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Teach me the basics of OSS Rambo-ing.

Discussion in 'ALEPH' started by Shoitaan, Jan 20, 2019.

  1. Shoitaan

    Shoitaan Well-Known Member

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    Harro

    So I don't know if I'm playing OSS wrong or what but I find myself Ramboing in OSS way more than I ever did playing NCA where I was always taking the long-range solution to problems. Maybe its that OSS has better mid-fielders or faster and more survivable units, not sure. Whatever the case, I'm not doing great. When it works its brutal. When it doesn't, I've lost the game top of turn 2. Occasionally by the end of my opponents first turn. Now before my long rant below, please keep in mind I'm an OSS noob and only have had 7 or 8 games so with them.

    Units I've tried Rambo-ing so far:
    - Rudras: On 2/3 instances where he was my striker, he performed splendidly. Between the fast movement, climbing, mines and great stats, he's good. But, he's been melee-d to death under cover of smoke during my opponents turn in both instances and I thought I had the numbers on my side to take on Tuecer during the third usage but evidently not. My red fury at full burst couldn't stop the rocket... I've tried K1 and red fury profiles. K1 was great but red fury works well given the added burst.

    - Proxie mk 2 (AHD+BS): I love this thing and cannot make a list without it. The one time I ran without it, I was really wanting a mid-field t/o threat. Just for harassment. There was a match where I deployed him in HD and no one came nearby and it was useless but that was poor deployment in my part I think. BUT. I've come to accept that the proxies need to be in my main combat group. I've tried a few games where they've been in my B group and the proxies never had enough orders to do as much as they wanted. The mk2 has also done incredible damage if I ever successfully infiltrate it but its a huge gamble at only 50% chance of success.

    - Proxie Mk 5 (FO): Although I see his utility and I take both mk 2 and 5 in most of my lists, I can never get him to do as much as I'd like. Great armour sure but no camo/odd/mim tricks means he dies pretty easily. I've used his e/m grenades and nanopulser a couple of times but he usually dies before the end of the game trying to do something useful and failing or not achieving anything. Part of this is my fault due to the lack of orders problem described previously. I've never used the MK12 profile. Don't understand its purpose.

    - Dart: Love her. Her kill count is way lower than my other Rambos (cept maybe Mk5?) but what she's added to my battles can't be measured in numbers of kills. Provided I've deployed her right, she's great at quickly sweeping up enemy skirmishers in the midfield in my first turn. I keep her in my main combat group cause I know how order intensive she is. Its sometimes a bit of a struggle engaging anything out side of 8" due to cover bonuses and other tricks. And its not like the table will always let me choose my engagements within 8". But she's consistently great IMO. But, there's a lot she can't handle (armour, objectives etc).

    - Asura: Finally the big one and the one that prompted me to seek advice. I'm committed to learning her but I just struggle. So quite simply: How do you Asura?
    I've used the Asura spitfire L2 twice. It was OK. In both my uses I expected more than it delivered. In both instances she died during my opponents turn 1 (I went first both times) and I was in LoL during turn 2 effectively rendering me useless - more on that soon). I've tried her as hacker multirifle L2 recently and she felt more useful although it was strange using the multirifle as a Rambo weapon (but maybe that's just cause I didn't appreciate it enough and need to respect it more when I go back to NCA). The multirifle had a similar impact only I was in LoL turn 3. I thought I had my attack vectors covered but Tunguska and their repeaters got me eventually.

    The Asura in ALL instances was in a haris which meant I never really used the Lt orders but I did get the Devas into positions where they could take the occasionally ARO or use an AHD (when the Asura had a spitty). But when the Asura has a HD+, I feel that maybe I could have saved 40~60points and some SWC by not giving her the Devaguards. They still suck up orders from the enemy as with NWI, they stick around a fair bit being ARO pests dropping the odd nanopulser if they get too close. But I just wonder if I could do more with the points by not bringing them.
    Honestly though, I have no idea. It just feels like I'm using the Asura wrong. I've never fielded a Shukra but I think that's the first thing I need to change in my next list so I'm not left useless after she dies. I'm going to give the Deva haris one last shot before trying a solo HD+ Multi Rambo Asura.

    This is the list I want to try next. Dakini fireteam separated as I expect not to use them too much until turn 2 or 3. Most orders available to Asura and Proxies so I can do most damage as early as possible with whatever is in a position to make most use of the orders.

    Responsible Ramboing
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8
    LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    SHUKRA (Chain of Command) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 25)
    ASURA Lieutenant L2 Hacker (Hacking Device Plus UPGRADE: Redrum) MULTI Rifle, Nanopulser / Pistol, AP CCW. (0.5 | 78)
    DEVA (Fireteam: Haris, Sensor) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 25)
    DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33)
    NETROD . (0 | 4)
    NETROD . (0 | 4)
    PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21)
    PROXY Mk.1 Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife. (0 | 10)
    PROXY Mk.5 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades / Pistol, Knife. (0 | 10)
    YUDBOT Electric Pulse. (0 | 3)

    GROUP 2[​IMG] [​IMG] [​IMG]5 [​IMG]1
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    DAKINI Tacbot HMG / Electric Pulse. (1 | 21)
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    CSU (Specialist Operative) Breaker Combi Rifle, Nanopulser / Pistol, Knife. (0 | 15)
    WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    3.5 SWC | 299 Points

    Open in Infinity Army


    I'm open for any and all thoughts you have to offer for responsible Rambo-ing. Particularly in terms of how to make the Asura work - especially with the LT2. I've read the post about OSS LTs and LoL as well as the asura discussion back in the day. But specific advice for aggressive play while staying functional for follow-up turns using OSS units is greatly appreciated.
     
    #1 Shoitaan, Jan 20, 2019
    Last edited: Jan 20, 2019
  2. Deathbird

    Deathbird New Member

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    I am interested in how this post goes as I am just starting OSS myself. from looking at the units, if you are using the Asura in a link, and are taking the Lt2 profile you might be better taking a model with NCO (Yuda HMG?) as they can use the Lt orders which increases the order pool by 2 which can make a difference.

    And if you are going to use her as an aggressive Lt in a link, maybe consider taking a chain of command model as when she gets taken out ~(which will happen) then you won't go into LoL.

    The proxies are a unit which i cannot seem to get straight in my head. I understand how they work in theory but don't know who i would play them on the table. That's probably an experience thing. The Rudras looks like it could be a good unit, and keeping an engineer close by (or a yudbot) is probably a good idea as in your active turn they won't be many weapons that can take it out in one hit, particularly if its in cover (2 wounds and 2 levels of unconscious). Maybe taking a normal hacking device and putting marksmanship on the bot might make it hit harder and be more of an ARO threat.

    I would have thought, for a ramboing model, the asura by herself would work quite well, providing you position her will in the first place, the MSV3 really helps ignore any TO/ ODD bonuses,

    The only other model which might work that is not on the list above is the Garuda tackbot, maybe with the HMG or Spitfire. I had this used against me before and it can be quite devastating. Coming on the board from the flanks with a dangerous weapon, you can catch models out of cover and in favorable range bands killing the weaker models and staving the stronger ones of orders.

    I think that might be something to consider as well, what are you opponents playing, and are you tying to take out the really heavy hitters first with the rambo or are you after the softer targets?
     
  3. coma

    coma Member

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    I've tried the Asura Lt.2 hacker but only in one group lists and she is a beast. Cybermask is really nice and she is both a good midfielder and a specialist. Need to bring her back from midfield though otherwise she is too much of a target. I have experimented a lot with lists and this is one I really like. It has a good hacker with pitcher in the danavas, a good specialist in the naga and MK5, a really hard hitting versatile link of dakinis, awesome ARO piece in the MK2 sniper, lots of repeater coverage for hacking or buffing REMs and a garuda for getting that good angle to solve your problems advancing etc.
    Enough orders to get the job done. In this case the rambo "piece" is the link and the garuda most
    of the time (beware of good hacking counter of course).

    Operations Subsection of the S.S.S.
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    DAKINI Tacbot HMG / Electric Pulse. (1 | 21)
    DAKINI Tacbot MULTI Sniper Rifle / Electric Pulse. (1.5 | 21)
    DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    DEVA Lieutenant (Sensor) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 24)
    CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
    YUDBOT Electric Pulse. (0 | 3)
    YUDBOT Electric Pulse. (0 | 3)
    PROXY Mk.1 Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife. (0 | 10)
    PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife. (1.5 | 24)
    PROXY Mk.5 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades / Pistol, Knife. (0 | 10)
    NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30)
    GARUDA Tacbot Combi Rifle / Electric Pulse. (0 | 22)

    GROUP 2[​IMG] [​IMG] [​IMG]6
    NETROD . (0 | 4)
    DANAVAS Hacker (Hacking Device Plus. UPGRADE: Maestro) Combi Rifle + Pitcher / Breaker Pistol, Knife. (0.5 | 25)
    ZAYIN Rebot HMG / Electric Pulse. (1 | 26)
    PROBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
    LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

    5.5 SWC | 300 Points

    Open in Infinity Army


    I'm trying to build a list with the Asura that I like and so far I've come up with this but haven't tried it out yet (Decapitation and Frostbyte)

    Operations Subsection of the S.S.S.
    ──────────────────────────────────────────────────

    [​IMG]10
    ASURA Lieutenant L2 Hacker (Hacking Device Plus UPGRADE: Redrum) MULTI Rifle, Nanopulser / Pistol, AP CCW. (0.5 | 78)
    DAKINI Tacbot HMG / Electric Pulse. (1 | 21)
    DAKINI Tacbot MULTI Sniper Rifle / Electric Pulse. (1.5 | 21)
    DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13)
    SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31)
    YUDBOT Electric Pulse. (0 | 3)
    YUDBOT Electric Pulse. (0 | 3)
    PROXY Mk.1 Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife. (0 | 10)
    PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife. (1.5 | 24)
    PROXY Mk.5 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades / Pistol, Knife. (0 | 10)
    NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30)
    GARUDA Tacbot Spitfire / Electric Pulse. (1.5 | 28)

    6 SWC | 300 Points

    Open in Infinity Army

    Hope my thoughts helps and looking forward to follow this thread for more feedback!
     
  4. Mruczyslaw

    Mruczyslaw AROnaut

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    Why Dart cant handle armor?
    AP weapon AND e/m grenades get job done. She has tools for everything.
     
  5. Wolf

    Wolf https://youtube.com/@StudioWatchwolf

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    Forgive my levity, but I haven't played an Asura, so I looked up the profile and then the graphics.
    Is this sculpture supposed to represent a Posthuman preparing to TWERK at her opponents? :grin:

    [​IMG]
     
    #5 Wolf, Jan 21, 2019
    Last edited: Jan 21, 2019
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  6. jherazob

    jherazob Well-Known Member

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    Nah, she's just very callipygian, as ALEPH likes it
     
  7. Shoitaan

    Shoitaan Well-Known Member

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    @Deathbird yeah Yadu's are a good recommendation. Interestingly they were one of the parts of OSS I was most interested in during the previews but haven't tried them once yet. I think I was just smitten by the effectiveness of the Dakini FTs so didn't try more flexible options. WIll def given them a duo or haris a go. The Rudras was great but the way I played it, it advanced and wrecked a lot of the enemies plans before being stuck midfield in supressive far away from engineers. It dies during my opponents following turn without fail. But so far in 2 of my 3 games played, I've AT LEAST got 60pts worth of damage done if not more before losing it. It makes its points back so great but I need to play it better so it can try to double its value in kills before it expires. Not being able to dodge well means you pretty much must shoot back so its basically active turn use only so it can fire in full burst (or leave it in a position so suppressive will actually be useful).

    Tried the Garuda only once. Didn't go well. Looking for 18's to drop (Guided Jump + firefight map rules), rolled a 20. But I do want to try it again. Just want to start focussing my experiments a bit so trying to not fuck up the Asura atm.

    As for target selection, depends on who the Rambo is. Rudras goes for squishies and high value targets from weird angles. Proxy mk 2 has BS for flesh and AHD for harder targets (wiping out a Kriza in 2 orders is fun). Depends on the list and what's easily strikable. I'm pretty opportunistic. I don't think I shoudl be though. I think good Ramboing needs more forward planning than what I do...

    @coma I think you're really sending home the message that my Asura shouldn't be in a haris. I'll rethink my proposed list I think. I've never put her in cybermask because of that Haris. The MK2 as a sniper is an experiment I need to make but I feel I'll miss the AHD too much...
    How do you find the Naga overall? I've used the minelayer profile but ultimately kept her in marker state till turn 3. I think the two camo markers midfield were good at putting off the enemy but I feel like i could have used her more efficiently somehow.

    @Mruczyslaw You can blame my bad luck if you wish. The Tables I've played on have very rarely let me engage in 8". Not only do I not get the +3 but the enemy also gets cover armour. I've had very bad luck trying to bring down very hard targets. Mind you, using the bow in ARO is kind of amusing against high ARM units attempting to flank you in close quarters. But look, my experiences may be bias because I used Dart most against SP who are quite tough to crack.

    @Wolf Are you unfamiliar with the new sculpt? Aleph sure knows what the straight men of the humansphere like. Tiddies and terminators.
    [​IMG]
     
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  8. Mruczyslaw

    Mruczyslaw AROnaut

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    Sneak up in camo state with em grenades and throw few speculatives. Works as gold:)
    Marker state is awesome:D Especialy combined with ability to tank at least 1 mine;)
     
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  9. Shoitaan

    Shoitaan Well-Known Member

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    I did spec-fire a entomarchos team with his LT in it which was very satisfying. Sadly it was decapitation so no LoL. But he had a 10 order list robbing him of 4 regular orders the following turn had an impact. SHame with my luck it cost me 3 orders/attempts to do that ;_;
    But yeah, gotta get better at using marker state. Not used to being sneaky given my main is NCA.
     
  10. Nemo No Name

    Nemo No Name Aleph Cultural Atache

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    a) Don't rambo.
    b) Don't put Lt2 in a link team.
    c) If you really want to Haris Asura, use the Spitfire Haris option. I've been playing around with Deva FO and Deva AHD+Lightning. It's a nice link with specialist, very annoying ARO, Hacker protection, but honestly... Asuras are really not that good and in OperationS Asura Spitfire is a waste. You can get equal-if-not-better by attaching Deva MSV2 Spitfire to a Dakini link.
    d) Asura Lt2 HD+ MULTI Rifle is a nice piece, but she costs too much. Don't expose her. If you push her up, also remember to save orders to move her back. Cybermask is nice movement tool but don't expect it'll keep you safe in Reactive turn. Best if you save her for turn 2 and then really go hitting with her.
    e) Rudra should be okay, but don't expect Achillers. It's a nice but expensive strike piece. Be watchful for placing your Hackers in bad position - but it can be used to bring enemy Hackers into your repeater net.
    f) Garuda is an awesome piece. Boarding Shotgun is cheap and deadly, Spitfire is a significant investment but can do amazing work. Don't expect you'll be able to put supportware on it.
    g) I'd say don't bother with Yadu, but if I say it that there's gonna be a immediately at least 3 people derailing this thread to argue how BS13 no mods for 40 points is SOOO WORTH IT, ALMOST OP, so I'm not gonna say it.
     
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  11. Wolf

    Wolf https://youtube.com/@StudioWatchwolf

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    I had to look up ‘callipygian’, and found her Greek precursor

    This reminds me that some nameless hero writing at 1d4chan.org beautifully summed up the game, here
    And aplogies again for being way off-topic-ness; but hey - booty.
    [​IMG]
     
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  12. jherazob

    jherazob Well-Known Member

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    That pic is in serious need of updating
     
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  13. coma

    coma Member

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    I tried Asura in a haris but didn't like it that much (Yadu NCO and Shakti) she is way better by her lonesome. The MK2 sniper has won me several games stopping the opponent in their tracks wasting a lot of orders. She is like the Hexa sniper only better and cheaper (I play mostly NCA also and almost always with the hexa MSR). I love the Naga KHD but also like the minelayer (tried it with both and it's really nice with 3 camo tokens in front keeping the opponent guessing. I don't drop the Garuda that much because I almost always find an angle worth exploring with a walk in. It's not a specialist and don't have explode LX so I don't see a point risking the roll if unnecessary.
     
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  14. archon

    archon Well-Known Member

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    Tried a Deva/Asura Haris with Spitfire L2 and it worked well (I broke the Link with the Lt Order and killed a warband, then restore the link with CT) ... until my Asura catches a wound and a double crit in reactive turn (but I think that does not count ;-). So I will give this a try again, but next time with a Yadu HMG for the first turn and the longer ranges.

    Naga ML is a very good piece, even if it does nothing at all. But it can!
     
  15. BigBadFox

    BigBadFox Well-Known Member

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    Dont forget the CSU with Boarding Shotgun in a 5 man/bot link. A real MVP lately, because he killed more than the HMG Dakini with Supportware.

    :D
     
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  16. Shoitaan

    Shoitaan Well-Known Member

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    Well my one experience with the Garuda was vs Tunguska and I knew beforehand the map would provide a +3PHY for the jump. With guided, 90% chance to land just out of hack range with a boarding shotgun and put my opponent in LoL during his turn 1 was too good to pass up. Of course I'd whiff that roll...

    @Nemo No Name - very interesting points. I agree that Asura spitfire isn't worth it but I want to try the Asura HD+ out more. I think she has a very strong potential and WIP 15 HD+ is not a luxury I've had in PanO so I want to try it out a bit more given my next 2-3 games will be probably against Tunguska. Redrum is amazing.
    I won't kick a hornets nest about the Yadu. They do seem surprisingly bland compared to other OSS options but as I haven't experienced them, I'll reserve judgement till I've fielded them a few times.
     
  17. Wyrmnax

    Wyrmnax Well-Known Member

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    Gonna be quoting your units, and adding a few ideas and conclusions of my own. On quotes there are relevant points where I feel you might be missing the point.

    Well... I am not very keen on Rudras, tbh.
    Its mobility is great, as is the repeater for self buffing and the mines for area denial. But for raw killing power? HMG dakini beats it for much cheaper. BS 11 + mimetism > BS12.
    Rudras are fantastic for outflanking and catching people in hard to reach places, but they pay a lot for that extra utility. And linking them makes you suddenly have a 150 pts link - not a team to rambo at all.

    Dont ever superior infiltrate someone that doesn't have superior infiltration. It is simply not worth the risk. The mk2 is a much better denial and surprise tool than a rambo - a Dasyu is a better Rambo on both the Combi and the BSG versions - combi's extra range and burst does wonders, and not having a AHD on the BSG means he is much less vulnerable to being hacked back - forcing people to handle his TO camo instead of ignoring it with a hacking attack.

    10 points. WIP 15 FO with a nanopulser and 2 wounds. That does not loose you a order when he dies. He is one of the best speedbumps in the game. Offensively? He is good with Burst 4, but not really fantastic because of no visual mods and the short range. But he is *completely* disposable too.

    If she can't handle armor you are picking up the wrong Dart profile. Get the EM grenades one, and either intuitive attack those at REMs/TAGs or get within 8 inches firing AP at HI. She is one of the most versatile figures IN THE GAME.

    The Asura is priced badly. The only reason she is usable in OSS is because of lt lv2. Non lt2 Asura is terrible, and was terrible in vanilla ALEPH.
    Don't get the spitfire version - Devas do that job almost as well, costing half the price. The good asura is the HD+one. MULTI is a decent enough wepon, having a marker state is fantastic for pushing gaps, and the extra utility of being a specialist and one of the toughest hackers in the game is also fantastic. 2 extra orders also give you a ridiculous amount of flexibility, but always make sure you bring CoC.


    You are not feeling OSS because you are not thinking about it correctly.
    - Conservative Rambo. Don't. Rambos exist to die. Not to be thrown out mindlessly, mind you, but you should expect them to not last more than the round they ramboed in. Your job is to make it harder to happen, but epect to loose these guys.
    - OSS does not win games through sheer firepower. You have some firepower options, but no Kriza. What you have are incredible toolboxes that can approach a problem in several different ways. You play less like PanO ( and Steel Phalanx) and much more like Nomads.
    - Proxies don't loose you a order when they die. That is one of their biggest advantages. Stuff like the mk5 and the sniper mk2 are fantastic because they force your enemy to handle them, and they don't set you back anything if they die in the process.
    - Dart. Seriously, use the EM one. Her only problem is handling TAGs, and it is very worth to lob EM at them. For everything else, the SMG is a good enough wepon - again, good enough, not fantastic. You have camo, just move away from a fight you don't want.
    - Garudas - these are one of the best AD troops in the game. Combi is good enough when catching people out of position, just be mindful of hacking areas.
    - Arjunas - BS12 + mimestism is enough to handle most things in the game. As is bs 12 + marksmanship lv 2 on Rudras, or BS11 + mimetism + Marksmanship on Dakinis. If that is not enough to dislodge something, then don't try to shoot it down. Get a direct template on it, put mines in front of it, or something else. You have toolboxes, not ridiculous firepower.
     
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  18. paraelix

    paraelix Seed Embryo Scholar

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    Incorrect. Having heard a player explain how their opponent used their reserve model to deploy an Ariadna Scout Minelayer over the halfway line, with an e/Mauler plopped in the face of a TAG and nothing nearby to easily move in and remove the threat... There is 100% reason for you to consider running the risk when the scenario suits. It may not always be worth it, but to never even consider based on some self-imposed rule you've decided to abide by is silly.
     
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  19. Shoitaan

    Shoitaan Well-Known Member

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    Re: Rudras
    All excellent points with a lot of great lessons, just some clarificaiton on my end:
    Rudras - I'd never use it in a FT, I dont' see the point. I use it for lots of kills but by leveraging its manouverability. I'd never put it in a shootout vs somethign nasty, more outflank some specialists or whatever is dragging a Xenotech etc. I've had bad luck with mines actually killing anything but they're good for area denial and I'm yet to whiff a roll with the dispenser.

    Re: Mk2
    The infiltrate rolls I've gambled on I don't regret. In my last game for example, the mk 2 was able to knock out 1 kriza and drop a wound on the other (duo) in only 4 orders. It's a game I'd always take if I can take out somethign sensitive. But that being said, unless there's somethign that must die within turn 1, I agree that the risk isn't worth it. I rather put a suspicious camo marker in the mid-field just to put off my opponent.

    Re: Mk5
    You misunderstood me I think. I take the mk5 FO with me everytime even though I've never used it successfully. It's the MK5 loadout without the FO but with MK12+Marksmanship X that I've never taken and don't understand the purpose of.

    Re: Dart
    As I clarified in an above post, I always take the e/m one, its just the tables I've played haven't let me be within 8". I'm usually engaging 8-16 band and struggling. It could just be that I'm not used to moving around effectively in marker state yet (to close that gap). But yes, I love Dart. Taking her most of the time now.

    Taking on board your advice everything else though. Just a side note: I keep avoiding taking Arjun because he seems quite squish for the points. But I'm of the belief that Mathfinity and the actual game have very different experiences so I'm willing to give it a shot. How have you found your experiences with him/her?

    @BigBadFox - I always take the BS CSU in my Dakini link for that close range protection. But because I try to keep my Dakini long range, he doesn't seem to get much action. The one time I had an enemy AD drop on my DZ to wreak havoc, he whiffed the roll and dispersed to the midfield before my link was threatened XD




    Please keep the advice coming folks!
     
  20. Deathbird

    Deathbird New Member

    Joined:
    Apr 25, 2017
    Messages:
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    @Shoitaan, I havn't really used anything yet but am going to take a list to a tournament at the start of Feb.
    Operations Subsection of the S.S.S.
    ──────────────────────────────────────────────────
    [​IMG]10
    DEVA Hacker (Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 31)
    DAKINI Tacbot HMG / Electric Pulse. (1 | 21)
    DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
    Rebot SAMEKH FTO Missile Launcher / Electric Pulse. (1.5 | 22)
    CSU (Specialist Operative) Breaker Combi Rifle, Nanopulser / Pistol, Knife. (0 | 15)
    SHAKTI Lieutenant Hacker (Killer Hacking Device. UPGRADE: Sucker Punch) Mk12, E/Marat / Heavy Pistol, Knife. (0 | 40)
    ASURA Spitfire, Nanopulser / Pistol, AP CCW. (2 | 70)
    RUDRA Red Fury, Mine Dispenser / Electric Pulse. (1 | 40)
    SHUKRA (Chain of Command) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 25)
    PROXY Mk.5 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades / Pistol, Knife. (0 | 10)
    PROXY Mk.1 Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife. (0 | 10)
    6 SWC | 299 Points
    Open in Infinity Army

    To stop the Rudras dying so easily in the reactive turn, i would probably break the Harris and put all three into Supressive Fire, then reform the link afterwards. There might be some changes to be made to optimise the list and of course meta has a play so this list might not work where you play. But its a thought.
     
    Shoitaan likes this.
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