────────────────────── 10 ZERAT Hacker (EI Assault Hacking Device) Combi Rifle, D-Charges / Pistol, Knife. (0.5 | 25) ZERAT Hacker (EI Assault Hacking Device) Combi Rifle, D-Charges / Pistol, Knife. (0.5 | 25) KORNAK Lieutenant Mk12, Light Flamethrower / Pistol, DA CCW. (0 | 41) RAKTORAK Combi Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 23) SURYAT (Tactical Awareness) HMG + TinBot A (Deflector L1) / Pistol, CCW. (2 | 48) SOGARAT (Full Auto L2) Feuerbach / Assault Pistol, AP CCW. (1.5 | 67) MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23) SLAVE DRONE Electric Pulse. (0 | 3) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9) Q-DRONE HMG / Electric Pulse. (1 | 26) 5.5 SWC | 299 Points Open in Infinity Army Supremacy, Engineering Deck, and Unmasking were the missions. I used this list for Engineering Deck and Unmasking. - The Sogarat and the Kornak link got work done, but were high priority targets. - The Zerats were fine but probably should have been replaced, along with the Q-drone, with Vanguard Hackers and FO's taking the Suryat for a full core. Starting the Zerats up field didn't really accomplish much, although one of the Zerats managed to get a couple of good ARO's in Engineering Deck. - The Q-drone was only a minor deterrent at best. The other players were too experienced, and just good players, to worry about him. - Dr. Worm got some work done, flipping a console in one game, bringing a Zerat back, and taking down the one trooper that could have denied me the room in Engineering Deck. This allowed for a draw in that mission. - A Vanguard Core (two Hackers, two FO's) with Suryat might have had a better chance in Unmasking to win a couple of firefights that took out units trying to get to the consoles.
Regarding the Zerats - do you feel you would have got any more mileage out of the Rodok AHD instead? They offer a small amount of forward deployment with the added mobility of Super Jump. They would lack the ability to go into suppression (or to complete D-charge classifieds), but retain mines and high slightly superior stats.
Rodoks can't get to the centerline, nor the enemies side of the line. I also don't trust Dr. Worm to plant D-charges when needed. He's never been able to accomplish that for me. He's always been better off hiding in the back and triggering them later. The Rodoks wouldn't have performed any better than the Zerats did. The points would have been better in the full core. The +3 to the Suryat would have turned several gunfights the other way.