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The Bashi Bazouks

Discussion in 'General' started by Space Ranger, Jun 2, 2020.

  1. Space Ranger

    Space Ranger Well-Known Member

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    I think this is a pretty good troop I find them hard to play and would like others advice.

    These guys are in a lot of armies too. AVA 4 in Ikari, Dahshat, Druze, and QK (though QK doesn't get the SO)

    I particularly like the the Combi/E-mauler because it's fun to put down mines in the enemy half or even deployment zone. The SO I've never had luck with and the BSG is pretty good and a cool figure.

    Some things i think are important:
    1. Make sure they are in a group with some regular orders. I've made the very dumb mistake of taking them all in one group, bringing them on the table, and then not having any orders for them to do anything! I did have some orders at first but after they were killed off, the Bashi had nothing.
    2. Don't be afraid to Not use Parachutist skill and deploy normally. I've also had trouble doing the airborne deployment because of needing to pick a spot at the beginning of the game and you must stick to it. What seems like a good idea in the start is not always later. The 12pt SMG can make a good Lt. Decoy too. For defensive missions, they can be used to go into suppressible fire to just hold an area.

    My toughest thing to figure out is Holo placement. I always seem to get them picked and killed off.
     
    #1 Space Ranger, Jun 2, 2020
    Last edited: Jun 3, 2020
    Darkinga likes this.
  2. Cthulhu363

    Cthulhu363 "It's a bug in the document"

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    I've had a lot of success with the Bashi Bazouks. I always have at least one, but usually bring two or more. Since they are disposable, i usually stick with the SMG profile. The combination of having shock, AP or DTW options is a beautiful thing. The only time i don't drop them is when i'm playing a shell game with lieutenants. Since they are cheap and expendable i always go after what is most dangerous, but like you said, picking the right quadrant to drop in can be difficult....but that's why i take multiple.
    the holoecho/suppresive fire trick can come in really handy if they survive that first round.
     
  3. Space Ranger

    Space Ranger Well-Known Member

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    Correct me if i'm wrong but you can also coordinate order to have them parachute on the board. 1 command token, 1 Regular order (again, why they need to be in a group with regular order troops), must be in the same group. I was going to try this before but the 1 regular order i had was killed before i could use it. (killed 1st turn, brought them on the board 2nd)
     
  4. KestrelM1

    KestrelM1 Well-Known Member

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    You can indeed Coordinated Order them onto the board together, though it effectively wastes their Irregular order and is a bit redundant considering you can drop with 2 Holoechoes already out. Bashi are quite nice for entering the board in view of enemies, assuming they're not packing templates.

    I've tried to make use of Bashi in Dahshat, but there's incredibly stiff competition for Irregular troopers in that sectorial. Hunzakuts, Super Libertos, McMurrough, and to a lesser extent Kum are all extremely important role-players and shoehorning in yet another Irregular trooper is often a big ask. They find a place in missions like Power Pack or Firefight where their deployment area is significantly expanded, but it's tough to justify a Bashi over the cheaper and often deadlier Liberto SMG. They have similar competition issues in Ikari where they're up against Desperadoes, Yojimbo, and mothertrucking Yuan Yuan. They can be played in a complementary manner, but managing combat groups when you're rocking 5+ Irregular orders gets ugly quick.

    Ultimately they're nice because they're not a huge commitment, and I agree the SMG is probably the most economical of the lot. But they do struggle slightly without squishy backfield targets to hunt.
     
  5. Space Ranger

    Space Ranger Well-Known Member

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    What do you mean about wasting their irregular order? if you do a coordinated order, it costs 1 regular order for them to all come on board. Then they still have their Irregular order to do something.

    I hear you about Dahshat. I mainly have used them in Ikari because, other than 1 Ninja, they don't have much back field troops. YY are great of course. Also Ikari has even worse Lt. options so i may use the SMG to look like a Lt. "Just ignore that lone Brawler in the building."
     
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  6. Willen

    Willen Well-Known Member

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    He means that, as per the second bullet of the AD skill, the Order generated by the AD trooper can only be used to deploy, therefore, it is lost if you don´t use it for entering the board:
    • As long as they are off the game table, AD troopers add no Orders to their respective Order Pools. However, an undeployed AD trooper still generates an Order usable only to deploy with Airborne Deployment.
     
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  7. Capo.Paint

    Capo.Paint Well-Known Member

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    I don't really see the point of fielding two or more of them, since I am forced to pick one edge for both and normally one is enough if he can enter unharmed. The SMG profile is gold here due to his flexibility and the opportunity to shock annoying pieces off the table. 12 points are always okay for a risky suicide run, while the other profiles are too expensive for such tasks.
    Maybe the E/Mauler-profile as a serious troop can be interesting sometimes, but I made the experience that you have to invest a lot of ressources into him, just to have the E/Mauler dodged or disabled by some other cheap tool of your opponents list. So better kill things directly with the SMG.

    The other perspective of having at least one in my list: In missions with scoring-zones, a turn three Bashi can turn things around quite good and the chances to have the chosen edge uncovered in late game is quite high.
     
  8. AssaultUnicorn

    AssaultUnicorn KTS is the best unit

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    I don't really have anything interesting to add here except fielding E/Mauler Bashi in your DZ as a decoy Lt. or specialist is an idea I've been playing around with, and I specifically place the guy in Holo1 state to avoid those weird three-man groups that are not part of a fireteam. If your opponent is big on using Rambo pieces to decapitate your lieutenants – have him come to the narrow corridor only to see the decoy deploying an E/Mauler. And if that Rambo is not a Veteran or Morat – E/Mauler will do a better job disabling him should he fail a single BTS check. Compared to a Chain Colt, it's just not as good considering that Rambos are usually multi-wound models that also may or may not be an HI, REM, or a TAG.

    As far as their Parachutist skill goes, I feel like deploying them in the endgame is the best option to go about it since most of the time you will have enemy troopers covering the table edges. Make the enemy troops advance into the midfield or soften them up first, and then finish off stragglers with the deployed Bashi.
     
  9. helsbecter

    helsbecter Ultrademocratic subSenator, #dominion Module

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    I have taken them playing DBA here in this TTS league I'm in, but I'm finding that they're just a lesser version of the Hunzakut. One more point and you get a unit that's basically equivalent to the Bashi spec-ops in DBA, but it has +2 WIP to push buttons with and a strong flash pulse ARO. So, unless there's some exclusion zones or I need a third + midfield specialist he's not really worth it.
     
  10. Knauf

    Knauf Transhumanist

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    In Ikari, Dashat and Druze they are really useful as a 12 point decoy for your vulnerable LT.

    Just deploy them normally with Holoprojector 2, place three additional Brawlers/Keisotsu in your DZ and make your otherwise obvious LT not quite as obvious. The chain colt template can also be a nasty surprise for anyone trying to invade your DZ.

    Also works nicely for Vanilla Haqq if you use Saladin.
     
    #10 Knauf, Jul 1, 2020
    Last edited: Jul 1, 2020
  11. Capo.Paint

    Capo.Paint Well-Known Member

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    I am not that aware of Lt-options in Ikari, but for Druze, this is quite problematic. Most of the time your Lt is part of a link-team and while naming all the team-members you have to point out the real Lt, unless your opponent isn't listening well. But for the 10% of my lists, where the Brawler Lt is sitting somewhere without a link, that is a good use for the Bashi Bazouk.

    Maybe this tactic is a bit less vulnerable and useful, if you holoecho a reasonable thread, like the Druze MSR or Armand. Armand has the benefit here for not being linked, so there are no hints for your opponent on which target is the right one.
     
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  12. Knauf

    Knauf Transhumanist

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    Do you actually have to name their full profiles?
    "When a Fireteam is created, the player must declare which troopers are members of it."
    Does that mean pointing at models on the table or referring to their unit profile in your list?

    If that's how it works, you could play around with it and place your LT outside of the fireteam from time to time, to throw your opponent off.


    But yeah, generally, this seems to be more useful for models outside fireteams.
     
  13. Space Ranger

    Space Ranger Well-Known Member

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    I don't think I've ever taken them as a specialist. The never get to what they need to anyway. The two I take the most are the BSG and Combe/E-Mauler. The C/E did pretty well going first and then putting E/Maulers in the path of Riot Grrls in their deployment once but I haven't been able to pull that off again. but I like putting down E/M near or in the enemy deployment and then going into suppression. I pretty good speed bump.
     
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  14. helsbecter

    helsbecter Ultrademocratic subSenator, #dominion Module

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    Speaking again from Druze, I don't know if there's much he can holo project as that truly makes sense. I think the best you can do is to drop him in reserve as Armand to conceal a Saito-shaped hole in your list.

    I tried deploying him as a warcor and while my opponent fell for it the effect was not that dramatic.
     
  15. KestrelM1

    KestrelM1 Well-Known Member

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    I've seen some Druze players holoproject as 3 Armand Le Muets in addition to the actual Armand to force the opponent to consider 4 ODD ARO pieces. It's not foolproof but for 12 points that's a lot of potential influence over your opponent's game plan.
     
  16. tox

    tox SorriBarai
    Warcor

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    You can deploy him as Arslan to hide your poor choice of Lieutenant, if you are afraid of assassinations...
    But the best way to use it is Fake-Armand
     
  17. Capo.Paint

    Capo.Paint Well-Known Member

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    Armand and a single Druze MSR are my favourite choices for this, too. It is not directly about the thread of ignoring the right one, but more for all the potential LoSs covered with the Holoechoes. That makes it difficult for AD troops and may force your opponent to waste some orders by choosing an other route to your juicy targets.
     
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