I'm new to MO, and I wanted to know what would make for good ARO pieces for MO? I was thinking about using the linked Order sergeant with HRL and a Sierra bot.
Two of your best ARO pieces are going to be the TO Spec Sergeant sniper and the linked Father Knight Missile Launcher. Don't sleep on the Order Sergeant HRLs, though. They can be a deadly threat against a force like Tohaa. Nobody likes eating fire templates.
A whole Magister link is brutal too. Every Member of the link has a Burst 2 EXP ARO with good rangebands, and enough ARM, Wounds and Dodging capability to likely survive into Total Cover as well.
Father Knight ML in a link Magister ML in a link (makes for a good active/reactive 6 man link with sanitagos) TO MSR Order Seargents TR HMGs those are the primary ARO pieces in the faction, but then they have a lot of mid and low tier ARO pieces as barakiel points out the Pnazerfausts on Tuetons and Magisters are solid in a pinch and the faction often has linked Multi-rifles and Shotguns/DTWs for in close defence
Yeah, it's certainly not a sectorial strength. MO is better at making things tough for opponents in close than really contesting fire lanes. The valid options for the latter have already been pointed out, limited 'though they are.
I quite like this: FATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) 3 SWC | 120 Points As a starting point, for either two ARO options (with a filler) or a "Turn One" order sink to be replaced in Turn Two by another.
From today's game: FATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49) FATHER-KNIGHT Boarding Shotgun / Breaker Pistol, DA CCW. (0 | 43) KNIGHT OF SANTIAGO Hacker (Killer Hacking Device) Combi Rifle, Nanopulser, D-Charges + 1 TinBot A (Deflector L1) / Pistol, DA CCW. (0 | 38) ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15) ORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15) 3 SWC | 160 Points But I was using that ML exclusively in active turn, as that link team was my primary doorkicker. It should do well in ARO, I just didn't have the opportunity to find out.
Military Orders ────────────────────────────────────────────────── 6 FATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13) BROTHER KONSTANTINOS Combi Rifle, D-Charges / Assault Pistol, CCW. (0 | 29) BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28) KNIGHT OF SANTIAGO Lieutenant (Specialist Operative) Spitfire, Nanopulser, E/M Grenades, D-Charges / Pistol, DA CCW. (1 | 43) 2.5 SWC | 175 Points Open in Infinity Army To being flexible between defense and offense.
Best aro? Going first and deus vulting all over the opponents strong offensive pieces and crippling their active turn, the way god intended. As far as normal aro to snipers are always a favorite of mine. Also like others said linked father knights can be pretty scary.
I'm just dropping to say that I love seeing my boi ML FK vindicated like this. I tried using him with mixed results before, one time he was dropping Magahribas and De Fernsens like crazy, the other he ate an Atalanta shot and died. This linking ability makes me want to actually commit to a sectorial.
welcome to the ARO game. Its not about really winning every roll, its about making sure you hurt when you do
Or just making your opponent spend enough time trying to kill/bypass it. Enemy Atalanta killed my Swiss Guard (unconcious) without a problem in ARO. And then she spend 5 turns trying to kill a Fusilier and failed to do so.
ML FK paired with at least one HRL OS in a link has become a keystone in my MO ARO game. In recent games they didn't get to shoot much in reactive turns, but acted as one hell of a deterrence. A buffed up Peacemaker makes for a nice midfield ARO piece as well, depending on the table/mission. Two heavy shotgun blasts + an auxbot flamer template is nothing to sneeze at, although opponents with speculative fire/AHD's can circumvent it.
That Atalanta got a face full of Black Friar in ARO when she killed my FK, but that was a bit of a letdown, as FK outperformed himself just an hour before, in a different match. I admit I specifically made a list that used units I like but aren't as good as other ones; it also had Sepulchre. I called it "Twin Knights". Sepulchre has now been buffed as well, which also makes me happy. The Twin Knights may ride again!
Can I just say that this team is excellent ARO at all ranges? Pfaust AROs are excellent early game and then when the team has advanced into the middle of the board, don’t sleep on dodges, engages and even shotguns in the 0 range. Multiple B2 shotguns are great AROs.