Like if I wanted to play a Tikbalang, I might use this; PanOceania ────────────────────────────────────────────────── 10 TIKBALANG HMG, Heavy Flamethrower, Antipersonnel Mines / AP CCW. (2 | 85) CRABBOT Flash Pulse / Knife. () SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CCW. (2 | 69) CROC MAN (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 31) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21) AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4) HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27) REGULAR Spitfire / Pistol, Knife. (1 | 16) FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12) 5.5 SWC | 300 Points Open in Infinity Army The Tikbalang is the obvious active turn killer. The Croc Man and Peacemaker set up a defensive screen which the Tikbalang can retreat behind, which is also protected by the overwatch capability of the Swiss Guard. If the Tikbalang is close to the Peacemaker then the Hexas can use it's repeater to KHD those who try to hack either, but it can also advance as part of combined orders with the Regular Spitfire and Machinist, who will go into suppression fire with the Tikbalang, to provide a bit of overlapping capability behind the first screen layer of Croc, Mine and Peacemaker. First turn, you kill kill kill, and then having murdered their order pool a bit, you are safe and sound, deflecting their weakened counter-attack. Then you do it again, and then you push buttons. It's high risk, high-reward, because you don't have that many orders or options. But I think that's TAGs in general, really, and PanO too for that matter.
I link Wildcats with my closest to real TAG Iguana because they provide cover for it a little better, give it a stronger SS2 hacker and are way harder to kill off than Alguacilles because of the DTW. I'm trying to get a balance of hard to kill order pool and support for the TAG. Sacrificing one for the other everything falls apart. Geckos are really a different unit just also labeled TAG.
Dare you to try and fight a TAG in surpession fire in a location where you cant job it form 25+ Cutter, Jotum, Avatar, Marut all these can hold ground if you are careful where you position them and take into account the opponents army composition. Dont park where you can get ranged, but thats not quite as much of an issue as not parking where the opponent can ZOC proc your AROs and walk into B2B or can rush a repeater into your blind spot. dont stand on ARO if hte opponent has a swarm of AP EXP weaponry or ADHLs. however, once you've killed those tools or positioned where it is not expedient for them to wast orders attempting that play, then go nuts, the TAG will kill your opponent and use his order pool against him
I can't remember even attempting this once. Although I've had a couple hail Mary's work against me because I don't get bloody Courage.
guija? yeah thats one of the "more" effective ways of cracking it, and its a terrible way to try lol.
Guija, Iguana, even Geckos and Anaconda against most troops. Almost always means playing in to my hands, I'd rather them try than just avoid most the time. The most effective I've found is to form a triangle between AD, SK and DZ guys so I can always get backshots, but this usually doesn't work unless they make a mistake or almost all the support is dead. The only guys I've seen brute force it past support are Oniwaban and Jaguar link.
I have a harder time finding that sweet spot for the TAG lol. I feel the usability of TAG's is highly dependent on the battlefield layout. The Last Guija I faced I took first turn and had to spend an impressive 6 orders to kill it. It never even got to activate and worse yet is that I am not sure my opponent even did anything wrong in that encounter other then not rolling better. Tag's are High risk, above average reward imo. I do think the TAG's and even HI that work best are the ones that can exploit some sort of a gimmick.
Well, yes. But the discussion point here is "how do you deal with a TAG when you cannot (easily) murder it's order pool?" Because especially for newer players, the easiest way to minimize the danger of a TAG is to murder it's order pool, not try to kill an ARM6+ monster directly.
I don't understand what you think I missed. Fighting a TAG from within 24" presumably includes melee.
I believe the above details finding the perfect TAG position - which he is saying would exclude your ability to engage it in Melee. EDIT - I feel this thread could benefit from some photos of tables and TAG placement to illustrate the point.
This sounds like one of those things that might be possible in theory (if the Samaritan didn't have super-jump, that is) but is generally impossible in practice.
Get gud. But seriously, what tables are you playing on, in fact send me a picture and I'll be hapy to point out parking spots, Ive done it for others.
I'm missing some in-joke here? I felt it was a valid point given the discussion of finding the "perfect spot".
Phots do sometimes show details that my diagrams dont, the most important one tends to be the way height works into the game
Scanned the thread for links but didn't spot any... and not olaying PanO, haven't visited the sub-forum ;)
@paraelix https://forum.corvusbelli.com/threads/a-primer-on-tactical-armoured-gear-operations.805/ That's the one you should take a look at.