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The Varuna Immediate Reaction Division: A Tactica

Discussion in 'PanOceania' started by barakiel, Dec 27, 2018.

  1. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower
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    Jammers have their greatest effect when they can be positioned where an opponent cannot get to the unit with them, but the area of the Jammer forces them to overcome the effect before they can contact a necessary objective.

    Any situation where a Jammer can set up in total cover, especially total cover inside or on top of a building which will cost additional orders to access, in such a way that an opponent will have to contest the Jammer on their move up to an objective AND again in order to interact with the objective (and especially in those situations where they will then have to contest AGAIN a third time to move away) they become truly offensive.

    This includes Scenarios like Rescue, Capture and Protect and Looting and Sabotage but also Supplies and Power Pack.

    Playing building interiors, and the ways in which doors are played on those interiors, makes a big difference to the impact of Jammers, but isn't necessary for them to have a disproportionate impact on the game.

    Obviously some table setups are going to create choke points where a Jammer can have this impact even if it's not directly covering an objective, but this is more table dependent and can usually be played around.

    To me, it's the permanent aspect of the effect of the Jammer which is the key issue. Why is why I support allowing a "reset out" option for units which have been Isolated.
     
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  2. barakiel

    barakiel Echo Bravo Master Sergeant
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    @Cadmo
    Good question. The better the players you fight, the less that Jammer will be dominant. For me, if Jammer's having a strong effect, it's usually because I've already won my game tactically, and the opponent is making desperate plays into Jammer fields. If my opponent is playing intelligently, he's using AROs, mines, etc to stop my Jammers from getting up on rooftops, or other hard-to-reach areas where Jammers tend to dominate.

    I think your approach is a good one, for creating tactically difficult situations. You definitely want your opponent forced to split his attention between two things... Opposing a long-range ARO or Suppressive Fire, and resetting the Jam. Obviously your opponent can't do both. A smart opponent will typically force this way through this situation using a cheap order-efficient warband, or Nimbus/Eclipse, or Camo, or some combination of all of those. I

    For me, I tend to keep my use of Jammer simple. If I go first, positioning Jammer and scoring objectives tends to be my first priority (Alpha Strike with VIRD is difficult, unless the enemy has made a deployment mistake.) If my opponent goes first, I usually counter-attack his units, using Jammer/Sensor to reveal, and Triangulated Fire and other tools for damage. From there, I'll try to protect the Jammers with AROs, but I try not to use too many resources to do this. You can create a really impenetrable wall with VIRD, but creating a 100% mechanic-proof defens is difficult, and always costs a lot of orders and points. For that reason, I tend to use my Jammers aggressively, forcing the enemy to expend Orders to remove them, risking my ZCs so that the opponent has something to attack. This usually buys me enough space that my backfield and Specialists get left alone, letting me accomplish the mission.

    Smart opponents will deny you from reaching rooftops, pick a table side with less vantage points/total cover, go first in order to set up their midfield before the jammers can get into position, or just find ways to use cheap troops to have the greatest impact. Veterans are obviously dangers. More commonly, Irregular Specialists, attackers, warbands, etc. are one of the best troop types for opponents to use vs Jammer, because Irregular troops are cheap, often Impeutous, and can always count on spending at least one Order after they get Isolated. This makes Irregular objective runners very good at pushing consoles, grabbing beacons, etc. within a Jammer's Zone of Control, and you have to be particularly careful around them.
     
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  3. barakiel

    barakiel Echo Bravo Master Sergeant
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    Addition too: the best cheap support you can give a Jammer unit is an antipersonnel mine. Crocs and Zulu Cobra Jammers are very good at providing mutual support. I'll often have my Jammers cover a Croc, letting the Croc push buttons, and dropping off a couple mines to help the Zulu Cobra say alive.
     
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  4. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower
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    This is very good advice.

    And it represents one of the best ways to really leverage first turn advantage with Varuna.

    If you can't do bloody murder on your opponent (as you might with NCA for example) then setting up so that you hold objectives and it'll be hell for them to punch through the overlapping defense protecting them (Mines around, Jammer covering, overlooking AROs) then order advantage will quickly trickle away.

    It's a very different way to play PanOceania, and damn but it can work well.
     
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  5. Cadmo

    Cadmo Well-Known Member

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    Thank you guys @barakiel @AdmiralJCJF for your answer, they are very explanatory, I think I could summarize in:

    1. Use the jammers without LoF in the most unattainable position for the rival.
    2. Pairing the jammers with all the other defensive tools that Varuna have, like mines and long AROs, but in a balanced way trying not to spend too many orders or miniatures on it, in the end, nothing is 100% impenetrable.
    3. Like any other ARO, the idea is to delay the opponent as much as possible and create a distraction for the advancement of our troops to the fulfillment of the mission.

    I like the use you give to the ZC @barakiel , that more aggressive way of using them in active turn, and I agree that an alpha strike is difficult with VIRD, so a good strategy can be to concentrate on completing some objectives and properly position the ZC -jammers for the reactive turn.

    Now, respect our dear croc men (I love these guys), It seems very natural to use them in conjunction with the ZC, however again the timing of this move I think is critical. Since we do not have too many specialists that are efficient in taking goals, revealing a croc seems very important... I try to always keep it for the second or even the third turn to go for that objective that makes you win the game or attack those miniatures that have been exposed or are in weaker condition (out of range for example)... So using it to put a mine should be once you have met this role because if croc dies unexpectedly can be a hard hit.

    Also we could use the minelayer profile but we lose a valuable specialist or use two croc man plus 3 ZC, but apparently there are many points ... That's why I was inclined to use them with remotes such as the bulleteer or a pacemaker (heavy shotgun) during my first reactive turn if I go first, but is true that could be easily broken by warbands.
     
  6. AdmiralJCJF

    AdmiralJCJF Heart of the Hyperpower
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    If I was going to put this kind of approach into action then I might use a list something like this:

    Varuna Immediate Reaction Division
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]10
    KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)
    FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
    FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
    FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
    KAMAU HMG / Pistol, Knife. (1 | 28)
    TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
    PALBOT Electric Pulse. (0 | 3)
    ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]5
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    CROC MAN (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
    HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
    HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
    HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
    TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
    5 SWC | 299 Points
    Open in Infinity Army
     
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  7. Goorie

    Goorie Member

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    I’m also toying with the ZC/Croc idea.

    Maybe one less Helot for a Mule to have an extra regular.

    I also like Spitfire ZC and Paramedic EB for these kind of lists.

    División de Reacción Inmediata de Varuna
    ──────────────────────────────────────────────────
    GRUPO 1[​IMG] [​IMG] [​IMG]9 [​IMG]1
    ZULÚ-COBRA Hacker (Disp. de Hacker Asesino) Fusil Combi Breaker / Pistola, Cuchillo. (0 | 28)
    ZULÚ-COBRA (Sensor) Fusil Combi, Jammer / Pistola de Asalto, Cuchillo. (0 | 29)
    FUSILERO Fusil Combi / Pistola, Cuchillo. (0 | 10)
    FUSILERO (Observ. de Artillería y Repetidor de Posición) Fusil Combi / Pistola, Cuchillo. (0 | 12)
    FUSILERO Fusil Combi / Pistola, Cuchillo. (0 | 10)
    FUSILERO Ametralladora / Pistola, Cuchillo. (1 | 18)
    KAMAU (Visor Multiespectral N2) F. de Francotirador MULTI / Pistola, Cuchillo. (1.5 | 32)
    PALBOT Pulso Eléctrico. (0 | 3)
    TRAUMA-DOC Fusil Combi / Pistola, Cuchillo. (0 | 14)
    MAQUINISTA Fusil Combi, Cargas-D / Pistola, Cuchillo. (0 | 15)
    MILICIANO ILOTA Subfusil, Lanzacohetes Ligero / Pistola, Cuchillo. (0.5 | 9)

    GRUPO 2[​IMG] [​IMG] [​IMG]5 [​IMG]2
    FUGAZI DRONBOT Pulso Flash, Sniffer / Pulso Eléctrico. (0 | 8)
    FUGAZI DRONBOT Pulso Flash, Sniffer / Pulso Eléctrico. (0 | 8)
    MILICIANO ILOTA Subfusil, Lanzacohetes Ligero / Pistola, Cuchillo. (0.5 | 9)
    MILICIANO ILOTA Subfusil, Lanzacohetes Ligero / Pistola, Cuchillo. (0.5 | 9)
    ZULÚ-COBRA Teniente (Sensor) Fusil Combi, Jammer / Pistola de Asalto, Cuchillo. (0 | 29)
    SIERRA DRONBOT Ametralladora / Pulso Eléctrico. (1 | 25)
    CROC MAN (Observ. de Artillería y Repetidor de Posición) Fusil Combi, Minas Antipersona / Pistola, Cuchillo. (0 | 32)

    5 CAP | 300 Puntos
    Abrir en Infinity Army
     
    #107 Goorie, Aug 16, 2019
    Last edited: Aug 17, 2019
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  8. Judge Dredd

    Judge Dredd Well-Known Member

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    To add my 2 cents to the jammer denate, jammers incentivize different loadouts. Jammers make vets valuable. Jammers of roofs make spec fire weapons like lgls and hgl more valuable. Jammers are fine. It's a damage 13 hit at full bts. It's the psychological effect that it causes and the times that you flail about in their zoc that makes people fear them. Being isolated sucks, but I've won a tournament game with a swiss guard that got isolated and had to duel with an interventor and a flanker dancing around in aro and doing his best with one order and it caused major problems to my opponent. And he punked them both. Isolated doesn't mean you arent still a threat, just a significantly reduced one.
     
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  9. SuperD

    SuperD Well-Known Member

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    I've had a few games so far with my new Varuna. Despite deploying typically 2 Zulu Cobras, one on each flank, the jammers haven't seen much use. Instead, they seem to do most benefit through avoidance by funneling the opponent into the middle of the board where crocmen with shotguns can have good use.

    The main function for the zulu cobra's seems to be the triangulated fire. It's just mean!
     
  10. Saitan247

    Saitan247 Active Member

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    Besides the triangulated fire, discover and sensor see a lot of usage in my games, The Killerhacker profile is always worth taking ;)
     
  11. barakiel

    barakiel Echo Bravo Master Sergeant
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    Good comments on Jammer.

    Just to add some more thoughts:
    • Yes, Jammers are good for funneling an opponent to a specific area, or for checking warbands trying to maneuver in on your squishy backline.
    • I think my favorite thing about Jammers is that they punish an opponent who relinquishes Turn 1 to VIRD. VIRD is not a strong alpha-strike army... Echo bravos and Peacemakers, while good units, carry too many restrictions to effectively crack a bunkered enemy in Turn 1. Instead, I like to use Turn 1 to position Jammers where they'll cause the most headaches, skirmishing with enemy infiltrators and taking them out before Re-Camoing in hard-to-reach bottlenecks. If an opponent yields the field to you on Turn 1, hiding from your big guns, then this is a really good time to get your Jammers into the strongest positions.
    • I use that KHD profile a lot. Authorize REMs, decent Specialist, great Classified coverage thanks to both Hacker and Veteran Troop Classification (not Veteran the rule.) She's even a great emergency armor-cracker thanks to breaker. Great all-around profile.
    • I've been using the Spitfire profile more and more. Players tend to expect rifle rangebands, or else the slower, more clunky approach of setting up Triangulated fire. Being able to run-and-gun with the Spitfire can create a lot more midfield danger and momentum than an opponent was necessarily expecting. It's a particularly good tool for challenging Flash Pulse Aros, Suppressive Fire opponents, and other units that can hold up a rifle-ranged opponent and bog them down for an Order or two. The Spitfire can often tear right through them, not requiring a Long Skill to Triangulate, and sometimes that added Order efficiency can really allow for a lethal turn.
     
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  12. Cadmo

    Cadmo Well-Known Member

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    I agree with you @barakiel , thank you very much guys for your comments, they have been a great help.

    Regarding the ZCs, do you say use a sensor, a KHD and a ZC with spitfire? I had thought something very similar ...

    But continuing with VIRD, another thing that I have noticed in my meta, is that my rivals know that I will play most of the time with Kamaus (sniper/HMG/Haris) the maximum AVA of Zulu-Cobras, fugazis, croc men, among others ... So I start to face many multispectral visors, the L1 is enough to play against VIRD and these are present in almost all factions, and also many of these profiles are linked and play especially in reactive turn (a classic sniper with multispectral visor L1/2 ). This makes the Kamau HMG/sniper lose part of its strength, and also the Zulu-Cobras, especially when the opponent's troop is linked in a core (Sixth sense L2)... and as mentioned before we don't have access to rambo units, so... This has made me reconsider the Orc troop.

    It may be a very simplistic option, but the truth is that having a linked HMG that shoots at 20s with burst 5 in range and in a condition that is normally safe (close to my DZ, full linked, etc..). can be brutal to deny the L1/2 visors, just because they don't gain anything when facing an Orc. It is true that in normal conditions the Kamau HMG are better gunfighter than the Orc HMG, but as my meta has evolved due to the presence of the Kamaus, each time I have to look for more innovative answers, and sometimes returning to the simple may be an option. That is why in certain games I have leaned towards a troop with more armor and more wounds when it comes to generating a space where my ZCs or croc man can move freely.

    So the Orc HMG I tend to use it more aggressively if necessary, that is turn 1 (if I see that the bulleteer / Echo / pacemaker will not work), while the Kamau HMG, I always try to reserve it for later turns (due to its fragility) .

    Has this happened to you too? How do you deal with these AROs with visors?
     
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  13. barakiel

    barakiel Echo Bravo Master Sergeant
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    @Cadmo
    I almost always use two Jammers. I think Defense is just too important. Since VIRD is fragile when attacking, and since (as you say) Visors are very powerful against us when we gunfight, I try to have two Jammers to help make sure my Defense is strong.

    So my lists will usually include two Jammers, and either the Zulu Cobra KHD, or one of the long-range weapons (Marksman Rifle or Spitfire, if I have the SWC available.)

    Visors are definitely strong versus Varuna, and I think that's an important tool for any opponent to use. A good MSV unit shooting through a Saturation Zone, such as Forest or Nimbus Grenade, is one of the easiest ways to kill the Kamau Sniper. As you say though, we have to be careful around Visors, and be able to use high Burst to threaten Visor units. I agree 100% that the ORC HMG is strong there. I still think the ORC is probably too expensive compared to the Kamau HMG... Almost 20 points more expensive is crazy... But the ORC is very helpful for fighting visors, and makes a great Datatracker too. I have a soft spot for the Varuna Division ORC.
     
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  14. Barrogh

    Barrogh Well-Known Member

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    ORC as an active piece was a common suggestion in our local community a few month into Varuna's life. Worth noting that not many players settled with the new sectorial, so take it with a grain of sea salt.
     
  15. barakiel

    barakiel Echo Bravo Master Sergeant
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    I don't blame them, I'm still learning new things too. It took me a good 3-4 months of play just to get comfortable with solid opening moves, and how to punish an opponent who lets me go first.

    The costing for the ORC does feel a bit out of whack to me still, but I've had plenty of scenarios where the ARM value and second wound are life-saving, and possibly even mission-winning. The ability to run a 2-Wound, ARM4 Datatracker gives VIRD much more resiience. Even Patsy, with her short-range SMG, can handle a significant beating if you don't expose her to too much danger.
     
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  16. Cadmo

    Cadmo Well-Known Member

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    If I understood you well @Barrogh.... I've also heard the same in many communities, Varuna has not finally been liked by PanO players and they have ended up changing to other sectorials like ASA ... sometimes the same thing happens to me, but it is good try to find effectiveness with each sectorial/strategy.

    I fully agree with you @barakiel VIRD is different from other sectorials and takes time to deep understand (I'm still on that! ), and always try to hit strong in the first turn like when I playing with MO or even NCA, and sometimes I lose units quickly... for example, yesterday against O-12 I lost a Kamau Sniper and a bulleteer with spitfire (both firing in good range) against an Epsilon sniper (incredible!), After that I decided to avoid the sniper using the camouflage markers to cross Epsilon LoF (when was necessary) and avoid all the time his shot and position the Jammers near the targets and finally I ended up winning the game, if I started with this strategy probably I was avoided the loose of these two troops ... finally, it was hard but very interesting. I still believe that the VIRD game is much more tactical, defensive and speculative (play with a lot of camo), but it is still very entertaining in that facet. I finally missed the ORC yesterday too hahaha! I think I'll consider it more often.
     
    #116 Cadmo, Sep 20, 2019
    Last edited: Sep 22, 2019
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  17. SuperD

    SuperD Well-Known Member

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    It seemed like there was a lot of Varuna floating around when it was first released but it has certainly died down now!

    I have a game of Countermeasures coming up (very cool take on highly classified) against IA.

    I'm thinking of something like this. Definitely light on heavy guns but I tried to pack in a bunch of specialists. I'd love an echo bravo but there's really nowhere to get points other than swapping for one of the kamau!

    Varuna Immediate Reaction Division
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]1
    KNIGHT OF MONTESA Paramedic (MediKit) Boarding Shotgun, Chain-colt / Pistol, DA CC Weapon. (0 | 39)
    ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    ZULU-COBRA Hacker (Killer Hacking Device) Breaker Combi Rifle / Pistol, Knife. (0 | 28)
    ZULU-COBRA (Forward Observer) Breaker Combi Rifle / Pistol, Knife. (0 | 26)
    KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
    KAMAU HMG / Pistol, Knife. (1 | 28)
    FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
    FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
    TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)

    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]3
    HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
    HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
    HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
    CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)

    4.5 SWC | 300 Points

    Open in Infinity Army
     
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  18. barakiel

    barakiel Echo Bravo Master Sergeant
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    That's pretty good. I might suggest Patsy over the Montesa... She isn't as speedy, but she can do a huge pile of different Classifieds, has some in-built Order efficiency thanks to NCO, and taking her as your Forward Observer would free up that third Zulu Cobra for a more useful role (like a second Jammer, hugely important since you don't have MSV2, or Spitfire, since you have the SWC for a Spitfire.)

    Otherwise, looks like a fine list.
     
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  19. Teslarod

    Teslarod Trebuchet Enthusiast

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    Varuna isn't a perfect fit for my playstyle by any means. But it has good substitutes for the tools I value.
    The ZC Sensor having a Jammer is really just the cherry on top of him being a SWC free combat trooper with Sensor suited for shellgames with Helots and Mines. You never know with a DZ bound Camo Marker in Varuna. Could be a B3 SMG, B2 LRL, Jammer, Mine or KHD. 2-3 Helots, Warcor, Techbee, Fugazi and the Jammer make Varuna resilient against getting pushed to death turn one. Even if your Kamau Sniper bites it early or is hiding for the turn.

    Triangulated fire is a must if you are unable to bring capable CC Specialists. Especially if your usual combatants are a bunch of squishies who can't take a friendly fire hit while stuck in CC.

    Varuna is pretty good at holding their own ground, but not so much at conquering and holding new space. EB, ZC and Crocs don't fare well against a counterattack from a bunch of DTWs, Mine carrying Skirmishers, Dart or most other medium threat level countermeasure.

    For a well rounded set of missions or even just good old Annihilation I was always a little short on staying power and raw output. The kind you'd usually bring a Tik or Swiss for. The Orc HMG kinda does the trick in a very barebones way (although Stealth helps a lot), a Montesa just can't be kept alive reliably, lacks punch and a B4 weapon, a Cutter is a bit too much of an all eggs in one basket approach for me and the Squalo still suffers from the usual problem that a lot of tables don't make life for S7+ easy.

    Initially I just went back looking for greener pastures (hoboi do I like the new and improved NCA) and expermenting with Vanilla.
    Something has made me come back though and that's ITS 11. The tweaks to missions, new additions and Tactical awareness all seem to suit Varuna quite nicely - if you bring a Zapper Squalo.
    You still can fit a lot of Varuna next to it, you get a very unique kit of Pistol, MultiHMG and the ridiculous threat that is a Zapper on top of all the support troops you could ever want to prevent it from dying prematurely.
    There are small things, like our AD trooper having Shock to oneshot Dogged/NWI midfielders efficiently, our ARO sniper making it hard to pummel our TAG to death in a Smoke cloud, the ZC KHD being vastly mire involvement oriented than a Hexa or our CC bailout Sensor being better than the usual FO bot.
    Wouldn't have believed it a month ago, but Varuna is a much better Sectorial to run a TAG in than SAA (despite the Tik being better overall).
    A lot of people have dusted off the big guys for another round, between that, access to Shock and Antimaterial for missions, a good old Multi HMG adds a lot to Varuna. Even at WIP 10(11) a TAg is still by far the most resilient combat Specialist Varuna has to offer.

    Never was a fan of Patsy in the slightest. Still is way too expensive for the lack of synergy her Nimbus+ has in Varuna and severly undergunned for a troop in her pricerange. She would be 46 with a Multirifle though, which unfortunately just puts a perspective on how 'ideal' Orcs as a basic platform are to work with.
     
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  20. Cadmo

    Cadmo Well-Known Member

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    If I consider a list for Countermeasures I probably use Patsy as @barakiel suggests. It is true that Patsy isn’t a character that excels for her supreme firepower as @Teslarod explain very well in my opinion, and also could be too expensive to her role, (I have mixed feelings about her,) but similar to the entire VIRD I really want to make it work… and in this mission, Patsy could shine.

    If you compare Montesa against Patsy, Montesa only allows you to achieve specifically two classified: predator and follow-up, while Patsy allows you to fulfill 8 of those: follow-up, sabotage, net-undermine, capture, kidnapping, mapping, telemetry, and designation, also if you choose them as Datatracker she also could accomplish nanoespionage. Finally, she could also fulfill the other 4 common classified ones, so in total Patsy, in theory, could achieve 13 of 20 classified (65%), while Montesa in the same condition only 7 (35%). Of course some missions are more difficult for Patsy than Montessa but in general terms, Patsy is much better.

    In that line, also if we design her as our datatracker we give her an additional order, plus the order of NCO you have two extra orders to spend on her, which is very powerful and also could compensate the fact that she deploys probably far from her objectives. Finally, one interesting debate is if she could run as a solo piece or in a fireteam, probably a haris one. For me, both options are good, but as solo piece, you have more space to add more valuable troops to your list and use the two extra orders.

    Expanding this idea:

    Varuna Immediate Reaction Division
    ──────────────────────────────────────────────────
    [​IMG]6
    PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)
    ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
    ZULU-COBRA Hacker (Killer Hacking Device) Breaker Combi Rifle / Pistol, Knife. (0 | 28)
    TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
    MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)

    0 SWC | 152 Points

    Open in Infinity Army

    With these troops, if I’m not wrong, you could achieve 19 of 20 missions of the classified, and there is a lot of good synergy between Patsy and the Zulu-Cobra sensors, triangulated fire inside of nimbus plus zone is great in active, and jammers could be an excellent way to protect Patsy in reactive. Also with these troops you still have your 6 SWC and almost half of the points to complete with other profiles. Also this would allow us to incorporate a crock man FO or a fusilier HD for “redundancy” for example, to keep our option to win when some troop die, also is a perfect environment for a bulleteer (engineer plus fusilier HD) for more aggressive options, also is possible to set up the entire VIRD defensive system: Helots, linked Kamau sniper, jammers and mines, you could include an Echo bravo or even a linked ORC HMG or a Montesa, etc... So the point is in that way it is possible to have a good list for this mission without changing too much the basic structure of VIRD that at least I like very much.

    Finally, in this approach the hardest mission probably will be predator, so the simplest solution will be discard it.
     
    #120 Cadmo, Sep 22, 2019
    Last edited: Sep 22, 2019
    volgo likes this.