Discussion in 'Nomads' started by yoink101, May 28, 2019.
Not removing the aro units was not something I felt I could do. However considering my opponents strategy he probably should not have had them standing up turn one.
Using the heckler to close in on the link team was my second big mistake. I forgot the unit I was surprise shooting with my shotgun had a chain rifle. Almost a very bad trade for me but armor held.
Yah I should have used the TR bot as my main gunfighter. The Intruder had the better chance of winning the fight but the bot would have been harder to kill if maybe more order intensive.
I don't think the zero was a good option to deal with the defensive link as I don't think it intended to move up really. Besides my zero was preoccupied with my opponents infiltrated units fighting over a important building.
Going to try the list again and see how it works out. Also maybe I need to see it in action. Any of you play on tts?
I’ve just played TAK as Corregidor and agree with this, intruders are still only 1W and very expensive (using MSR here) for duelling link teams.
I cheated Corregidor style by dropping in a Hellcat BSG behind his link team, dropping three line Kazaks, then switched back to the intruder and picking off the lead Vet through smoke. I cackled the whole time.
The intruder spent the rest of the game on super oppressive overwatch. The other highlight was a ratnik taking a pair of missiles and a pair of panzerfausts (Lupe in a Algucaile team) and failing. every. single. armour. roll.
So I ran this team again and I was not happy with the results.
A few disclaimers. My opponent has been wargaming longer then I have, I used to be better then him at infinity but he has overtaken me a bit on skill.
I do not like this list I was using or maybe I just don't understand it but there is no doubt going to be heavy bias in how I play it so take what I say with a grain of salt.
My opponent was playing Ramah Task Force.
I won the roll and picked turn two, as I wanted last turn of the game so the taskmaster would not have to spend a full turn trying not to die on an objective.
My opponent stuck me on the less defensible side and made me deploy first. I heavily defended one side with Marry, Zero, and the heckler to discourage a push and kept the Moran as my reserve to shore up my defense a bit depending on how he deployed.
My opponent was very interested in the list and had it figured out pretty fast. He criticized the lack of ARO units and then deployed very aggressively intending to push deep with a linkteam.
I spent a command token to reduce his main order pool by two and the game started.
First thing he did was have a hidden deployment shotgun from group 2 take out Mary with a surprise shot, but then he lost the trooper to a CrazyK and failed to kill my Moran.
Next he had Namurr trip the Zero's mine so he could dodge it on 18's. he then tried to provoke the Heckler or Zero out of camo but settled for just discovering the heckler.
He then has the NCO use a LT order to move his link up, spends another LT order to specfire the Heckler but fails.
With 8 orders left and already in the midfield he kills the Heckler and Zero with two more orders and is now firmly in my deployment zone but Tarik did take a wound from the puppet masters mine before killing him as well.
TR bot is next to fall, then using Superjump he gets a no cover shot on the Taskmaster but takes 3 ARO's himself. One from a Morlock who shoots, flashpulse bot, and the taskmaster itself. Taskmaster however takes 3 wounds and dies.
My turn one I spend in LoL but fix my TR bot. Add assisted fire to it, spend some command tokens to knockout Tarik. I try a couple of time to take out his Khawarij but fail and hand the turn back to him before he askes if I just want to call it.
You deployed first on the less defensible side and went second vs a faction that is basically designed to alpha strike hard? Yeah that's going to end badly for you with pretty much any list.
Choose deployment and have you opponent deploy first means that you basically force your opponent to go first.
I'd need pictures of the table to discuss the deployment. But I get the feeling your meta runs more open then mine. This is why picking up a
someone else's list and running with it is hard.
I've heard some very good players talk about choosing second turn (rather than deployment) as tantamount to giving your opponent a win.
I dunno it's quite that bad, but I do think it's something you should do very carefully.
Yeah, you can't ever choose to go second unless it's a teaching game. Even if it's like Acquisition or Armory or something, if you lose that roll you have to make going first work.
Yeah that's how I think of it. If there's a good enough situation to pick second then I'm not big brained enough to tell.
Generally speaking if you want to go second to get the final chance at scoring then you pick to take deployment initiative, and force your opponent to deploy first on a harder to defend side of the table, most of the time will force them into electing to go first as to give up the only advantage they have access to is just stupid. As you have the easier to defend side and second deployment you then can counter deploy his assault pieces avoid his ARO pieces and do so from a strong defensive position making your counter punch more effective, as well as giving you the ability to define the final scoring round and potentially the game.
Yes I decided to give up a small advantage first turn for a big advantage last turn. I find the responses interesting here as I suspect if I had picked the other option and got creamed 3rd turn I would be being criticized for that choice instead.
The side I had was not THAT much less defensible. He still had to cut through a big chunk of my army and took wounds and losses doing it. I am sure my opponent would have happily taken second turn.
The table we played on was based on this one with a bit more scatter and a Armory room holding the left objective. I got the side the guy in the red shirt is standing at,
lots of reasons the list could underperform not related to how good or bad the list is. The fact I don't think it is all that great of a list would surly effect it's performance in my hands for example.
Now if anyone wants to champion this list and show me how it is supposed to work on Table Top Simulator...
@Andre82 You misunderstand. It is totally fine to want the second turn. What you shouldn't do is actually doing that as the Initiative Option of the LT roll.
After winning that roll you can choose:
A) Initiative (1st or 2ed turn)
The actual only viable options are to pick either A) 1st turn or B) Deployment
If you want the second turn you usually just pick deployment. This forces your opponnent to pick first turn. He could theoretically pick second turn. But deploying first on the table on the side of the opponents choosing while having second turn is a recipe for desaster. He sees were your ARO pieces are, what firelines you haven't blocked etc. He can put his rambo units in the perfect position to alpha strike you. I don't think i could win against either of my usually opponents if i had 2ed turn and had to deploy first.
If you want second turn pick deployment. Not 2ed turn.
For the record I normally choose deployment, that's certainly not what it's about.
I get what your saying but considering this list and how important 2nd turn is for this mission, the possibility of him picking 2nd turn If I take deployment is very real and not something I could afford to risk.
Still maybe your right.... this could easily be a difference in skill.
It's hard to say but I have my doubts. I will try and get a rematch but my opponent had no respect for the list and I doubt will want to try again.
I think if I am going to try to justify the Taskmaster I am going to have to try something else.
Okay, since we're talking tasky, this is a list I took to play Decapitation LI recently:
9 1 1
TASKMASTER Lieutenant Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
ZONDBOT Electric Pulse. (0 | 3)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)
RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
RIOT GRRL MULTI Rifle, Stun Grenades / Pistol, Knife. (0 | 32)
SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
x3 PUPNIK DA CCW. (0 | 3)
5.5 SWC | 299 Points
Open in Infinity Army
Tasky survived an alpha strike from a fiday and proceeded to bully the midfield unmolested. I only lost because my opponent was able to kill my HVT with his data tracker and my chimera needed 1 extra order (that I didn't have) to butcher his Saladin. I really think the tasky is great for this mission, as not only is he stupidly sturdy, he actually has tools to deal with most alpha strikers, so if you deploy him safely the oponent will have a hard time digging him out.
@Andre82 I'm going to reinforce what was said earlier: you should never pick second, even if you want to pick second. If your oponent chooses to go second, they just put themselves in the worst situation, because you will know the layout of almost everything they have and can deploy much more agressively because of it. Even if the mission highly favors going second, the sheer damage you can make in your first turn often compensates for that.
Then if that's your strategy you don't *ever* take a Taskmaster. The entire point of the Taskmaster in Aquisition is to give you a piece that is able to survive T3 on the button if going first. You choose deployment make your opponent deploy first, and if your opponent then gives you turn one you laugh.
From how you described his list it looks like he has 3 pieces that can reliably kill a TM on Suppression Fire in B2B with the objective: Tarik, Khwarji and Namurr. If these die his options for shifting the TM basically come down to 'pray to the dice gods'.
If I was rebuilding this list I'd probably drop Mary for a strike piece (Bandit BSG perhaps or maybe an Uberfalls) and switch the Heckler to a KHD. It does lack something that can go forward and remove problems. That's a fair complaint.
Ok that is a list I both understand and would use the Taskmaster for. Especially considering it's LI.
I will concede the point even if I still have reservations on the lists ability to strongly punish.
I thought about it for a while and I'm gonna try the taskmaster out again. I had a rough time with the Armory lately where my plans of piling waves of morlocks and zeroes into the room just did not work. I think the Big Men are the best bet I have.
Uberfalls + TM is fun for Armoury. Uberfalls do a great job of clearing the room out and B3 WIP10+ B1 WIP 13 is great for opening Panopolies.
Yeah it's good. One time I got a HMG on my Pupnik and busted a khawarji's ass on 7's. One of my top feel-good moments in Infinity