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Myrmidon fireteam composition

Discussion in 'ALEPH' started by Spinnaker, Apr 7, 2019.

  1. Spinnaker

    Spinnaker Well-Known Member

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    How do you guys run your myrmidon fireteams? I usually run one per list, backed up by a thorakite team for area control.

    The general format I've been using lately is a four man team, with Phoenix parked up on a roof as a strong ARO piece (ARM 5 in cover, ODD, NWI, B2 HRL, sixth sense L2? Yes please!), backed up by three other pieces than can split off to attack as their own group. I've had good success with the following teams:

    Machaon + Phoenix
    ──────────────────────────────────────────────────

    [​IMG]4
    MACHAON Lieutenant Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38)
    PHOENIX Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)
    MYRMIDON Spitfire, Nanopulser, Smoke Grenades / Pistol, AP CCW. (1 | 31)
    MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)

    3.5 SWC | 125 Points

    Open in Infinity Army

    Eudoros + Phoenix
    ──────────────────────────────────────────────────

    [​IMG]4 [​IMG]1
    MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
    MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
    EUDOROS Lieutenant Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40)
    PHOENIX Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)

    2 SWC | 112 Points

    Open in Infinity Army

    I've also made good use of the following list in missions that require you to dominate zones, normally I'd consider it too pricey but that becomes a good thing in those kinds of missions.

    Hector Team
    ──────────────────────────────────────────────────

    [​IMG]4
    HECTOR Lieutenant Plasma Rifle, Nanopulser, Stun Grenades + 1 TinBot A / Heavy Pistol, EXP CC Weapon. (0 | 71)
    MACHAON Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38)
    MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
    PHOENIX Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)

    2.5 SWC | 165 Points

    Open in Infinity Army

    I'm interested in hearing what you guys have to say - how do you use your myrmidon teams, which profiles do you use as the primary attackers within them?
     
    pedrogzc and Golem2God like this.
  2. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    I run Eudoros and Machaon, both escorted by two CR Myrmidons. The ability to lay down Eclipse smoke with Burst of 2 rolling dice on 16s is just huge. Eudoros has no problem getting into range, Machaon has an easy time pushing buttons or doctoring.
    Phoenix looks good but sadly rocks normal smoke...
     
  3. Spinnaker

    Spinnaker Well-Known Member

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    I've never really valued smoke on Phoenix that much - he's an ARO piece first and foremost so I've never needed him to throw it
     
  4. xagroth

    xagroth Mournful Echo

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    Depending on the mission, one or two 4-man Enomotarchos. At 300pts, my classic Death Star:

    1.- Phoenix + Machaon + 2 chain rifle Myrmidons
    2.- Eudoros + Myrmidon Officer (BSG) + 2 Chain rifle Myrmidons
    Then 2 slots and 83pts to fill them. For example, Diomedes and Atalanta. This, obviously, is for a killing list, even if there are 2 specialists (Machaon as medic, and the Officer as Chain of Command), with Machaon as the obvious medic to raise Phoenix the rambo.
     
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  5. Spinnaker

    Spinnaker Well-Known Member

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    I'd forgotten that CoC made you a specialist. That's something to remember for my lists that don't run Machaon
     
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  6. regelridderen

    regelridderen Dismember

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    CoC officer w. Boarding Shotgun or Machaon
    +
    Myrmidon Spitfire.

    That’s all you’ll ever need in a myrmidon fireteam. Eclipse Smoke and close-mid range firepower.
     
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  7. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    Being curious: why not Eudoros? He brings smoke and mid-range fire power.
     
  8. regelridderen

    regelridderen Dismember

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    Eudoros could be a fair substitute, as I love the model. I do think, he loses out, as he is only B3 and costs 9pt more than a spitfire. Also I like Eudoros on his own, as he can then make use of his impetuous order.

    I only rarely play Phalanx, preferring Vanilla. I mostly put it to say, that you shouldn’t necessarily go for maximizing your fireteams, but instead think of what benefit, they really give you. You do not need the bonuses, they offer. Mostly you’ll be able to win FtFs simply due to having the active turn, but the true advantage they offer lies in order efficiency; advancing a button-pusher while firing a big gun.
     
  9. regelridderen

    regelridderen Dismember

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    Just as an experiment, imagine a list like this :

    Steel Phalanx - 3 Teams (300/300 | 6/6)

    Group #1 | 9 Models | 9 0 0

    Machaon Lieutenant | Lieutenant, Combi Rifle, Nanopulser, Eclipse Grenades, Pistol / DA CCW (38)
    Myrmidon Spitfire | Nanopulser, Smoke Grenades, Spitfire, Pistol / AP CCW (31)
    Probot Minesweeper | Minesweeper, Repeater, Electric Pulse (8)
    Myrmidon Officer BSG Chain of Command | Chain of Command, Nanopulser, Boarding Shotgun, Eclipse Grenades, Pistol / AP CCW (35)
    Myrmidon Spitfire | Nanopulser, Smoke Grenades, Spitfire, Pistol / AP CCW (31)
    Lamedh Rebot Repeater | Flash Pulse / Electric Pulse (8)
    Lamedh Rebot Repeater | Flash Pulse / Electric Pulse (8)
    Thorakites Observer | Forward Observer, 360° Visor, Submachine Gun, Chain Rifle, Pistol / Knife (13)
    Thorakites Observer | Forward Observer, 360° Visor, Submachine Gun, Chain Rifle, Pistol / Knife (13)

    Group #2 | 6 Models | 6 0 0

    Myrmidon Officer BSG Chain of Command | Chain of Command, Nanopulser, Boarding Shotgun, Eclipse Grenades, Pistol / AP CCW (35)
    Myrmidon Spitfire | Nanopulser, Smoke Grenades, Spitfire, Pistol / AP CCW (31)
    Netrod AI Beacon | (4)
    Netrod AI Beacon | (4)
    Thamyris Hacker | Hacking Device, Pitcher, Nanopulser, Assault Pistol / Knife (24)
    Daleth Rebot Combi | Combi Rifle / Electric Pulse (17)
     
  10. Phlyk

    Phlyk Well-Known Member
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    Without a doubt something like this:
    • Phoenix + Machaon LT + Combi + Chain Rifle
    • Eudaros + Officer BS CoC + Hacker + Chain Rifle
    • Agema Sniper & Mk12
    If you don't want a hacker for some reason, then take a Myrmidon Officer LT instead.

    This list literally does it all. Insanely tough to break, basically impossible to put into LoL and very order efficient. Chain Rifles are your 'minesweepers'.

    EDIT:
    So I thought it best to put a bit more info on this setup. Generally Link One romps around the table and then link two brings up the rear.

    Link One:
    • Phoenix is your main killer. He threatens fireteams, has good brackets, doesn't require any setup and can basically take down anything. He's vital for getting you out of your own deployment zone. He babysits Machaon because he's the most likely to take a wound early and also because the link would otherwise lack Zero-V Smoke.
    • Machaon is the best LT in Aleph as a whole, let alone just in Steel Phalanx. Feel free to break the link as needed, use your LT order to heal someone or grab an objective and then reform with a command token. You won't be using Command Tokens a huge amount so converting them into effectively a regular order is pretty decent.
    • Combi Rifle Myrmidons do work. It may seem out of place to just have a random dude with a rifle instead of a significantly cheaper filler but it pays off so often. Great ARO piece and capable of of acting offensively in its own right. I've considered running a shotgun instead but I prefer the added range.
    • Chain Rifle. Guards corners. Dodges mines. Invaluable.
    Link Two:
    • Eduaros is a beast. He's a combat monster with anti-materiel ammo, a vicious gun and he's tough too. Perfect for leading the B-team.
    • The Officer with Chain of Command is insurance against Machaon getting killed, comes with a Shotgun (so at least you have one), more Zero-V Smoke and is a capable specialist. Everyone knows she's got CoC which means they are less likely to both her hunting Machaon anyway - which is great for you as he's super important!
    • Hacker. Secondary objective grabber for the group. Gives a vulnerability to other hackers though which is always a concern and possibly limits your movement around the table, but that's why she's in the second link. On the other hand, don't underestimate the flexibility of a Hacker with both Stealth and Sixth Sense L2!
    • Chain Rifle. Minesweeper and Smoke Thrower.
    Agemas:
    • Sniper. You need the range as without this guy you've only got a single troop with +3 out past 24". Obviously likes being set up with Smoke and sitting on a roof. If you really want Atalanta then downgrade the Combi Myrmidon to a Chain Rifle, but I'm not entirely sold on the idea.
    • Mk12. The secret weapon. Good burst, good range (surprisingly punchy at 24"+ with his X-Visor) and amazing at mopping up camo infiltrators in the late game.
    The biggest issue with this list is that you can get trapped in your own DZ and Phoenix can be killed with a single Shock crit. You need to deploy super carefully to not be vulnerable to Direct Template Warbands and Mines and you can have issues gaining ground in Supremacy/Quadrant Control early on if you start penned in.

    Against many lists you can afford to go second as you can strip their order pool and let them advance onto the table (meaning you don't have as far to go!). Your troops are incredibly hard to kill with Burst 2 and ODD. If something too overwhelming comes your way then you can Smoke up with 2 dice on 16s. If they then bring up MSVs then you can react with impunity because of Sixth Sense and even CC'ing you is very hard. There is nothing in your list that can't impose a -6 penalty on any trooper without an MSV.

    On the other hand, by turn 3 you can comfortably be smashing your way through the opponent's DZ with four angry Myrmidons. You also have great flexibility with reforming damaged links mid game.
     
    #10 Phlyk, Apr 14, 2019
    Last edited: Apr 15, 2019
  11. Spinnaker

    Spinnaker Well-Known Member

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    When you talk about the Myrmidon being a good ARO piece, do you mean separating it from the link and putting it into suppressive fire? Thanks for the big reply btw, very informative!
     
  12. Phlyk

    Phlyk Well-Known Member
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    Hmm, generally I wouldn't separate him. With Burst 2 from the link bonus it is almost as good as suppressive fire anyway. But it is a good 'disposable' troop for covering a mid-range approach to the rest of your link. You are often attacking with 2 dice on 12s and the opponent is responding against your ODD and ARM5 in cover which is quite substantial. If it (eventually) goes down then Machaon can just heal him up too. He's also still versatile because you can still drop smoke or nanopulsers, making him very difficult to approach safely at any distance.

    I'm firmly of the belief that a (TO) Camo troop with a Combi is a capable threat which can be very hard to deal with, and the Myrmidon can be treated in much the same way - except that he has a link bonus too! If the link does get broken then suppressive fire is very workable though.
     
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  13. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    Good post, loved it!
    Just one small thing to add: in case your opponent is fielding MSV2 troopers, you can use Eclipse grenades in both fireteams (on Machaon and Eudoros) to shut down fireleanes for good.
    PS I'm a big fan of Atalanta, but she really, really enjoys having a servant attached to Machaon nearby. Different army, though, admittedly.
     
    Phlyk likes this.
  14. Arkhos94

    Arkhos94 Well-Known Member

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    I don't fully agree with this : depending on the table and opponent army Myrmidon fireteam are not that hard to kill. Sacrifiable DTW can bring an ususpecting Myrmidon fireteam very efficiently (Scylla is very good going that but fast warband can do that to), even better if they have fire weapon.

    Steel Phalanx lack the mid-range presence necessary to stop many of these threat.
     
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  15. Phlyk

    Phlyk Well-Known Member
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    I agree it can be tricky, and a lot of this is going to be come down to deployment and by definition table layout also. You should really be deploying (and moving) such that a single DTW will not cover more than one member of a fireteam at a time but this isn't always going to be possible which is a sign that you should be taking the first turn instead. Typically I choose the superior table edge if I win initiative, assuming there is anything to choose between the two sides.

    Short approaches (<24") can be covered with appropriately ranged weapons and the Agema Sniper can be sacrificed to stall an initial warband rush. Try and avoid having Myrmidons looking down longer firelanes where snipers and HMGs can cause problems. Most warbands or skirmishers can be repulsed by the Chain Rifle wielders as a not entirely unequal trade. Don't forget that you can always break members out of the link to have some Dodge (on 13s!) while others shoot.

    Is the list unbreakable? Certainly not! But it definitely isn't particularly vulnerable either.
     
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  16. Philamilapeed

    Philamilapeed Totally not a Speculo
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    My go-to Fireteam compositions are:

    Phoenix + BS CoC Officer + Chain + Chain
    Eudoros/Machaon + Spitfire + Hacker + Chain
    Ajax + Spitfire + Hacker

    The first is my backfield link that mostly just hangs around on ARO duty and guard the DZ. I keep the CoC officer here as insurance, both preventing LoL and to throw Eclipse Grenades to cover Phoenix.

    The second link is my midfield/attacker link. It pulls a specialist (or two) up the board and backs a decent mid-range weapon (or two). These members are all also capable solo, either of going for objectives or clearing the way for specialists, which works out nicely since I play them very aggressively.

    The final link is more for fun than anything else. I love Ajax, but without a Spitfire and a Specialist to pull around with him, he eats a lot of points/orders that could be better spent elsewhere. Taking him in this smalls generalist Fireteam let's him reach the other side of the table while his pals do most of the work on the way there.
     
    Phlyk likes this.
  17. yoink101

    yoink101 Well-Known Member

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    I like keeping the characters down to one per Enomotarchos so that I can get to 14-16 orders. Especially as shock and msv keep showing up more and more, it’s nice to invest points elsewhere. I also like having Machaon as a solo piece with 3 yudbots. Two can be placed around theseployment zonefor doctoring and the third can be attached to him for clearing mines and providing a cc burst bonus.
     
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  18. barakiel

    barakiel Echo Bravo Master Sergeant
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    Not a Steel Phalanx expert, but the thing that strikes me as being ultra-critical with Steel Phalanx (perhaps even more than team composition) is timing.

    Since you can't insulate your teams with mines or cheap, abundant AROs, you need to select the perfect timing to push your best assets up the field. This might be Achilles making his solo run when the enemy is most vulnerable, or picking the right moment to sweep in and get midfield objectives before you set up your Enomotarchos team to defend, but Steel Phalanx is very much about making the right judgement call on timing. Too early or too late, and you might end up losing a whole 4-man team with no positive effect.
     
    #18 barakiel, May 29, 2019
    Last edited: May 29, 2019
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  19. Savant

    Savant Lhosthost
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    You and I have similar thoughts on this.
     
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  20. pedrogzc

    pedrogzc Well-Known Member
    Warcor

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    Hi guys!

    I have to admit that I have had plenty of success with 10-man lists like @Phlyk has been teaching us for years in his blog and the forums. But I will share my personal approach: play the Phallanx as no one expects it, and more or less like @barakiel has said, breaking the time of the opponent. Most people expect that you'll go on rampage as if no were tomorrow and it could work, but a seasoned player will exploit and let you attack where he wants, so play "cautiously", even turtling in and then at the right moment, unleash the myrm link... They don't need too many orders to break a big hole. Said that, my all-around list:

    Steel Phalanx
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]1
    MACHAON Lieutenant Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38)
    PHOENIX Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)
    MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
    NETROD Electric Pulse. (0 | 4)
    NETROD Electric Pulse. (0 | 4)
    LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
    THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
    EUDOROS Mk12, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0 | 40)
    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    SCYLLA Hacker (Killer Hacking Device UPGRADE: Maestro) Boarding Shotgun, Nanopulser + 2 Devabots Charybdis / Pistol, E/M CC Weapon. (0.5 | 34)
    [​IMG] DEVABOT CHARYBDIS Heavy Flamethrower / Electric Pulse. (7)
    THRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Stun Grenades / Pistol, Shock CCW. (0.5 | 30)
    THORAKITES HMG, Nanopulser / Pistol, Knife. (1.5 | 22)
    THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
    THORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    5 SWC | 300 Points
    Open in Infinity Army

    With this list I don't care very much about going first or second (except in missions where going second is much better). If you have the initiative, you put one link in each flank and they can open ARO troops easily (well, perhaps new combined links not so easy, specially varuna and Invincible army) while lamedhs and the two group 1 thorakites cover the rear and flanks, and you have your swiss knife Scylla to act like anchor woman.

    Going second, you hide your myrm link behind layer after layer of thorakites and scylla bots, they are a true wall where the enemy usually will waste his steam. Thorakites link controls with HMG/Feuerbach one long approaching lane and with Thras a medium lane, while the other unlinked troops protect the corners where an attacker would try to hit your myrms... Watch out for liu xings falling from the sky and pesky speculo killers going to corner mine. Enjoy!

    Now the weak things: it lacks MSV 2, chain of command, sensor and any airborne troop, so if the enemy can seize these opportunities (specially smoke/visor and hidden deployment in mid zone) you have a "little" problem.