Fellow Kazaks, I present you with the combo that I have dubbed “Roll<11“ or “roll less than eleven”. What you need: - FAQ 1.7: Deployment zone premeasurement allowed - Scenario that allows infiltration - TAC list with 4 Scouts and Voronin. Scouts can be of any configuration, but Boarding shotgun and Minelayer are preferred. - Be the starting player. The same combo can be used defensively using Scout minelayers, but it’s not nearly as effective. Deployment: Roll PH-3 rolls for each Scout. You need to “roll less than eleven” to succeed. If the scout passes the roll, deploy him and his E/Mauler to optimal ambush position that is just outside of enemy deployment zone. Don’t forget that deployment premeasuring is allowed by FAQ 1.7. If the roll fails, just deploy the scout to your table edge. Depending on terrain and opposition, you should stop rolling after getting 2 successful infiltrations. After deploying your Scouts, the rest of your army should deploy to limit enemy flamethrower kill zones. Remember that enemy minelayers can’t deploy defensive mines if your camo markers would be in the mine trigger area. Scary math part: You have 69% chance of at least 2 successful infiltrations and 94% chance for at least 1 successful infiltration. Time for some 1st turn order efficiency: - The enemy will likely remove 2 orders from your 1st turn order pool. If you have Voronin in the list, you should start your 1st turn with 9 regular orders and 1-2 sneaky models next to enemy deployment zone. Life is good. - If you have managed to limit enemy flamethrower kill zones, each infiltrated scout can move safely at least 12” (4+4+4) to get into optimal kill position. - Scouts have Stealth, which can be great for bypassing enemy ZoCs and getting those sweet backstrike attacks. Keep in mind that Stealth isn’t mandatory skill. Change Facing ARO provocation is way better than free Discovery or Dodge ARO. - You should use your 9 orders to kill as many enemy models as possible. Soft targets like Lieutenant and cheerleaders are a top priority. Deploy E/Maulers next to TAGs and REMs. - Scouts have Marksmanship Level1, so all of their BS attacks have Shock. Leave no survivors. - Last order should be used as a coordinated order to apply Camouflage to all surviving Scouts.
They will cost a lot in terms of points, but this is surely a nice tactics. Unlucky that TAK has such a weak infiltration game, Scouts could have shone more :(
Tartary Army Corps ────────────────────────────────────────────────── GROUP 1 10 COLONEL VORONIN (Sensor) Lieutenant T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) FRONTOVIK (Multiespectral Visor L1) AP Sniper / Assault Pistol, Knife. (1 | 31) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) SCOUT (Minelayer) Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 30) SCOUT (Minelayer) Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 30) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) GROUP 2 7 2 1 DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) STRELOK Submachine Gun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (0 | 16) STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3) 3 SWC | 300 Points Open in Infinity Army I came up with something like this.
Looks good. My current list is: R<11──────────────────────────────────────────────────GROUP 1 10 LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 11) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) COLONEL VORONIN (Sensor) Lieutenant T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) SCOUT (Minelayer) Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 30) SCOUT (Minelayer) Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 30) SCOUT (Minelayer) Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 30) GROUP 2 3 2 ASSAULT PACK undefined. (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) ASSAULT PACK undefined. (0 | 25 HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) SPETSNAZ (CH: Ambush Camouflage) Sniper Rifle / Pistol, CCW, Knife. (1.5 | 34) 3 SWC | 300 Points Open in Infinity Army The last model to deploy is Spetsnaz sniper, who tries to use the 3 regular orders from group 2 to maximum effect.