Original thread posted by Derfeonidas STOP PRESS- with the advent of Human Sphere 2- there will be many changes to the MAF. This thread is N3 PRE HS2. Having read a few threads recently- and seen a fantastic Tohaa guide- I thought it would be beneficial to start a Morat Discussion thread for N3. Much thanks to TheMatsjo for inspiring me... and yes- I liked the format so much I plagiarised it unashamedly! This will never be completed or definitive... Update as needed! THE N3 MORAT MANUAL 1. Thread Rules Welcome to the N3 Morat Sectorial faction guide! This thread is a resource for new and experienced players to get familiar with the basic outline of the Morats. I have played Morats almost exclusively for N2 and have learned many lessons... painfully. I am not an authority on everything- but I suggest to the forum that the collective wisdom of the Morat players on this board is somewhat of an authority on everything Morat. The intent is to produce a living guide that will be completely open and subject to change as new models are introduced and new concepts debated. I will update this accordingly. Everyone is free to chime in and add their 5 cents- everything is worthy of discussion! 2. Morat Playstyle The Morats are an unabashedly aggressive race. Ferocious and unflinching- they are the assault troops of the Combined Army. You will trudge your Morats forward and rely on firepower, smoke grenades and cold steel to wrench the enemy free from their positions. This complete lack of subtlety is demonstrated in that Morats have one infiltrating unit- the Zerat- and no form of camouflage or hidden deployment. Be warned- if you want fancy tricks and mind games- this is not the faction for you. If you like mowing down enemy figures in a hail of HMG fire... you are most welcome to join the illustrious Morat Supremacy. 3. Specific to the Morats On the face of it- Morats don't seem to do anything particular better than any other faction. This fact, coupled with the almost empty bag of tricks (no TO, no hidden deployment, no ODD), it may seem crippling. DODGE Spoiler The flipside of this coin is that the Morats have typically good PH meaning they can dodge better than most- and even throw smoke with a good chance of success. MORAT SPECIAL RULE Spoiler Also, with the MORAT SPECIAL RULE (all your Morat troops are Veteran Level 1 and all your Morat troops are Religious) the Morats will stay on the board until every last one is killed and most won't budge from being shot at (unless you want them to by passing a WIP roll). And with WIPs of 13, they'll take cover- grudgingly- but usually they will. Whilst Morats were punished by high priced units in N2 (attributed to their Religious ability), N3 price drops have made them more competitive. How this translates into the ITS2015 environment and beyond.... we will see. 4. Unit Discussion and Army Composition This could be an encyclopaedia on its own so I'll preface this section with my own pre-amble. Spoiler Army Core The back bone of a Morat force will vary depending on points values. In low points games- 150-250points- there is a general consensus that you will be fielding a 5 MEMBER LINK TEAM of either Daturazis or Morat Vanguard Infantry. How you flesh out that link team will be up to you to decide (see the unit discussions below). There can also be the (once ubiquitous) Oznat plus 4 Hungries link team. It's utility is being able to bring in 5 regular orders at very low cost (when linked) allowing you to bring in specialists and other tougher units. It has been quite rightly pointed out that linked Hungries can be killers in their own right- and at low points games they won't be running into the feared enemy Heavy Infantry much. In high points games- 300- 400points- there is now the option of bringing 5 MEMBER LINK TEAM of Yaogats or the much feared 4 member Sogarat Link team. (Suryats- the cheaper Heavy Infantry- are also an option- but I haven't seen any evidence of their efficacy over the Sogarats nor experimented myself). Offensive Support Having picked out your core units- you must factor in a second element for attack. Ideally it will work in tandem with your Core- covering up for their inherent weakness- though as we know in life, that's not always possible. Yaogats- with their MSV2, Q-Drones, Rasyat drop troops and solitary heavy infantry are some commonly chosen examples. Defensive Support Now those two elements are sorted, you need to consider objective grabbing, button pushing and general force maintenance. I am a firm believer that you should bring a Doctor, an Engineer and a hacker. It's a philosophy I clung to in N2 and I believe it holds true in N3. There might be times you'll leave one at home- but think carefully about it because you may rue that decision! We have a few good options- Dr. Worm being the most famous- but honourable mentions go to the Kurgat Engineer with Mk12 and the Vanguard Infantry Hacker. 4.1 LIGHT INFANTRY 4.1.1 Morat Vanguard Infantry Spoiler They are an excellent line infantry unit. Reasonable BS and good PH means that they can either shoot or dodge with some success. I personally run a 5 member link team with a HMG. It is in fact a staple of my low points games- Burst 5, +3 BS HMG fire is godlike and makes supposedly woeful line infantry an absolute menace in the active turn. They are also a cheap(-ish) source of specialists. The hacker being a very important one. But more on that later in the hacking section. Special note: if you bring a Vanguard Hacker do NOT include him in the link team. Long skill gagdet programs will drop him from the link. Until that part of the rules is FAQ'd or Errata'd- just don't. 4.1.2 Kurgat Assault Engineers Spoiler These combat engineers are a good source of specialists as well- coming in Boarding Shotgun, MK12 and Autocannon versions. The Kurgat with the Mk12 is probably the most famous of the three. And the most useful. Being light infantry- he can move 4-4 to an objective, seize it and then lay mines around it. The Mk12 is also a great weapon in its own right and the Kurgat can be relied on in a pinch to serve as an assault unit. The autocannon version- despite being a great model- is of limited utility (versus cost per unit). The autocannon is a great weapon against tough enemies but it is only good when it hits. The Kurgat- with BS11 will often be using this big weapon against particularly tough units who will (more often than not) have a much higher BS. And at B2, you're going to lose those face to face rolls a lot more often than you think. 4.1.3 Med-Tech Obsidon Medchanoid Spoiler Affectionately known as Dr. Worm, he is the best value specialist in the Combined Army. He is a Doctor as well as Engineer and he has a WIP14 to boot! With such a high WIP, most of the time he will repair and heal on command... mostly. Add to that fact that he has 6-4 movement, is on a S2 base (so easier to hide) and can have some slave drones to help him out he is almost always included in my armies. Dr. Worm comes highly recommended! 4.1.4 Treitak ANYAT Spoiler A Dire Foes specialist, she is almost an auto-include. For 25 points, she is a specialist, linkable with Vanguard infantry, has climbing plus, E/M grenades, smoke, a chain colt and a K1 Combi-rifle. In my experience she is most useful linked with Vanguard infantry- leading to a B4 K1 combi-rifle and extra +3BS to hit- making her a reasonable anti-armour option. Also, her B2 smoke grenades in ARO also make her more survivable. (Be aware that all members must have the same ARO or be dropped from the link team though!). Her utility is using the link team as a vehicle to deliver her onto target and then she utilises her climbing plus to get to her target- or peek up over a wall and gun her target down. E/M grenades are great for remotes or TAGs around corners but now that speculative fire is a long skill that will boot her from the link team- it had better be a great payoff or you'll regret it. She can be run solo rather like a homing missile but she is fragile so be careful! 3.2 MEDIUM INFANTRY 3.2.1 Yaogat Strike Infantry Spoiler I will admit that I am totally biased for these guys. On the face of it- with no linkable specialists and MOV4-2 and relatively expensive- many players would ignore them. However- they are the only models with MULTI-SPECTRAL VISOR LEVEL 2. TO/ ODD/ Mimetism are an absolute pain to deal with- and seemingly prolific in the Infinity battle scape (PanO and ALEPH especially). Without any visors you will be frustrated beyond belief by the added modifiers to hit! And with template weapons being much easier to dodge these days- trusting in flame throwers and chain rifles may prove unfounded... MSV2- coupled with linkable ability means you have a fire team that covers the biggest weakness of the Morats... no camo. The basic Yaogat also comes with Panzerfausts which can serve as (admittedly limited) anti-TAG, anti- Heavy Infantry weapon. Using Yaogat MSV2 with either Anyat to throw smoke (or Daturazis) goes some way in covering our inherent weakness against ODD. And it makes TAG hunting with panzerfausts a little bit safer. I typically run a link a team of 5 members- 4 with combi-rifles and panzerfausts (four panzerfausts are never enough!) and a spitfire. The B2 Panzerfaust can be a powerful deterrent in ARO! The downside is that it costs a LOT of points and is actually quite fragile. Being PH12, ARM3 and 1 wound... be careful with them. They can die like flies.... If that kind of link team isn't your flavour, it could be viable to use a Yaogat sniper (armed with a MSR) as your defence in depth. The MSV2 is a godsend for a well placed sniper because the rampaging units of the enemy will usually have ODD or mimetism- and a DA round to the face can stop them in their tracks. 3.2.2 Rasyat Diplomatic Division Spoiler The Morats' only choice in Aerial Deployment units... when they drop in the right spot they can be pivotal. If I do run a Rasyat- it's usually the combi rifle option. Why? Because of cost- the Spitfire version is costly! They all have zero-V smoke and coupled with a PH13 that is *very* useful for keeping a solo unit alive when on its own on the other side of the battlefield. Two versions also have MA3- granting them Stealth- and CC21, meaning that landing behind someone without alerting them and then running up and gutting them is now a real option (or sticking D-Charges on them- thanks for that Paulfuscious)! (Note: this doesn't grant Surprise Attack- you need Camo to benefit from that). The ones with Natural Born Warrior (until the human sphere rewrite happens)- don't have stealth. He can be used a suicide/ distraction unit with some success or as a tie breaker mid-game. You decide. 3.2.3 Raktorak Spoiler Much maligned... and perhaps rightly so. The stats aren't anything special and they benefit from 'Jungle Terrain'- fluffy- but not that useful for most Infinity battlefields. The weapon load out is interesting- combi-rifle + heavy flame thrower OR Vulkan shotgun- but in utility versus other infantry he is less valuable. The only benefit I can see from this model is that it can link with Suryats to make a cheaper 5 member link team. Apart from that, I would rather spend those 22 points elsewhere. There is a big discussion on his utility here: 3.2.4 Kornak Gazarot Spoiler Now this guy is definitely value for money. Strategos Level 1 (if he is your Lieutenant)- meaning the Lt. special order becomes a regular order in the pool. I would bring him just for this trait! That extra order can be pivotal. The rest of him is great as well. Armed with a Mk12- he is good at range. With Berserk and CC22 and kinematica Level 1, he is a close combat monster as well. He has fantastic BTS. And then to top it off, he has No Wound Incapacitation (just beware of shock ammo!). He can also be teamed up with Heavy Infantry to make the fabled 4 man Sogarat link team (and the less famous 5 man Suryat link team)- who are beasts in assaulting the enemy base line. I cannot recommend this guy enough. The only limiting factor is that at 41 points- I wouldn't be able to take him at low points cost games (< 200 points). I tend to be quite conservative with him, believing that Strategos Level 1 order being worth keeping him out of the line of fire. But hey, if you want to unleash the monster... go for it. 3.2.5 Rodoks Spoiler With no models yet released there isn't a lot of data out there- just snippets from one line battle reports. They have linkable specialists- fantastic! And have super jump- which improves their mobility- though they are still MOV4-2. I can imagine situations which make it easier for them to leap over a building rather than laboriously climb or go around it so that helps a bit- but..... The mimetism helps- so a Rodok in Suppression Fire in cover is at an impressive -9 to hit! I can't get a good grasp on what they do until I take them out for a game. As soon as the models are released and played with we will have a better idea. UPDATED!!!: Better discussion here: http://infinitytheforums.com/forum/topic/29258-what-do-with-rodok/ Cliffs: Mimetism and link bonus and mines = being a pain. 3.3 HEAVY INFANTRY 3.3.1 Sogarat Tempest Regiment Spoiler They are ARM6 and 2W and PH15 with an automedkit. Repeat those stats because that is the selling point of these beasts. The best thing about these guys is when they get knocked unconscious (more like if they get KO'd- ARM9 in cover is godlike)- & they drop behind a parapet- hidden from sight, most likely they'll get back up and back into the fight next active turn. You have a Feuerbach option for armour hunting and a HMG for flesh hunting. The lower burst feuerbach is great for ARO. They can serve as a Lieutenant too- but I'd advise against it. Heavy assault units with firepower (like Sogarats) will be hunting prey that is just as deadly (like TAGs) and they aren't invincible so I'd be careful. Some people would disagree re: Sog Lt being a bad thing. "Morats all have veteran lvl 1, losing their LT means nothing to them. That means is advantages for Morats to pick a super aggressive LT since they have little to fear by his lost. Not to mention the Sogarats are the toughest LT you can take." That being said what really makes them legendary is... LINK TEAM WITH KORNAK! The fabled Sogarat link team is something of Infinity folklore- horrendously expensive- but horrendously deadly tough to put down too. NOTE that being Veteran Level 1- they are immune to isolation. Yes, that's right, they might be statued by a hacker but they'll contribute their order to the pool until an Engineer fixes them. A discussion on their value can be found here: 3.3.2 Suryats Spoiler The other, less glorious, heavy infantry unit. I don't have a lot of experience with these guys- but multirifles in a link team should make TAG hunting a real possibility. They are ARM4- which is good in cover... but really... compared to ARM6? I'll experiment with them when the new models come out and report back with results.... Suryat discussion here: http://infinitytheforums.com/forum/topic/31703-a-discussion-on-suryats/ Paulfuscious- who clearly has had some fun with these guys adds: As for why a Suryat link may be chosen over a Sogarat one, the +3 BS for a 5 man link becomes incredible in that link. Kornak goes to BS: 20 with his Mk12 if in optimal range and no modifiers and the Suryat vulcan shotgun goes to an amazing BS: 22! If you've never fired a burst 3, BS: 22 vulcan shotgun into a room of enemies, I highly recommend it. It makes people cry. 3.4 TAG/ REMOTES 3.4.1 Raicho TAG Spoiler I like the model. And as a unit- it serves as a reasonable assault model. I'm not in favour of its cost, low-ish BS (versus other TAGs) and the fact it stocks no other skills or abilities. It is also hackable. Yes.... like the aliens in Independence Day, the humans have finally cracked the code and us Morats will have to live with it. It doesn't suit my play style- and the arguments over link-teams vs. TAGs, and TAGs in N3 notwithstanding- but it may suit yours. Don't rambo it, make sure it is supported with an engineer. And before anyone tries the AVA2.... I've done it and I wouldn't recommend it. The critical weakness of the Morat Aggression Force is camo... all it takes is one Swiss Guard with a missile launcher in an elevated position and 180 points will be paste. So don't run two of them. Just don't. 3.4.2 Remotes Spoiler Q-DRONE I love this model. 360 visor, Total reaction, mimetism and 6-4 movement. And then you can toss GADGET programs on top. A fantastic defensive unit- especially with Marksmanship level 2- and also a great offensive unit with it's mobility and mimetism. The choice of whether to use plasma or HMG is a debated one, but since I veer on the side of using it defensively, I favour the HMG. I consider it a must. OTHER DRONES I can't comment on the other drone options as I have never used them! LoL! Feel free to chime in. Pierzasty notes that the Sensor Drone is a cheapish specialist, a fast mover and has handy tools like Sniffer. Making it a useful adjunct to getting rid of the always irritating camo enemies. M-DRONE: 17 point MOV6-4 specialist (Forward Observer) with WIP13. If there was a cheap, quick, button pusher- here it is. It also has 'Deactivator'- for mine clearing (once discovered), 'Sat-Lock'- useful for lighting up Camo markers and TARGETING them. It also has 'Sensor'- good for discovering nearby enemies (WIP +6 roll!). And should you feel up to it- you can risk this drone in a triangulated fire attack on a particularly annoying ODD figure. Be warned: that is a long skill, which means you have to move into position first... and ODD troops are notorious for being good in ARO.... R-DRONE: Repeater and sniffer. And 8 points. Useful for those annoying Hidden deployment figures I suppose, but I'd personally pay a point more and take a batroid. 3.4.3 Ikadron Batroids Spoiler They are cheap order generators. Double light flame throwers makes them useful flank protectors and the 'baggage' ability may prove situationally useful for some scenarios. Did I mention they were cheap order generators? Also: Don't forget that batroids with the baggage skill can now re-load weapons with limited ammo. Running out of panzerfausts doesn't really need to be a 'thing' anymore, altho I'm unsure if reloading gives full ammo for it or just one shot as it's not clear and I can see an argument for both sides. Either way, if you need one more shot, a batroid following around the Yaogat link (or lone yaogat) is actually a decent option! 3.5 WARBANDS 3.5.1 Daturazi Spoiler A staple of the Morat army. Cheap, smoke throwing close combat monsters. With Mimetism. They also have an impetuous order to help get you closer to the enemy (and probably shot at too!). Never fear, with a PH14 and smoke grenades (that's a 'dodge' roll on 17!) they have a fair chance at survival. Not fantastic- but hey.... They are also linkable- and getting one of these shotgun wielding maniacs into firing range (+6 range band, +3 link bonus) and B3 means a lot of pain for the enemy. This tactic- discover/shoot- with such a unit has been suggested as a way of dealing with Camo/ODD. The other use for the combi rifle wielding Daturazi is to remember to put him on suppressive fire in a useful close ranged environment. With mimetism and the extra -3 to hit from suppression- that's a -6 to hit on the enemy. CC is where these guys really shine. CC21 and MA level 4 means you will most likely kill your enemy in hand to hand. Especially if you toss smoke to cover the enemy figure and charge in so they can't shoot at you. Daturazis are often underestimated by opponents... but only before encountering them in hand to hand. Many players swear by Daturazis the same way I swear by Yaogat MSV2... use them and be convinced. 3.5.2 Oznat Spoiler This unit's claim to fame is being able to link with Hungries and thus producing a cheap source of regular orders. This can be absolutely key in getting your 10 regular orders in a low points game. With the rehaul of points costings- she's seen less action as part of my army in 300 point plus games. However- linkable hungries are still deadly- and she has a smoke grenade launcher as well- which can help with survivability. In N2- she was a necessity- usually run in a separate combat group with her team of Hungries and sent on suicide charges across the board. The link would eventually break and I'd reallocate the Link to my Vanguards (or Yaogats). I have to see if this still works in N3... I suspect it won't as the command token to deduct 2 orders would be spent by a canny opponent on the Combat group with the Hungries- making them trapped in no-man's land with no orders to charge home. Splod summarizes this change in the meta from N2 to N3 brilliantly: "In N2 the 4x Preta and Oznat link was popular as it allowed a cheap source of orders for the much more expensive Morats, and suppressed the impetuous nature of the bugs. With the price of Morats reduced with N3, and the Pretas increasing to 7pts each, their value seems somewhat dimminished. Especially when compared against the option of a link team of Vanguard and Anyat Having said that, I'm yet to run the Oznat & Hungry link in N3, but I feel we will be seeing less of the brood linked on our tables." 3.5.3 Hungries Spoiler They are dross. Cheapish suicide units that *might* do something useful. They all have Kinematica 1. Firstly- Gakis. 4 points. Extremely impetuous and Irregular. 6-6 MOV and climbing plus. AP CCWs. And they explode when they go unconscious. Expect nothing from these critters and they might do something useful. Put them well forward of your main line so that when they explode there are no friendly casualties.... Good enemy positioning will mean that most of them will die miserable deaths to ARO shots... but.... ... should they reach the enemy line- CC and explosions galore! Secondly- Pretas. 7 points. No more biomines. But they are dogged still and the trusty chain rifle 'spit' is still there (admittedly less effective now with new Dodge rules). I think Pretas are too expensive for a suicide unit but if you had a stray 7 points and wanted to pump orders into a chain rifle wielding, climbing plus, dogged critter... with the possibility of taking out some cheerleaders.... why not? Key point for Hungries- they are there purely for nuisance value. 3.6 SKIRMISHERS 3.6.1 Zerat Special Mission Regiment Spoiler This unit is quite special as it is the only infiltrator in the entire Morat army. Throw in the assault hacking device and it is the only infiltrating specialist the Morats have. And in ITS land... that is very important. It is by this fact alone that Zerats are seen in my army. They have mimetism- which helps with survivability (a little bit)- but they really should be kept out of the line of fire. The vanilla Zerat is useful by virtue of a LFT and mines- very helpful if you've infiltrated her forward and you want to play havoc with the enemy- but to be honest, I never use her- choosing the hacker variant instead (for objective grabbing purposes). The sniper unit is generally poo-poo'd due to combination of average BS, no camouflage nor any visor. Many would recommend that you spend your SWC and points elsewhere. 5. MORAT STRATEGIES/ TACTICS I will update as threads emerge. ODD/ TO/ CAMO Spoiler Link here: If you haven't been properly taken to the cleaners by a TO Sniper or HMG- then you haven't properly played Morats. The MAF clean up against light infantry- but against the tricksy ODD figures of advanced armies you will suffer. And suffer a lot. There has been much discussion but essentially it boils down to three things: 1. VISORS and linked Yaogats (Sixth Sense Level 2). 2. Daturazis- discover/ shoot/ smoke. Intuitive Attack is included- though I must stress that since it is a Long Skill (attack)- it WILL break your link team. This has definitely taken the shine off DTWs run by Daturazis but hey... if you're close enough to chain rifle, you might as well charge in and give them the taste of cold steel... right? 3. Sensors. I haven't tried it to be honest- but it strikes me as a laborious process- and doesn't negate the actual -9 to hit against an ODD figure in partial cover. (Unless they're TARGETED perhaps?). Death adds, "Also, sensors have access to triangulated fire (ignore all modifies and take a flat -3 to BS instead) which gives Morats another way to deal with enemy TO/ODD. Taking one M-Drone might be a good idea." What M-Drone's can also offer- if you dislike exposing yourself for triangulated fire- is "SAT LOCK." They just need to be in the sensor area and they can SAT-LOCK target people after discovering them. It reduces the typical -9 to hit (-6 for ODD and -3 for cover) to a more manageable -6, and if you're in a positive range band, that's reduced to a decent -3 to hit. Just roll lots of dice when you do it.... ARIADNA CAMO SPAM Spoiler The summary is that your active turn is going to be not enjoyable. Roughly half your orders will be discover and the majority of them will fail. How's that for order efficiency? That's essentially the crux of the problem: your either build to discover/kill or build for the objectives in the mission. Trying to do both is going to be really hard. That being said there are a few ideas... A special section just for this problem... MULTI-WOUND HEAVY INFANTRY/ TAGS Spoiler Aside from ODD/ TO- these will be the other thorn in your side. You have a few options for dealing with these units. A. SPRAY AND PRAY High burst HMG/ Spitfires and hope that something sticks. This is why we bring link teams- and preferably of 5 to get that extra +3BS to turn mediocre light infantry (or even medium infantry) to compete against hard targets. B5 with +3BS will usually put the odds in your favour against an ARO-ing Heavy Infantryman. Hitting is one thing- but armour in cover will usually be saving on at least an 8. So a lot will bounce off... leaving us with.... B. PANZERFAUSTS Carried by Yaogats and preferably linked in a team of 5 for extra +3BS. Even so you are only rolling one or two dice against the enemy ARO who will be (usually) shooting back on quite high BS. A basic TAG usually touts a BS15 and with +3 for optimal range- that's an ARO on an 18 with EXP ammo. Yes, that's right- 18! To stack the odds in your favour- I'd suggest tossing smoke to cover the Yaogat who's taking the shot (and make sure he's in partial cover too. That's a -9 to hit just to start with, it's almost like our version of ODD (and like ODD- if your target has MSV you'll have to grit your teeth). It's not a free for all though, Yaogats are fragile and they usually miss with at least one Panzerfaust- keeping it a tense experience. But that's why we love Infinity.... C. D-CHARGES Paulfuscious comments: ... the proliferation of d-charges on Morat troops. Rasyats, Kurgats and Zerat hackers all are equipped with these making it fairly easy to sneak secondary objectives, but also are brutal as an attack in melee against very heavy armed targets such as tags. A rasyat in melee with a TAG, planting d-charges on it is actually a pretty effective way to deal with a large threat. The combination of CC:21 and MA: 3 means the odds will also be in your favor to tie up that monster for longer than your opponent wishes. If the rasyat falls, your kurgat can safely detonate the d-charges (or do that anyway while the Rasyat still lives!). D. MISSILE LAUNCHER Carried by a lowly Vanguard infantryman... and is there if you have no other option. He has some strong downsides: no visor, BS11, 1W and 1ARM. And since he is unable to stack the odds in your favour- it's a tough ask to get this guy (even in a full link team) to face down an Aquila Guard in cover. I think it has its place but it's even more dicey than any of the other options. 6. CYBER WARFARE If hacking is your thing... you've come to the wrong place! Morats trust in their guns more than their hackers and this is evidenced by the paucity of hackers- and their relatively low WIP compared to ALEPH/ Nomads. ... OK, perhaps I've over exaggerated. For straight up hacking, it's true- the Morat stat line and unit choices aren't the best in the business... BUT... sometimes it's a great way to burn the enemy order pool if they're running HI/ Hackers. How? With M-drones (the FO, sensor and repeater!) and with Ikadron batroids (also repeaters!). Admittedly I don't think it's a good active turn trick to pull considering how squishy these units are), but having that coverage in reactive turn (and whilst they can hide in total cover) can really upset enemy order efficiency. I usually run a Vanguard hacker (EI hacking device) and the Zerat Hacker (Assault hacking device) in ITS button pushing missions and letting the two of them ARO (Blackout, Carbonite, Sucker Punch- EI HD only) almost with impunity when HI or hackers walk into range of a repeater is a novel and enjoyable experience! Spoiler Link to CA/ Sectorial Hacking discussion here: Your choices are: A. Morat Vanguard Hacker (EI Hacking Device). B. Zerat Assault Hacker. C. Rodok Hacker- (no model released yet) Knowing this you can either: Infiltrate the Zerat Hacker and "Stop!"... I'll Shoot. It can be feasible (provided you pass your PH -3 roll) to get close to the enemy deployment zone and assassinate quick moving hackers (Aragato biker hackers are a good example) before they run rampant. Admittedly you'll need to hold her in reserve to do this which might not suit the overall battle plan. Vanguard Hacker- Marksmanship level 2 on a Q-Drone. I cannot emphasise how frightful this turns a lowly TR remote. It was golden during the active turn AND reactive turn. Most enemies- if they survive the hit- will go prone or move to total cover- clearing the way for your forces to advance. Apart from that, walk up into the ZOC bubble and try casting... Though I'd rather trust in my guns- WIP13 trying to IMMOBILISE a WIP14/15 heavy infantry is fraught with potentially wasted attempts). As free AROs however- they are excellent. "Sucker Punch" is a great anti-hacker ARO for someone trying to hack your hacker. D16, Double Trouble ammo... why not? Paulfuscious has a very good approach on hacking support for Morats (emphasis mine): The Vanguard Hacker I think is actually one of the most useful hackers in N3 now. The assisted landing program to get your Rasyats to land on a PH:16 roll is spectacular. That's only one less than a Cascuda used to land on! They also shine as hacker killers. For 22pts on what is essentially a 'throw away' troop, they can hunt down enemy hackers and be fairly comfortable with having a better chance of winning a hacking duel. One of the more important traits on the Sucker Punch program is that the target is at -3 WIP to oppose you. So you will be on WIP:13 v's most likely 11 or 12. If they lose, DAM:16 DT will kill all but the most lucky targets. Outside the EI basic hacking devices, Hacking Plus is the only place to get the sucker punch program, so I think it's well worth taking! Editor's note: You Can Go Via a Repeater (Ikadron) and get the Firewall bonus!!! The penalties it applies to hackers trying to hack back in defense (-3 WIP to them and +3BTS to you) may make that Ikadron much more useful than you think. Also, the Rodok and Zerat are both equipped with assault hacking devices, so if you want gadget programs to buff things, you will HAVE to take the Vanguard. On the assault hacking devices, they both gain access to the very potent 'STOP!' program which is brilliant for turning off enemy hackable troops. The Rodok hacker also having a boarding shotgun makes a fairly brutal combo for turning off HI troops from behind a wall, then safely jumping over with his AP damage shotgun to cause much pain. 7. COMMAND TOKENS AND INITIATIVE My thoughts are that you should go first if you can. The lack of TO/ Camo/ Hidden deployment troops means that you'll taste the enemy's guns at full power. And you don't want that! Try to go first and deplete the enemy order pool (and maybe bag an objective on the way?). There may be one or two scenario dictated situations (Supremacy) where going second may confer special advantages but for the most part- go first. Those command tokens? Look after them- eminently useful (and beyond the realms of this talk. However- our links are our lifeline- save those tokens for Link reformation or shifting warm bodies into the main combat group. 8. GETTING STARTED WITH THE MAF.... So you've got the starter set and you're wondering where to go with it? Spoiler Just get playing- you'll pick things up as you go. That being said, if you like planning things out there are some good suggestions here... Link: And here for a quick run down on for a reasonable 150point list Link: Some 200 point discussion: Spoiler Some 300 points ITS lists: Spoiler Link: http://infinitytheforums.com/forum/topic/30947-its-with-morats/ Link: http://infinitytheforums.com/forum/topic/31210-maf-300-first-its-attempt/ And some further discussion about ITS orientated Morats: http://infinitytheforums.com/forum/topic/40838-morats-achieving-objectives-in-its-whats-your-mo/ And here is an interesting discussion about Order Spam Morats... Spoiler 9. BATTLE REPORTS Spoiler For everyone just starting out in Infinity- be aware that errors in the rules do turn up in battle reports. Pay attention the comments in videos and editorial comments in the written batreps. Infinity is a complex game and we try to do our best! N2: Beholdtheomega > Total Reaction 3: 2014: 250 points: http://beholdtheomega.blogspot.com.au/2014/09/tournament-total-reaction-3-return-of.html > MAF vs. NCA 300 points: http://beholdtheomega.blogspot.com.au/2014/08/aar-infinity-300-points-maf-vs.html > MAF vs. ALEPH 250 points: http://beholdtheomega.blogspot.com.au/2014/06/aar-infinity-maf-vs-aleph-250-points.html > MAF vs. ALEPH 300 points: http://beholdtheomega.blogspot.com.au/2014/06/infinity-aar-300-points-maf-vs-aleph.html > MAF vs. Caledonians 300 points: http://beholdtheomega.blogspot.com.au/2014/02/infinity-aar-300-points-morat.html > MAF vs. QK 300 points: http://beholdtheomega.blogspot.com.au/2014/01/infinity-aar-300-points-maf-vs-qapu.html > MAF vs. Nomads 300 points: http://beholdtheomega.blogspot.com.au/2014/01/infinity-aar-300-pts-maf-vs-nomads.html Micky Ward > MAF vs. Yu-Jing 200 points: http://youtu.be/m9sqL80ei50?list=PLsqPkhhckIKrYwgP-8OzApm01xxsKuxpG > MAF vs. ASS: 200 points: > MAF vs. QK: 300 points: MiniWarGaming > MAF vs. ALEPH: 300 points: http://www.miniwargaming.com/content/morat-vs-aleph-infinity-battle-report-learning-infinity-batrep-ep-26 GeekofSpades > Morat vs. Corregidor: 200points: http://youtu.be/Rs3bszbB8xE N3: BeholdtheOmega > MAF vs Yu-Jing 400 points: http://beholdtheomega.blogspot.com.au/2015/01/aar-infinity-400pts-maf-vs-yu-jing-n3.html > MAF vs. PanO 200 points: http://beholdtheomega.blogspot.com.au/2015/01/aar-infinity-200-points-maf-vs.html Frontline Gaming > MAF vs. ALEPH: http://youtu.be/qKohiQeNmWk > MAF vs. ALEPH: Starter vs. Starter: http://youtu.be/3plkgGDczS8 Learning Infinity Batreps: > https://youtu.be/ZwDkXSYrtc0 > https://youtu.be/LseV8XJUDcE Guerilla Miniature Gaming > http://youtu.be/BabFs4nh8Co Infinity Forum > MAF ITS: Link: http://infinitytheforums.com/forum/topic/30947-its-with-morats/ Spoiler 10. MISC. CA Unit Profiles and QRS: And if someone could teach me the spoiler function... that'd be great! -Thanks, Pierzasty!