Good Morning/Afternoon/Evening, Morat commanders, The Red One speaking here. As our original Morat Tactica has become rather convoluted and hard to follow, probably because its original writer has not posted in a while, I think it's better if we make a new thread for the considerations of all Morat commanders, old and new. I will follow the same usual style of the last one, only adding in details pertinent to all the changes MAF received in the last few months. So, without further ado, let's do it: Why Play Morats? Because you like simple, easy to learn armies that look cool. Morats are very easy to pickup and have their unique 'Space Oni' design that sets them apart from the rest of the Infinity range. While many players will say Morats are a weak army, this perception doesn't seem so true. MAF is a very mid-tier army, and it is surprisingly well balanced internally with few bad choices amongst the options. Morat Strengths: - The Morat rule means most (if not all) of your models ignore Loss of Lieutenant and Retreat, allowing your army to remain fully functional even when things start going downhill; - MAF has the highest variety of fireteams in the game, with Six options of fireteam core and Six of Haris. Surprisingly, none of these is a bad choice now. It should be noted that we only get one Mixed fireteam, and one admittedly good wildcard option. Our fireteams are mostly "all of the same kind" type, but this is not a bad thing. Having plenty of options to choose from means we can tailor lists for missions in ways other armies might struggle with. - High average PH means that you always have one option (dodge) if things aren't going your way. Being able to jump away from trouble if you're being smoke tricked or attacked by something with ODD/TO can save your bacon. Morat Weaknesses: - Average statlines but slightly more expensive due to the Morat rule means your models are nowhere near as optimized as other armies get. - Lack of marker state and/or minelayer and perimeter weapons can be very hurtful, specially in the first turn before we can set up some good defenses via overlapping suppressive fire or mines. Morats actually get lots of mines, but no way to lay them on the field beforehand, so our first turn might be quite hard, doubly so if we have to hunt down enemy camo markers. - Your best and most aggressive options don't have the Lieutenant skill, meaning it's hard to play to your biggest strength some times. Unit breakdown: Light Infantry: Morat Light Infantry is generally the area of specialists. They're mostly average but being cheap (for a Morat) means you will end up choosing something from here anyways. Med-Tech Obsidion Medchanoid: There isn't much to be said about Dr Worm that hasn't been said before. He's fast, he's fragile but he's competent. However, he's also the only doctor in the army and that's probably enough reason to choose him. Besides, while he is not a Morat (thus becoming irregular if/when your LT buys the farm), you will probably spend that irregular order on him to bring your LT back up anyways, so it isn't such a big deal. Keep in mind he's S3, so he's a lot harder to hide than other models. Oh, and he can drop into suppressive fire if you feel like it for any reason. Krakot Renegades, Morat Fugitives: The first gift of the EI to the Morat. Regular Impetuous, berserkers, meta chemistry lvl2, and packing an array of short ranged but potentially devastating weapons, these guys are the premier deployment zone defenders, and can also turn into scary attack pieces depending on the situation. They're quite cheap for their kit, with the 14 points dual chainrifle profile in particular being a steal for what he can do. Almost all the profiles are great for these guys, but the dual chainrifle and dual SMG ones are probably the best for their cost. Dual chainrifles will run the same cost of a Daturazi while packing a bit more damage, while dual SMGs will turn pretty much anything they can get close to into pureed meat, and they can even suppressive fire something. Remember all the non-chainrifle options have chest mines. Read up on those. They're not only disposable DTWs, but also go off if the Krakot gets knocked unconscious in CC. This can be a great last breath weapon to take down CC threats, just be wary of opponents that can take the Krakot straight to dead. Stay away from the Red Fury profile, as these guys are very much throwaway goons and you don't want them spending any SWC from your allowance. Kurgat Regiment of Combat Engineers: They're basically Vanguards with the Engineer skill tacked on. Oh, and mines, loads and loads of mines. They're decent engineers at WIP13, and have good weapons in the Boarding Shotgun and the MK12. They can even form a haris to push upwards and lay mines on the midfield. It might be a good idea to use a command token to have all three of them lay mines in synchrony, then another command token to reform the team. Notice these guys are BS11 and have no visual modifiers. This means that even firing 4 shots in a Haris the MK12 will still struggle a little against targets with any kind of visual mod, so be careful about sending these guys as line breakers. The Autocannon might be a good idea, firing 3 AP+EXP shots that can demolish anything that's not hiding behind a -3 or -6 mod. However, at 2 SWC (1 for the haris, 1 for the autocannon), it might not be such a great idea. Weigh well against having 2 Kurgats and a single Raktorak instead. Morat Vanguard Infantry: Vanguard are crap. If there's one unit in the whole army selection that deserves to be called demarok manure, it's these guys. However, just like manure can be utilized to fertilize a field, so can Vanguards be utilized to support a Morat army. While their basic profile is expensive and fairly weak, there are a few things to consider: These guys can take a single Suryat, Anyat and up to 2 Raktoraks as part of their link. This means we can add in a heavy weapon from the Suryat, Smoke from Anyat and flame templates from the Raktorak. Drop in a Vanguard Missile launcher for ARO duty and we have a relatively cheap team that can punch out people AND cap objectives thanks to both Anyat and the Raktorak being specialists. With all the options they have, a mixed Vanguard Link can be a real toolbox, but they are still fairly fragile at only 1 wound and ARM 1. Also, the Vanguard hacker is the cheapest regular hacker you have, which can be quite useful for giving marksmanship to your Q-Drone or to guide your Rasyat down. Hell, even just fairy dusting your HI can be very useful too! Treitak Anyat: Anyat is the Dire Foes character based on the Vanguard profile, but whatever they fed her in the Treitak corps made her way better than them. Better BS, better BTS and a host of equipment makes Anyat worth taking on her own, but she really shines when in a full Vanguard link. Let's see: Non-impetuous smoke is awesome, doubly so when it lands on a very reliable 18 with 2 dice rolls. And she also has E/M grenades that she can throw or spec-fire with link bonuses. She brings a template to defend the link from camo tokens, and she has a K1 combi. K1 ammo is generally bad on Sniper rifles where it is a downgrade against most armor levels. But on a combi, K1 is actually better than even AP ammo against any target with armor biger than 0, and with link bonuses Anyat is firing 4 shots at 15! She is more expensive than the average vanguard or even than a Raktorak, so make sure you have a plan for her before putting her in a link, though. Medium Infantry: MAF medium infantry is pretty great. Only 1 option is more expensive than it should, and even then it's still pretty versatile and can come with SWC discounts. ITS 10 gave these guys forward deployment lvl 1, increasing their deployment range by 4 inches, which is surprisingly good for most of them. Raktorak, Morat Sergeant Major: These guys used to be jokes, now they're a lynchpin of the army. Thanks to the wildcard rule letting them join ANY link in the force, the Raktorak can now plug holes in the force and bring in his heavy flamer or vulkan shotgun to add in some fire damage to the troops. Notice that these guys might be classed as medium infantry, but they have stats more in line with elite Light Infantry, with BS12, Arm 2, BTS 6 (this is awesome) and Mov 4-4 (more useful than it seems). Raktoraks can even take a Red Fury, and while in the past this seemed like a ridiculous idea, now that they can bring said Red Fury to Hungry links or Daturazi links, it might be a great idea to pick one. The NCO profile is a lot harder to justify at first, but he pairs well with an MI or LI lieutenant in the same link as he is, as basically you get a free order to reposition the link at the end of your turn, and if you keep the Raktorak safe as the team leader, your fireteam will be a bit harder to break for your opponent. Kornak Gazarot, Superior Warrior Officer: The second gift of the EI to the Morat. Ironguts is still a badass. Despite having his link team with Sogarats removed from the game (a shame), he still has the amazing statline, Strategos and weaponry he always did. Let's recap: PH 13 and CC22 with a DA close combat weapon and berzerk for close encounters, and BS14 (highest in the army!) and an MK12 or Light flamethrower for the shootouts. He also has ARM3, BTS9(!) and No Wound Incapacitation to make sure he will keep going even after he takes a wound. Kornak can haris for 0 SWC with Suryats, and that's really awesome, as the 3 monkey team (usually a Suryat+Raktorak+Kornak combo, but now that the Raktorak can be elsewhere, I can see Kornak+Suryat+Suryat becoming more common) is a really effective and not very expensive tool for the MAF arsenal. If you pick Kornak, he is your lieutenant, don't even ask. Strategos is really useful for MAF as it allows our expensive troops more orders, and his WIP 14 isn't bad for that first turn roll either. Remember he only has NWI, not 2 wounds, so keep him away from Shock and Viral weapons, even if his high BTS means he can probably take one or two Viral shots, it's better not to have to roll in the first place. Rasyat Diplomatic Division: These guys are boogeymen. ITS 10 turned the already good Rasyat into pure awesomesauce. Why? Well, let's see: PH13 that can be boosted to 16 with supportware means these guys drop reliably, and now they can drop anywhere in the table that's open topped and fits the 25mm base. And these guys are geared for close range murder: CC21, Natural Born Warrior and Eclipse Grenades with DA CCWs or D-Charges means these dudes will shank pretty much anyone that isn't packing CC skills of their own, and even if they have CC skills, Natural Born warrior can make them sweat. The downside is the Rasyat is an expensive model, so it is hard to have more than one in a list, even more so if you want anything but the basic shotgun. He doesn't get a specialist option either, so he can't do much other than tenderize someone's face. However, his kit is very solid, so he can make a good addition to any force. While all the profiles are good, I would stay away from the Spitfire one. It's very expensive and will make a huge, very visible hole on the list that any canny opponent will spot, robbing your Rasyat of the surprise effect these guys tend to cause. Rodok, Armed Imposition Detachment: The third gift of the EI to the Morat. These guys are pure, undiluted awesome. BS12, mimetism and super-jump are the standard for them, and they get to choose between HMG or Missile Launcher for heavy weapons, and then they get either Paramedic, Assault Hacker or Killer hacker options of specialists. Anyone who's carrying a boarding shotgun also gets mines so they can muck up the midfield as well. These guys get both Core and Haris fireteam options, the Haris profile paying 0,5 swc for it, which isn't an expensive price. With only AVA5 you have to choose between the core or Haris options, though, as you won't be able to have both. There's a myriad of options here and none of them is bad: Full core of Rodoks with all weapons and gear as the army's lynchpin, or maybe add in a Raktorak for the flame templates; the haris can go for offensive with the HMG and the Killer Hacker, or defensive with the Missile Launcher and a paramedic. These guys are versatile and adaptable, love them and use them well. The Killer Hacker is probably worth taking solo as well. At 22 points he's reasonably costed for a decent gunfighter who's also a decent specialist. Without native marker state it might be hard for him to blow up someone's head, but remember he has access to maestro for a neat +3/-3 modifier that can swing things in his favor. Without a link his slower speed might be harder to mitigate though. One point that needs to be brought up is the super jump skill: Be careful when using it not to expose yourself to too many AROs. While mimetism can make up for the lack of cover while jumping, it won't be enough to save your monkeys if they take 3-4 AROs every time they jump. On the other hand, super jump does allow them to reach out and hit enemies that thought they were safe behind total cover or on high ledges, so don't forget to use it either! Yaogat Strike Infantry: Back when CB thought every army needed an ARM3 BS12 unit with Multispectral Visor, Yaogats were already expensive and kinda meh. But changes to medium infantry, the proliferation of camo and EM ammunition as well as Jammers becoming common in other factions have given the Yaogat new life. While they can Core, it's probably better to use other core fireteams in this army as Yaogats are very expensive and don't bring much that justifies 5 of them, save these guys for their haris options. Yaogats get to choose between a Spitfire or a MULTI-Sniper for heavy weapons, then they get either combi-rifles+Panzerfausts or shotguns+grenades. Their only specialist option is a regular hacker that's a bit too expensive for what he does, take a Raktorak instead if you need a specialist on your team. The haris profile actually only pays 1 point for his skill, as that 0,5 SWC covers his panzerfaust. With both Raktoraks and forward deployment, an aggressive team around a spitfire can be amazing. Morats are excelent smoke throwers, and because Yaogats get MSV2 your spitfire can cause a lot of trouble in the midfield. The MULTI-Sniper makes for a great scalpel to remove dangerous ARO pieces (like an overwatching Swiss Guard Missile Launchers or a TR Drone) or just use it as an ARO piece himself. Heavy Infantry: We only get two options and they're fairly decent. While they got some buffs in Third Offensive, said buffs were controversial at best for how they were handled. Sogarat Tempest Regiment: Ah, how the mighty have fallen. The Sog used to be the best Super Heavy (S5) Infantry in the game, but nowadays can't even claim to be the Hardiest. It is expensive, perhaps too expensive even, and only packs an AP HMG or a Feuerbach, both weapons being rather underwhelming for how much you pay for this guy. He can be a very good agressive lieutenant option, but there are already plenty of attack pieces that outperform this guy, even if they can be more expensive than him. With ARM6, PH15, automedikit and bioimmunity allowing him to tank Viral shots with his armor, he's still amazing at locking down a lane in suppressive fire, but weigh that against a Suryat that can be nearly as effective. The one Sogarat profile that's all the rage is the Full Auto Feuerbach one. This grossly expensive model can be very deadly, firing 3 AP+DA shots and imposing a -3 penalty on the oponent. He also packs an assault pistol for close encounters. However, the FA profile doesn't get a lieutenant option, so choosing him will skew the list towards a cheaper LT (or Kornak). This guy is really useful as a xenotech escort as well, as being super tanky and packing a big gun allows him to just blow stuff up while pushing the little scientist upfield. It should be noted that while these guys lost the ability to haris, they can still duo. It is effective with either the non-lieutenant version+raktorak or the LT+raktorak NCO as a way to escort a specialist upfield. Suryat Assault Heavy Infantry: The bog standard, no frills, ARM4, BS13 PH13 (what the F, CB?) Heavy Infantry. Suryats at least have BTS 6 instead of 3, making them slightly more resistant to hacking attempts and/or E/M ammo. These guys are maligned by many players, but they are actually pretty good. Sure, they're one or two points more expensive than they should, but they pack a lot of fire templates and are HI that can't be isolated, meaning that they can actually trundle through hacking attempts through sheer stubbornness if you feel like it. E/M will still ruin their day, but even then they'll at least keep generating orders. These guys get either a Heavy Machinegun or a Rocket Launcher with light shotgun for their heavy weapons options, and the HMG gets to choose between being a lieutenant or having Tactical Sense, which gives them an extra irregular order that they can spend even when in a fireteam (Hint: put this guy in a vanguard link). The HMG option also comes with a tinbot for -3 penalty if anyone tries to hack the HI fireteam. Suryats also get Combi+flamer, MULTI+flamer or vulkan shotgun options, meaning these blokes are pyromaniacs and proud. While they get a haris option, consider taking Kornak if you want it, as you won't pay that redonculous 1 SWC tax and get strategos and good CC out of the deal. For fireteam core options, it might be better to put your choice of heavy weapon in a vanguard link instead of a full core of Suryats, but there are a few missions were a Suryat Core can really shine: In hunting party they all get ADHLs, so burst 2 while linked, and their short ranged flame weapons make them shine in missions like Biotechvore or Frostbyte too. Finally, the HMG or MULTI-Rifle options have a lieutenant option too. They can be useful as a backup attack piece if your Q-Drone/Raicho/Sog bites the dust. Shame that the HMG lieutenant doesn't get Tactical Sense, though. Tactical Armored Gear: Raicho Armored Brigade: Yes. This lady used to suck big gurlanak balls, but a recent update made her all kinds of awesome. Sure, she is expensive for what's basically a standard Battle TAG (ARM8, BTS6, BS14 with a MULTI-HMG and 3 STR). However, for 89 points you get a TAG that can't be isolated, which is already cool and useful enough. But for only 5 points more she ditches the flamer and gets a Heavy Shotgun and a mine dispenser. Take a moment and realize this means MAF now has the Highest DAM shotgun in the game! At Strength 16 thanks to fatality, and mounted on a BS14 platform that moves 6-4, this is pretty cool, and if that wasn't enough the Raicho can lay mines on its way forward (hitting on 17 if you aim the mine between 8-16 away from the TAG) meaning hackers might have a hard time getting close to the huntress as they now have to traverse her minefield. Expensive but powerful and fun, the Raicho is a great addition to the army, and you can even take 2 of them if you feel like having some over the top fun, although I'd not recommend that for competitions. The pilot also deserves mention as she's BS12, which is pretty high as far as pilots go, and packs 2 heavy pistols and D-charges, meaning she can both fight it out with hackers and other annoying blokes that might come at her TAG, and she can complete objectives thanks to being a WIP13 specialist. Be wary of shock ammo, though. If she dies, the TAG dies too. Remotes: Morats get access most of the Combined Army remotes, and they're usually pretty great, edging out their human sphere equivalents usually by one skill or another. They're useful additions to the army, but it's important to remember they are NOT Morat. This means that they will be affected by Loss of Lieutenant, but not by retreat as they all have remote presence or autotool to negate that. Ikadron Batdroides These little buggers are so effective. S2 Baggage bots packing dual light flamers and WIP13 flash pulses on a MOV6-2 chassis, these guys can do a lot for you. They can protect a flank from skirmirshers or AD troops, they can reload your panzerfausts and mines, and they can extend your hackers' reach with their repeaters. All of that for only 9 points! Sure, they're AVA 2, but you'll be hard pressed not wanting to put one or two of these guys in a list. I've even seen Ikadrons run some mad dashes to torch up entire links, and that can be quite useful as well. However, as useful as these guys are, they are not attack pieces, don't push them forward blindly and expect them to behave like budget Daturazi or Krakots. If you want to murderize someone, you have more effective options. E-Drones: EVO Hacking devices are pretty great, giving out buffs like candy and acting as slightly better regular hacking devices. And unlike the humans who mount their EVOs on weaponless baggage bots, the Aliens get their EVO on a S3 MOV6-4 chassis with a combi-rifle. This guy is a bit expensive, at 28 points and 0,5 SWC, but their mere presence already gives +3 to your Rasyat combat drop, and allows you to coordinate hacking attacks. The E-Drone also gets this cool program called "Exile", which allows you to target ANY model in a fireteam and isolate them while breaking the fireteam as bonus. With the help of your Ikadrons and R-Drones, you can create a decent hacking net to threaten enemy fireteams. However, don't make this your primary tactic, as Morats aren't that good at hacking stuff to begin with. M-Drone: Pretty standard Sensor drone with Forward Observer, this guy is quite useful in objective heavy missions like Highly Classified, and at 17 points he isn't even expensive for all he brings. Additionally, this guy gets Sat Lock, which is something Morats can benefit of even more than other armies. Let me explain: MAF in general gets higher than average PH, and there are many models in the army that get grenades, often at PH12 but some even get to PH16! Sat-lock generally has a -6 penalty to the roll, but with an E-Drone that penalty gets nullified, so you just have to roll on the M-Drone's WIP13 to sat lock a model. Sat lock not only reveals camoed models, it also gives a +3 bonus to hit the marked model, meaning your guys can now spec-fire at it doing normal rolls. It's a useful tactic if you're dealing with Camo or ODD heavy foes. Q-Drone: This drone is a beast. While it's a fairly standard Total Reaction bot with HMG, it also has mimetism. A simple -3 penalty already makes it a lot harder to shift as it can put out 4 dice rolls no matter whose turn it is. Additionally, you can have one of your regular hackers give this dude Marksmanship LVL2. This drone and others like it is the reason why people say there's a proliferation of Shock Ammo in Infinity. If you fire at the optimum range, you'll be firing at 14 (+3 from range, ignoring cover penalties) with a DAM15 shock weapon, meaning you'll pulp most troopers in a single burst, and will even be able to fire at mimetism and regular camo troops if they lack MSV. I usually save the Q-Drone for my first turn attack piece, as he's fairly inexpensive and yet puts out a lot of hurt and causes enemies to throw out an ungodly amount of firepower to remove the drone from combat. The best part? thanks to Remote Presence this guy actually takes 3 wounds to die! And if he is still unconscious on your turn, you can use your engineers to bring him back online, and even get a reroll to the test if you have leftover command tokens. T-Drone: Bog standard drone with Smart Missile Launcher. We don't have nearly enough FOs to make this guy a worthy consideration and he eats up 1,5 SWC, so I'm not sure of how many ways there are to use him. Besides, if you're going to be sat-locking/FOing targets you're probably better served with spec-firing grenades than using guided shots. Slave Drone: Nurse Worms to help Dr Worm. These little things are cheap, move fast and extend the Worm's range considerably. They're specially invaluable due to how large and relatively fragile Dr Worm is. It's always a good idea to take one, and not a bad idea to take two. Also, these little worms can be attached to your Kurgats too. It might be a good idea for a Drone Heavy MAF list as you save points on Dr Worm, but since Kurgats usually come in links it might be better to keep the little worms with the Big one. Skirmisher Zerat Special Missions Regiment: Ahahahahahaahahahaha. Yes. Oh, zerats, the zerats, how fun are zerats. These ladies were kinda okay, then became bad, and now they're actually fun to play. They are the morat's only infiltration unit, and one of the few infiltrators without marker state in the game. Not having a marker state does hurt the silent killer, but she has her perks. For starters, she has 3 specialist profiles, and while the Assault Hacker is fairly expensive, she can be rather effective if you know you'll be facing lots of heavy infantry and/or TAGs, and considering ITS 10 does have plenty of missions that favor these models, it's not an impossible future. The FO profile is a lot more useful in all rounder lists, as she can be a decent button pusher and packs two types of template weapons, allowing her to throw Spec Fired grenades at camo tokens or clustered enemy troops, and nobody likes a shotgun flanking them either. We also have a killer hacker option now. And there was much rejoicing. As far as infiltrating killer hackers go, the zerat is probably on the weaker end, but she does have access to Maestro, which evens the odds against other killer hackers, and turns her into a surprisingly effective beast to wallop on those fancy HI hackers that are becoming more common now. And since the killer hacker has D-charges, so she can double up with the FO to get some Highly Classified action going. Finally, the zerat now has 2 special weapons options. While the MULTI-sniper is still a bad choice due to its cost and low BS, the red fury is hilariously effective. Infiltrating special weapons aren't exactly common, even moreso when it's a burst 4 light machinegun with shock ammo. Sure, she has BS11, but with mimetism and the right positioning she can bring a lot of hurt to the enemy. Pretty awesome for a silent killer. Warbands: Oh hell yeah. Morats have some really awesome warband options. They run from cheap and simple, to cheap and badass to expensive but utilitarian. You'll be hard pressed not to include some of these folks in your lists. We have two warband fireteam options, and both are cheap enough that you may put two fireteam cores in the same list, using a command token to form a new fireteam once your warbands are close enough to be let off the leash. Daturazi Witch-Soldiers: The Dirty Warrriors are really useful. Mimetism, PH14 and CC 21 with Martial Arts 4! Is already cool, but then you stack both regular and smoke grenades on their Extremely Impetuous asses and these monkeys are ready to murder everything on their path. The only downside is they have an AP instead of DA CCW in the cheapest profile, which means they can't break down stuff unless you pay for that obscenely expensive Combi-rifle profile. Daturazi used to be only useful in singles, and with the cheapest profile option, but nowadays with the Raktorak wildcard things have changed. A core fireteam with shotgun, two chainrifle blokes and either one or even two Raktorak can be really useful, especially because you get to put that Red Fury in an inexpensive, throwaway, team that can still move up the table, laying smoke as they move until they get into perfect position to unleash the Red Fury. Oh, and since he's a specialist, the Raktorak can even cap objectives on his way. Wether in singles or in a core, Daturazi will be very helpful in both defending your deployment zone or moving forward to lay smoke cover. Oznat Hunting Regiment: The Oznat is the embodiment of the MAF as a whole: weak by itself, expensive and kinda meh, until you realize exactly how she works and how to turn her into a murder machine. On her own, the Oznat is basically a more expensive, less effective but faster (MOV6-4) Daturazi with no mimetism or martial arts, but you'd never take an Oznat on her own. Instead she will always come with one or more hungries as a well knit hunting party. For starters, we have the Sensor profile, which clocks in at an expensive 29 points but does give the MAF access to another model with the neat Sensor Skill. An extremely impetuous, smoke throwing, decent at CC sensor to be more specific. This is a good counter to camo spamming armies as it allows you to reveal several camo tokens at once without exposing the Oznat, either by doing it through smoke or over total cover, and you can even expand the effectiveness of the sensor by using R-Drones. Not bad for a lone hunting lass. The other two profiles can form a special fireteam core with The Hungries. This is probably one of the best cost benefit for orders in the whole game, no joke. At the cheapest, you pay 34 points for 5 orders! That's roughly 7 points per order, approaching caledonian levels of cheap while still giving you spec-fired smoke grenades that land on a reliable 11. If you go for the most expensive option, you're only paying 48 points for a link team that lands smoke throws on 18 and fires either 3 vulkan shotgun blasts or two chainrifle blasts, not to mention their admittedly scary CC ability against anything without MA lvl 5. And to make things even better, you can add a Raktorak or two to this link. It works much like the Daturazi link in that you add a ranged punch and/or specialist to a fireteam that usually has neither. However, keep in mind the Raktorak is way slower than the Oznat or the Hungries, moving only 4-4 instead of 6-4 for the Oznat and 6-6 for the Hungries. While Forward Deployment on the Raktorak might mitigate this, it is something to keep in mind. The Hungries: The Hungries is a catch all term for two types of units that have the same overall statline but different skills and equipment. They are both irregular and extremely impetuous troops with MOV 6-6, CC 19 PH 14 and climbing plus and Kinematica lvl1 with an AP CCW. They change slightly in gear after that, but they're both fire and forget, extremely cheap troops you can abuse without fear. Keep in ming Hungries are the only irregular unit in the MAF. They also are not Morat, which means they will stay irregular if/when your lieutenant dies. This is important because of how it interacts with the fireteam. On a fireteam, hungries become regular and non-impetuous. However, if the army goes into LoL they will become irregular and non-impetuous. Notice that the team will not break if you spend regular orders on it, though, so you might be able to get some mileage out of them even with a dead LT. Gakis: Gakis add the skill Explode to their abilities and cost only 4 points. Be careful about these guys, as if they explode close to each other they might cause a chain reaction and kill each the whole fireteam, but other than that they make for great suicide bombers you can just run up to a pesky enemy piece and let them rip. Keep in mind anything that sends these guys straight into Dead state will keep them from exploding, so be careful about taking too many AROs or going up against Shock ammo. And important detail about Explode is that it is not an attack, so it cannot be dodged but also affects allied troopers. The only things that can keep the explode template from being placed is the model going straight into dead state, or the template touch an HVT or other model that may not be targeted, as this will cause it to fail automatically. Also remember that the Gakis only blow up at the END of the order. This means there's no dodge roll to their explosion, if it happens, the enemy has to take it and that's it. There's many ways to exploit this with your engagement range (you can move 12 inches and up any surface after all) Pretas: Pretas cost 7 points, but get dogged and a chainrifle instead of explode. This makes them slightly better at gunfighting and very good at dealing with camo tokens, since they can both intuitive fire through smoke or at the camo, and if they eat a mine in their way you only lost 7 points anyways. These guys are a little less fire and forget than the Gakis, but still cheap enough that you can bring in many of them without care. You can even keep them off the link with the Oznat and use them as a cheap but dangerous distraction. Basic Morat Tactics: These are just some basic stuff for newcomers to the army to keep in mind when playing. Veterans probably know this by practice but if you're new you might want to brush up. Also, some of these apply to all Infinity Armies in one way or another, but they should be repeated just to drive the point home. 1 - Play the mission Morats are a very Adaptable army, boasting quite an array of options and link teams that can cover lots of missions in different ways. This means that you should always try to know what mission you're playing and try to tailor your list towards the objectives. We do get lots of options for killing and capping objectives, and even though our specialists are on the average side of the equation, we do get some efficient ways to deliver them, so even specialist heavy missions can be completed with the right list. As we only get a single mixed link option, it's often a good idea to start list building by the core link you want/need to use for the mission. This will skew the options towards what's needed to support the link and help build a balanced and effective force. 2 - Take it on the chin The Morat rule is expensive, but pretty great. Being able to keep operating at full or near full capacity even when things do not go your way is not something to be understated. It's really great to have a list where every model is expendable, because you're not worried about being pulled apart by your opponents. It goes without saying that expendable does not mean 'wastable'. Don't put your guys in dangerous situations for no reason at all, but do keep in mind that you can afford to trade models if that sounds like a good idea. This comes with experience, but it's not uncommon for a Morat army to win a match despite losing more models/points than the adversary. 3 - Dodge! Morat PH values range from 12 to 16, and those make them from efficient to very good at jumping out of the firing line. Never forget this! Because of how dodge works, it can be a great way to avoid being smoke tricked (dodge does not suffer the -6 penalty when reacting through smoke) and also helps if the model is caught in a situation where they must fight an enemy that has visual mods or the range bands on their side. While not perfect, it's better to be rolling a 12 in that FTF than rolling a 9 or a 6. People complain that dodging does not remove a threat, but it can lead to your opponent wasting orders as they try to hunt down a model, and spent orders are almost as good as dead models, sometimes they're even better. 4 - Remember to set up Morats get access to lots of mines but not a single minelayer. This means we have to do things the old fashioned way, by dropping them with spent orders. It's the same thing with suppressive fire, as we get several models that can be quite good at doing it (Sogarats, Rodoks, even the Zerat) but it's important to remember to spend orders to make them go into suppressive fire or drop mines. It's not uncommon to use a command token to lay multiple mines or drop multiple models into suppressive, and this is very useful for MAF. There are other uses for the command tokens on the army, but generally speaking these are a resource, and using one (or even two) to ensure you have dominance over the table can be very useful. 5 - Average Specialists aren't bad specialists Okay, let's talk about specialists a little, because I'm sick and tired about people saying MAF can't push buttons. That's just plainly not true. What is true is that MAF does lack cheap, disposable specialists AND also lacks highly effective but expensive ones. Instead we get linked specialists. Lots and lots of linked specialists. Sure, only having 'Specialist Operative' as a skill as opposed to being a Hacker/Paramedic/FO/Engineer does mean we often don't get the mission bonus, but when we can boast some really great order efficiency, that becomes less of a problem. And I mean it when I say order efficiency: Raktoraks can duo with Suryats or Sogarats so the HI boys can tow a specialist with them, and even a cheap as chips Hungries link can now tow a Raktorak or two! This goes back to the whole 'Play the mission' thing. If you plan ahead and understand the limitations of the army, you can actually make lists that will be able to push buttons with just enough competency to edge out the opponent. Advanced Morat Tactics These are some tips, tricks and suggestions for the more veteran players. They try to address some of the commonly perceived faction weaknesses and provide interesting new vectors to capitalize on our strengths. 1 - Dealing with Camo Camo is often considered the best skill in Infinity and with good reason. It's good both on the offensive and the defensive, and helps achieve objectives by keeping the specialists alive longer. Morats have absolutely no camo options at all, so we need to learn how to best counter camo heavy armies. We also only got one MSV equipped troop that, while competent, isn't anything special either. However, we do get some other tools to use against camo heavy armies. Let's start with the fact we have a LOT of template weapons, both direct and impact types. Direct templates can all be used to intuitive attack a camo token, and while that alone isn't a great tool, we also have a total of 4 troops equipped with smoke, and all of them are competent at landing it. Smoke does nothing to change the intuitive attack roll, but it does make it harder for the camo token to fire back, which helps even the odds or even tip them towards us, so try smoke+intuitive if you have to deal with a pesky camo token on the midfield. We also have cheap chaff in the form of Pretas and Gakis, or high PH troops like Daturazi and even Sogarats that can afford to try to dodge a mine. Just be careful not to trip too many AROs if you do this. Finally, we have two sensor troops. One of them is cheap and fast, the M-Drone, and the other is expensive but even faster and has smoke and good CC skills (The Oznat). Having one of them is good, but their cost is enough that having both on a list isn't something that can hamstring the force. Keep in mind that sensor works better over walls or in smoke, where opponents can't ARO at the sensor trooper. Also, the extra Preta that comes with the Oznat can be used as a decoy to move ahead and force mines to blow up on his sorry ass. Unlike other G:synch units with sensor (Like the devil dog), the Oznat doesn't lose the skill if the Preta dies, so don't be afraid of suiciding the alien dog. 2 - Poop flinging monkeys Let's talk about grenades. Morats love grenades, they have all kinds of grenades and they are very good at throwing them thanks to the high average PH of the troops. In some cases (Daturazi, Krakots) they actually throw grenades better than they shoot their guns! There are many ways to use this ability to the max, and we can talk about some of them. For starters, a few troops are equipped with grenades and chainrifles. The first impulse, especially with impetuous troops, is to always fire the chainrifle and let the enemy eat the armor roll. However, this leads many canny opponents to dodging instead of firing back, since they do so at a normal roll which even poor PH troopers will have a better time passing. The solution here is waiting for the ARO before declaring your second skill: if they fire back, shoot the chainrifle, if they dodge, throw a grenade. Most morats will be throwing grenades at 15 to 17, which the oponent will be hard pressed to win the FTF against. Also, we have a lot of linked troops with grenade access. This allows us to spec fire grenades with some accuracy, and there are many ways to increase that accuracy even more. For example: using an M-Drone to sat-lock a trooper before tossing a grenade at it will allow a linked trooper to have a net +3 (-6 from speculative fire, +3 from link +3 distance +3 sat-lock) to their roll! If you plan on doing this, remember to bring an E-Drone to cancel the penalty to the sat-lock, and also bring smoke to screen the advance of the M-Drone. 3 - Fireteam Juggling As I mentioned many times before, Morats have a lot of fireteam options. Some players believe you can only have one fireteam core on a list, but when you're paying less than 60 points for a fireteam core you can afford to have two, even moreso when the fireteam members are extremely impetuous warbands that want to use that impetuous order to come closer. A good idea but that can be unwieldy for new players is to have two options of fireteam core in a list. Usually this is with a mildly expensive fireteam (Rodoks, Vanguards or even Yaogats) and a very cheap one (Hungries or Daturazi). Having two fireteam options in a list allows a lot of freedom on deployment and attack vectors. For example: if you have the first turn you can start with the warband team formed, then move them forward while dropping smoke until they get to the midfield or even the enemy deployment zone. Afterwards you can pay a Command Token to form a new fireteam, which is your actual fighting team, and make your opponent have to divide their attention between the dangerously close warbands or the dug in fireteam. If you have the second turn, you can just start with the warbands completely loose, as the oponent will have to move forward on their own and you can use the warbands as defensive chaff while the main fireteam advances. For this tactic to work, it's important to have 2 combat groups, and somewhere between 15 to 20 orders (not counting the impetuous ones) on the list. Now we're done. I will continue to update this as more ideas and updates to the Morat come out. Good luck out there, commanders! Edit: 2019/01/18 - Updated the descriptions and added the tactics section. Edit: 2019/01/31 - Updated to talk about Hungries in a link team and added a bit about the Vanguard fireteam as well. Edit: 2019/03/27 - Updated the description of Zerats to show their new loadout options. Edit: 2019/05/06 - Updated a few descriptions and added a bit of talk about specialists.