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The Way of the Angry Monkey Fist - The New (post Third Offensive) Morat Tactica

Discussion in 'Combined Army' started by DaRedOne, Jan 16, 2019.

  1. DaRedOne

    DaRedOne Morat Warrior Philosopher
    Warcor

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    Good Morning/Afternoon/Evening, Morat commanders, The Red One speaking here.


    EDIT: N4 IS HERE, MY MATES!!! And it has brought many presents! MAF is now as angry and as killy as it has ever been! Rejoice, my friends, and let's go kill some smelly humans!


    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. N4 was very generous to the MAF, giving them many new options to deploy force and keeping their strengths in their many different link teams and unique, resilient playstyle. Morats now hit hard, take hits like a champ and can attack from different vectors. It's a good time to be a red handed murderer.

    Morat Strengths:

    - Every Morat model is veteran, religious and packs a heavy pistol. This means our bois and girls do not retreat, can't be isolated and will continue to fight as normal even if their lieutenant goes down. Now we have many very aggressive lieutenant options and some cool NCOs, so yeah, we're going to be using these, a lot. Jammers have been nerfed, but Oblivion was buffed, and we still don't give a damn.

    - MAF has the highest variety of fireteams in the game, with Six options of fireteam core and Six of Haris. Surprisingly, they're all good. It should be noted that we only get two wildcard options, but we also get some limited mixed fireteam options with our characters and HI/TAGs. 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. N4 also made Paramedics roll on normal PH rather than PH-3. This makes our higher than average PH useful for some hail-mary healing. It might not be as precise as using the Worm, but it is certainly more efficient when we get paramedics in fireteams and airborne paramedics.


    Morat Weaknesses:

    - Average statlines but slightly more expensive due to being veterans means your models are nowhere near as optimized as other armies get.

    - Lack of marker state still hurts our midfield game. However, we do have a minelayer option now, and some added in tricks to muck about the midfield. We're not shasvastii, we don't play the camo game, but at least now we're decent at fighting it. 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.

    - Unfortunately a lot of models had their cost increased in N4. This makes MAF an expensive army and fitting everything you want into it might be a case of juggling stuff.


    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. N4 flipped this guy's use over his head. Sure, at WIP14 he is damn good at bringing people back up from the dead, and he can double as an engineer for our tech too, and to help with our HI if they get immobilized.

    However, Doc Worm is no longer a journalist with an SMG, so the cheap profile is gone, and to make things worse Kurgats can actually shoot now and Paramedics don't have PH penalties to res models. So, all in all, the worm might actually see less table with the N4 changes. Still not a bad choice, but now he is not the only choice. Cool.


    Krakot Renegades, Morat Fugitives:

    Okay, huh... What happened to you guys? They're still good, don't get me wrong, they still kick ass, but.. Man, look at daturazi down below. These guys are basically suicide daturazi with all the pros and cons that brings up. No smoke, no MA, but metachemistry got a buff and they get a reroll on the table, plus they're forward deployed, which kinda helps. All in all, not bad, but no longer the brutal stuff they were in N3

    Almost all the profiles are good for these guys, but the dual chainrifle option is probably the worst now because Daturazi do it better. Dual SMGs are still balls to the walls awesome and the autoshotty is just nasty. Probably pays to upgrade from chainrifle to one of their other guns to help your suicidal murder monkeys kill a lot of stuff before dying in a blaze of glory.

    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.

    The Red Fury profile has gained some life with the addition of Kendrat to the Morat roster, you can read more about her down below. However, keep in mind that in a duo the Krakots are no longer impetuous, and this opens a lot of options! You can flank enemies, now with the benefit of cover, and the loss of the impetuous move is not even a problem when you move 2 models with a single order anyways. A neat trick if you have orders left is dropping the Red Fury Krakot into suppressive fire in cover, making him a little harder to shift and, should they survive up to the next turn, you even get the benefit of the impetuous move before reforming the fireteam! This also works well with the SMG profiles.


    Kurgat Regiment of Combat Engineers:


    Okay, who gave these guys steroids and why didn't you do it sooner? Their BS got pumped to a respectable 12 now, and with haris baked in, they're now a good pick. WIP 13 is nothing to write home about, but it is not bad either, and considering they have some rather nasty weapons (Shotgun, MK12 or the fuckmothering Autocannon) they can actually shoot if the opponent isn't hiding behind visual mods.

    Unfortunately, their cost has gone up accordingly, but now that they don't have to pay an SWC tax to form a haris, that is less of a problem. The Autocannon might be a good idea for active turn shooting, but not so great an ARO piece considering their lack of visual mods. However, at BS12 and firing 3 AP+EXP shots, this thing will make anything it looks at sweat. And that's why we love it.

    Do keep in mind the autocannon does not carry mines, while the shotty and MK12 do. We still have a nice option of mine toting models, so synchronized minelaying can still be a good idea, just add in a zerat or rodok to the coordinated order to make sure you use the most of it. And don't forget to reform the fireteam after you do it!

    Morat Vanguard Infantry:


    Sorry my dudes, but these guys still suck. 14 points base is too much for a BS11 monkey, no matter how hardy they are. And come on, Daturazi cost the same! And to add insult to injury, the regular hacker lost his buff programs, so there's little reason to take him solo.

    They get to choose between HMG, Missile Launcher or K1 Sniper for special weapons, and the K1 now hits harder, which is pretty good. However, they're still BS11 with no visual modifiers, so even with full link bonuses they're still struggling to kill stuff. Their specialist options are still good, though, especially because of the mixed option.

    Speaking of mixed option, these guys can now be joined by a Suryat, Kornak, Raktorak and/Or Anyat. So yeah, you basically get to make your own murder-monkey adventuring party. The vanguard paramedic is the most likely option to accompany your big bad murder monkey posse, as the paramedic can attempt to res them at their PH. Not as effective as Doc Worm, but much more order efficient.

    The mixed option does deserve a bit more praise here. While by no means cheap, the mixed team will bring some decent weaponry, and with fireteam buffs the models can usually handle themselves on both reactive and active turn. Plus, the changes to hacking have made the vanguard hacker an useful profile to move forward in the field, especially if he's acommpanied by a tinbot Suryat to help debuff the more competent enemy hackers. No, he will not win against powerhouse hacking models like Interventors, but he can be an useful deterrent against hackers coming for your heavy infantry, and he can annoy enemy TAGs and HI himself. Not a bad choice.


    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, and a host of equipment makes Anyat worth taking on her own, but she really shines when in a full 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!

    Oh, what's that? You want more? How about this: Anyat can join any Heavy Infantry or TAG link in the game. Suryats with smoke? Yes. Sogarats and Raichos towing a specialist with short range guns around? Also yes. She's one hell of a toolbox and most players will find uses for her.


    Medium Infantry:

    MAF medium infantry is pretty great. N4 overhauled these guys a little bit and gave them some new life. In some cases, it also nerfed them just an itty bitty. But don't worry, they still kick ass.


    Raktorak, Morat Sergeant Major:


    Yeah, these guys are effing great. Thanks to the wildcard rule letting them join ANY link in the force, the Raktorak can now plug holes in the army and bring in his heavy flamer or vulkan shotgun to add in some fire damage to the troops. These guys have nice statlines, with BS12, Arm 2, BTS 6 (this is awesome) and Mov 4-4.

    Raktoraks can even take a Red Fury for a cheap SWC weapon. Cheap and really, really awesome, as this means you can now add in a heavy weapon to stuff like Kurgats, Daturazi, Hungries or any other link you feel like could use a BS12 Red Fury, and the profile is still a specialist if you need it for some reason. Add to that the fact the NCO option now has some real uses with our LT options, and there are a lot of reasons to take two of these guys in a list.

    Don't forget they can duo with our big guys as well. Nothing like carting around a fire template to torch those pesky camo bois coming at our heavy arms.


    Kornak Gazarot, Superior Warrior Officer:


    Oh, you thought Ironguts was badass before? Surprise mudafocka! This guy was another one who got roided out in N4, and we wasn't too shabby before. 41 points nets you a CC22, BS14 (Highest in the army! Tied with the Raicho), PH 13, WIP14 ARM3 BTS9 Strategos lvl 1 lieutenant with an MK12, light flamer and a DA CCW. Yeah, that's good, but it doesn't stop there: Berserk, Natural Born Warrior, No Wound Incapacitation and Shock Immunity all round up the package for an expensive beatstick that can fight it out at almost any range.

    And now he's a wildcard. Let that sink in. This dude can bring his big fat gun and oversized angry monkey muscles to any part of the force. Need a gunner for your Kurgats? Kornak is your man. Need someone to protect your Rodoks/Yaogats from CC threats? Kornak is your monkey. You just want to make a walking blender with Daturazi? You bet your ass Kornak is your man.

    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 multi-wound causing weapons if you can. Oh, and consider shelling out the extra 4 points for the LT lv2 option. A single guy generating 3 orders is all kinds of awesome.


    Rasyat Diplomatic Division:


    Morat Diplomacy at its finest. PH13 that can be boosted to 16 with supportware means these guys drop reliably, and they can drop anywhere in the table that's open topped and fits the 25mm base. N4 pumped these dudes up: CC21, MA2, Natural Born Warrior and Eclipse Grenades with DA CCWs or D-Charges means these dudes will shank pretty much anyone barring really high CC natural born warriors or super characters, and even if those will sweat thanks to Natural Born warrior.

    N4 also gave these guys the ability to just walk into the enemy's deployment zone. Ha. Ha. Ha. Now that spitfire has a reason to be picked up. Nobody likes a big gun on their deployment zone, and this is a big gun that can be literally anywhere in the board. Nasty, evil and appropriate for our diplomats.

    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. That being said, he does get a specialist option now, and the aforementioned spitfire option is suddenly a good pick. So yeah, there are reasons to take these guys, lots of good reasons.


    Rodok, Armed Imposition Detachment:


    N4 hit them with the nerf bat and yet these guys are still 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 or regular hacker options for specialists. The non-specialist boarding shotty also gets mines to muck up the midfield.

    These guys get both Core and Haris fireteam options, a common trend for our core options. 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 or Kornak for flame templates and CC punch; the haris can go for offensive with the HMG and the Hacker, or defensive with the Missile Launcher and a paramedic. These guys are versatile and adaptable, love them and use them well.

    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:


    What the actual hell... These guys are good? Really? Well, color me blue and call me a baboon then.

    Seriously, these guys are suddenly good. BS12, ARM3 and MSV2 in everyone is nothing to write home about, but Number 2 and baked in Core and Haris options, plus panzerfausts all around make these guys a neat option. But there's more, read below.

    Yaogats get to choose between a Spitfire or a MULTI-Sniper for heavy weapons, then they get either combi-rifles+Panzerfausts or shotguns+panzerfaust. Their only specialist option is a regular hacker that's a bit expensive, but at least he brings another panzerfaust, although you might still prefer the raktorak for the cheaper option. N4 made regular hackers a bit more aggressive, so using one with a spitfire haris might be a good idea if you want to advance up the table.

    Speaking of cheap: these guys are not. However, they do get some cool toys. Spitfire is a nice gun for an MSV camo hunter, and panzerfausts can be deadly both in ARO and the active turn. But the real kicker is the +1 Burst MULTI-Sniper. Read that again. No, read it again. These guys can bring a Burst 4 MULTI-Sniper to the table. Do you want to kill that TAG? Do you really want to kill that TAG? these guys will kill it and all its friends too.

    Smoke trick is a trivial thing for morats, with all our smoke options, and pumping out 4 shots pretty much guarantees these guys will puree anything. They're still expensive, so the haris option might be the best for them, but man, what a punch.


    Heavy Infantry:


    We only get two options and they're fairly decent. N4 handed buffs around and made these guys quite unique..


    Sogarat Tempest Regiment:


    It. Will. Not. Die. ARM6, BTS6, PH14 and No Wound Incapacitation means this guy will hold the line like a champion, no matter how dire the situation. This hardy bastard will sit on cover in suppressive fire or with his antitank cannon and dare your opponent to throw his whole arsenal at him and he WILL. NOT. DIE. Also, he hits like a truck, with a DAM16 AP HMG or a DAM15 Feuerbach with +1 burst, and a Pulzar and Heavy pistol all with extra damage for close encounters. These dudes are basically Mini-TAGs with all the pros and cons that brings.

    This hardy bastard also comes with lieutenant options or can pay more for an NCO option. Both are great and have different uses, although I'd wager the NCO is better for aggressive plays, while the LT can just sit in suppressive fire taking hits like a champ.

    They can duo with a raktorak or anyat, and anyat is probably the best option as she gives them smoke and E/M weapons. Anything else they're going to kill. Sure, BS13 without modifiers is nothing to write home about, but considering their guns punch like TAG guns, they don't need much. Plus, the addition of pulzars now means these guys can fight off camo too.

    Yeah, they're good now.


    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, and they now get Immunity to AP weapons, making them great at hunting the stuff that kills their big bros. They also got a little points discount, making their average statline much more palatable. Oh, and instead of Heavy Pistols they get MULTI-Pistols. Because fuck anything that comes close.

    Seriously, MULTI-Pistols are hilarious, even moreso because the special weapon options still get them! Most people will think that getting within 8 of an HMG or Rocket Launcher is safe, but when your suryat is popping a DAM13 DA round in their ass, they will think twice about approaching.

    These guys get either a Heavy Machinegun or an MSV1 Rocket Launcher with dual pistols for their heavy weapons options, and the HMG gets to choose between being a lieutenant lvl 2 or having Tactical Sense, which gives them an extra irregular order that they can spend even when in a fireteam. Both of them are just begging to be put in a Vanguard link now. The HMG also has a tinbot to help against hackers, which might be a good idea.

    They also have haris baked in now, which is so, so awesome. Now that Kornak can be elsewhere, a two-suryat+raktorak or anyat team sounds like fun. Speaking of Anyat: how about some smoke for your MSV1 boi? Yeah, MSV that totes its own smoke around, because MAF can into tactics. Seriously, these guys are so damn versatile now, it's like every profile has an use.

    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. And the best part is the Lieutenant can choose to be an LT2 version for 3 orders in a single monkey. Add to that the fact we have 3 NCO options now and ooh boy. Talk about order efficiency!


    Tactical Armored Gear:

    Raicho Armored Brigade:


    Yes. This lady is all kinds of awesome. Sure, she is basically a standard Battle TAG (ARM8, BTS6, BS14 with a MULTI-HMG and 3 STR), but she does carry her own hacker protection and can't be isolated. However, she can now choose between HMG+Rocket Launcher for an inexpensive long range beatstick, HMG+Flamer NCO for order efficiency or HMG+Heavy Shotty for expensive muderbeast. With the Shotty, she is slinging a DAM16 template of death and a DAM16 heavy gun, meaning she can pulp stuff at range and up close, and she still has the mine dispenser to muck up the midfield as she advances.

    She can now duo with Anyat or a Raktorak (or another Raicho, if you're feeling particularly crazy), to cart around a specialist. This is probably best done with the HMG+HRL option as it lacks short range options, but really, what's to complain about your button-pressing buddy hanging around?

    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 assault pistols for Burst 5 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 WIP12 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 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 the only source of hacking program supportware, which makes them even more niche. However, 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 got a lot cheaper, at 18 points and 0,5 SWC, and they're really useful at guiding your drop troopers or buffing your other remotes.

    As the sole source of buffing programs, the E-Drone's presence creates a cascade effect where you want more stuff on the table for him to help. Picking him might end up making a good idea to pick a Q-Drone and one or two paratroopers. Good thing our paratroopers are good and the Q-Drone is awesome then :D.


    M-Drone:


    Pretty standard Sensor drone with Forward Observer, this guy is quite useful in objective heavy missions like Countermeasures, and at 16 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 Mimetism 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 EVO hackers give this dude Marksmanship.

    If you fire at the optimum range, you'll be firing at 14 (+3 from range, ignoring cover penalties) with a DAM15 weapon, meaning you'll pulp most troopers in a single burst, and will even be able to fire at mimetism -3 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.

    Dropsuit Taryot:

    Here comes the BOOM! N4 gave us this brand new, shiny profile of a broken, beaten morat veteran who doesn't want to quit fighting so they strap his broken husk to a machine and send him into battle to die a bloody, badass death. Yeah. That's some cool lore.

    Taryots have shitty statlines, with only BS11 and PH12 with ARM1 and BTS6. They're remotes, but still morat so Veteran and Religious, but they can get Supportware Buffs. They also get the super fun Combat Jump (Explosion) skill, and at 22-27 points each they can make for some fun High Risk High Reward plays. The two autoshotty profiles are probably the best options, as you get either a 22 point comet that can slam down and kill stuff in a blaze of death, or a 24 point paramedic with a shotty.

    Shotguns are really good weapons for these guys, as they mitigate their poor BS and Combat Jump allows them to drop in close enough. The paramedic is also a great choice because of the Average PH of Morat troops allowing him to sub for the Worm. Pretty great addition to our roster, can't wait to see their models.

    I cannot stress enough how useful these guys are as cheap specialists. Button pushers are something MAF often lacks, and for 24 points these guys are reliable and cheap enough. They can drop in with a 75% accuracy if you use supportware or just walk in from the table edge. Very effective. I can see people taking two of these in more objective-intensive missions.

    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:

    Okay, someone in CB loves these girls. Every other update they keep getting buffs and we keep loving them more and more and more.

    The silent killer is an odd one. She's a skirmisher, but has no native marker state, which makes her a bit more fragile. She's a bit expensive, because she's a Veteran and is packing mimetism -6. Her statlines are average, but she has a lot of gear and three specialist options, as well as two big gun options. So, right away you should be able to see all her pros and cons.

    Changes in hacking made the regular hacker more interesting and the killer hacker a little less so, even moreso because the EI exclusive programs that used to allow the Zerat to punch over her mediocre statline when fighting other hackers are currently removed from the game. However, the hacker options now pack light flamethrowers, so they're still good picks as they're specialists with flame templates. FO option is the cheap one with a hard hitting autoshotty, so she is also useful.

    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 -6 and the right positioning she can bring a lot of hurt to the enemy. Try to flank enemies and abuse cover and rangebands to force harsh penalties in static defenses.

    All in all, she's 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.

    Kendrat, Krakot Renegade:

    Hell yeah! For some reason Kendrat is classed as a Warband instead of a Light Infantry like the rest of the Krakots, and we don't care. This lady is Badass with a capital B, boasting obscenely strong CC capabilities coupled with the ability to duo make her a very useful tool in the MAF. There is one bizarre thing that she's the only model in the force with a Regular Pistol. Doesn't really matter when she's such a CC monster, though.

    Let's start talking about her CC abilities. With Dogged and TI it feels like the best option is to always go dogged, but remember the Chest Mines actually trigger when she falls unconscious, but don't trigger when she goes Dead. This means Kendrat can reliably land 4 DAM 13 hits (2 from her DA CCW, plus another 2 from her chest mines) in a single round of combat! Add in another Krakot and you're looking at 6 DAM 13 hits! Sure, the damage isn't great, but the sheer weight of dice will make anything not packing ARM 7 or bigger will start sweating the moment this lady touches base with them.

    Her ability to duo also brings in two interesting options: you can either pair her with another Krakot for an inexpensive but dangerous team, or put in a Raktorak for an inexpensive team that can cap objectives while laying down a lot of Fire templates. Note both the Krakot and the Raktorak have an awesome medium range weapon: the Red Fury. This burst 4 Shock LMG is good enough on its own, but Krakots are dirty cheap, and in a duo they can actually use cover to make the shooting a little bit more in their favor.

    Keep in mind both Kendrat and regular Krakots are BS11 with no visual modifiers, so do not use them for frontal engagements. Try to catch an enemy out of cover and watch them go down in a blaze of heavy fire.

    Daturazi Witch-Soldiers:

    Okay, so... In N3 the Dirty Warriors were mostly used for smoke and to bully weaker models. But come N4... Heh... what can I say? These guys just went BEAST MODE.

    Mimetism -3, PH14 and CC 23 with Martial Arts 4 and Berserk! Is already cool, but then you stack both regular and smoke grenades on their Impetuous asses, then give them DA CCWs and these monkeys are ready to murder everything on their path. Everything.

    The cheapest profile is just obscene. 2 chainrifles, heavy pistol, smoke grenades and regular grenades means these guys will kill so much stuff. The other profiles get shotty and combi-rifle options, which are not bad, especially because they can be linked. A full daturazi-only link is usually a bad idea, but you can add in Kornak for a High BS shooter with a heavy damage gun, or a raktorak or two for a specialist or a high burst shock weapon.

    Let's talk about daturazi and berserk a little bit. First of all, keep in mind Berserk is an optional skill, so you should not berserk all the time with these guys. Sure, using it to close in and whack someone in a single order is very, very good and should be done if you don't run into too many AROs, but be careful who you're berserking against. You don't want your guys getting killed by cheap order monkeys they could just kill with regular Martial Arts. With MA4 we're looking at a +6 to the roll and a -3 to the opponent, so they're good at winning the FTF against most non-MA chubs. However, if you need to just kill the model or if you're fighting a High CC MA specialist then it's better to just berserk and trade models.

    Also, remember that berserk only works on your active turn, but cannot be dodged. This will create a situation where the enemy will be hard-pressed to fight back and attempt to take your witches with them. Don't waste your berserkers on chaff!

    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 and only MA1, 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 27 points but does give the MAF access to another model with the neat Sensor Skill. An impetuous, smoke throwing, good at CC and with a flame template 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. N4 was not generous to this link. While the hungries did get some buffs in the new edition and are looking like good purchases, they no longer become regular in a fireteam, and that is a problem. The oznats are still morats and still stay regular, but having 1-4 irregular orders in a single team is kinda bad, doubly so because of the 15 model limit in the game right now. There are some ways to mitigate this problem, though.

    On the other hand, you can have 1-2 Oznats, 1-2 Raktorak and Kornak in the team. This does buff up the cost, but creates some interesting options for the hunting ladies. The thing is, if you're going to do this, you might be better served using Daturazi, as the Raktorak can provide you the vulkan shotgun and flame templates you need.

    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 impetuous troops with MOV 6-6, CC 20 PH 14 and climbing plus and Dodge+1" 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. They stay irregular in the fireteam, so they no longer work as cheap order batteries unless you're willing to shell out command tokens for it. 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 while they remain regular.

    Gakis:

    Gakis add the skills Berserk and 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.

    Berserk also allows them to trade with other models if/when they get into CC. Just run up and berserk to guarantee an AP hit followed by a DAM13 Shock pie plate. Die with glory.

    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) and Berserk allows you to move ALL that range and whack someone at the end of it. It is a good deal.

    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.

    ITS XI added one mission that may be a thorn on our side in the near future: Countermeasures is Highly Classified on steroids, and while it is a fun to play mission, it schews list building in such a way that it is fairly difficult for MAF to achieve. It is not impossible, though, just requires a little outside box thinking, but MAF will end up requiring some outside box thinking anyways.

    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.
    Edit: 2019/12/04 - Updated to talk about new Morat Character and ITS XI
    Edit: 2020/01/20 - Updated to talk about N4 and other stuff
     
    #1 DaRedOne, Jan 16, 2019
    Last edited: Jan 20, 2021 at 8:11 PM
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  2. paraelix

    paraelix Seed Embryo Scholar

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    Well, I for one am getting mileage from my Vanguard. So, "Vanguard are crap" is not something I agree with.

    Similarly, "MAF has the highest variety of fireteams in the game" is not to be confused with having Flexible Fireteams that are so powerful in other factions. Ours are still largely rigid in their composition and force your list to be built around one core or another.
     
  3. clever handle

    clever handle Well-Known Member

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    It’s worth mentioning the sogorat profiles have duo so you can take the FA profile and have him escort a raktorak up the field to push buttons as they go
     
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  4. Lesh'

    Lesh' Infinity LATVIA
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    Are you sure that when gaki explodes it kills friendlies? Afaik you cannot place templates over friendly units. So it just fizzles
     
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  5. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    That's actually a good point. It never occurred to me that it couldn't hurt a friendly due to the way it's worded. I'll have to take this to the rules forum and update the wording if it turns out it doesn't affect friendlies.

    Edit: Confirmed that explode does indeed affect allied models. It is not an attack (it happens at the end of the order after all) thus is not under the same rulings. However, if the template would hit a model such as an HVT or any other model that may not be killed under the usual rules, then it does fail and is not placed.
     
    #5 DaRedOne, Jan 17, 2019
    Last edited: Jan 17, 2019
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  6. colbrook

    colbrook Black Fryer

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    You can't declare template Attacks against friendlies.

    Explode L1 is not an Attack.

    The only thing that nullifies explode L1 is a Civilian like an HVT, due to a clause in the Civilian rules.
     
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  7. Plex

    Plex Taagma without a scheme

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    I think it's worth mentioning the lack of camouflage, minelayer skill and peripheral weaponry and the challenge those absences can present during initiative and deployment in the 'weaknesses' section.
     
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  8. paraelix

    paraelix Seed Embryo Scholar

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    Further to my initial comment - I feel that Morats, perhaps more so than most other Sectorials, really determine their overall flavour/gameplay by the Core fireteam the list opts into. The rest of the options for a list then revolve around enabling that Fireteam to operate at peak efficiency or by making up for it's weaknesses.

    Example; Yoagat core - you probably take a higher volume of Datz than another list, you probably opt into an extra Raktorak to reforge the link should a piece go down. Whereas for a Vanguard/Suryat core, I opt into an additional Vanguard (Hacker) as a 6th Fireteam member to reforge the list if need be, I also take only the 1 Datz and opt into a Q Drone and Yaogat MSR to focus on strong defensive ARO. If running a Suryat Paintrain, you probably need to invest into varied specialist options outside the link for fulfilling Classifieds (though of lesser importance these days).

    The Hungries link is exempt from this, except that it's inclusion generally precludes you running a normal Core option.
     
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  9. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    Okay, I think the basics are all done now.

    @psychoticstorm could you sticky this thread please? This way the new tactica can be more easily seen by newcomers.
     
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  10. TheDiceAbide

    TheDiceAbide Thank you for your compliance.
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    Thank you for not just crapping all over Zerats, haha. Lately I've given up using them as specialists and instead use them as area denial, which they've been fantastic at. Dropping mines and going into suppressive fire can really provide a speed bump.

    While I agree that Vanguard leave a lot to be desired, I think you could use some more emphasis on the links you can create with them. A Tactical Awareness Suryat HMG, Anyat, Raktorak, and 2 Vanguard is a decent link, with a massive toolkit.

    It's also worth pointing out in the Oznat entry that she makes the Hungries in her link Regular, but if the link breaks, or the Oznat dies, they're irregular again.
     
    #10 TheDiceAbide, Jan 30, 2019
    Last edited: Jan 30, 2019
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  11. Maksimas

    Maksimas Heavy Infantry Addict Maxim

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    Honestly... one thing I like about the variety of fireteams here isn't the great amount of Cores you can make... it's the great variety of Haris + 3-Man Cores you can make.
    3-man cores have been interesting me a lot recently TBH, they just slot in better into limited insertion lists.

    [​IMG] 5-man cores are overrated
    ──────────────────────────────────────────────────

    [​IMG]10 [​IMG]1
    [​IMG] KORNAK Lieutenant Mk12, Light Flamethrower / Pistol, DA CCW. (0 | 41)
    [​IMG] RAKTORAK Vulkan Shotgun / Pistol, Knife. (0 | 22)
    [​IMG] SURYAT (Tactical Awareness) HMG + TinBot A (Deflector L1) / Pistol, CCW. (2 | 48)
    [​IMG] YAOGAT (Number 2) Boarding Shotgun, Grenades / Pistol, CCW. (0 | 28)
    [​IMG] YAOGAT Spitfire / Pistol, CCW. (1.5 | 32)
    [​IMG] RAKTORAK Combi Rifle + Heavy Flamethrower / Pistol, Knife. (0 | 23)
    [​IMG] DĀTURAZI Boarding Shotgun, Smoke Grenades / Pistol, Shock CCW. (0 | 20)
    [​IMG] RASYAT Spitfire, Eclipse Grenades / Pistol, DA CCW. (1.5 | 34)
    [​IMG] ZERAT Hacker (EI Assault Hacking Device) Combi Rifle, D-Charges / Pistol, Knife. (0.5 | 25)
    [​IMG] RODOK Hacker (EI Assault Hacking Device) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 25)

    6 SWC | 298 Points

    Open in Infinity Army
     
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  12. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    Stop the presses! We have a new zerat! Check it out, doods!
     
  13. Maksimas

    Maksimas Heavy Infantry Addict Maxim

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    TWO new Zerats, actually
     
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  14. Death

    Death Well-Known Member

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    Wow, Zerat KHD and Zerat Red Fury for 0.5 swc. Zerats might be worth using now. lol
     
  15. Lesh'

    Lesh' Infinity LATVIA
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    Imo Zerat KHD should have been there with Third Offensive changes.
     
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  16. BlazyCrane

    BlazyCrane Active Member

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    I like that we are getting more hackers. Engineers we are covered with Kurgats. But something MAF and all of CA needs is more Doctor profiles. Dr. Worm can only do so much.And I am tired of my Paramedics mercy killing my HRLs after they take a bullet i the knee.
     
  17. toadchild

    toadchild Premeasure

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    A Doctor would not be impossible, but I think it would have to be limited to MAF only. The fluff for the Med-Tech implies that it’s not otherwise feasible for doctors to be able to handle the vast array of mixed species in the Combined Army.
     
  18. toadchild

    toadchild Premeasure

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    I think that’s not right. You can have a fireteam that is composed entirely of wildcards/alternates if you want; if you say you composed it under the Vanguard rules, then it’s a Vanguard team. That being said, it’s not really going to come up in actual play. A core of one Suryat and two Raktoraks doesn’t care if it’s being called a Vanguard fireteam or a Suryat one, although it could be either.
     
  19. BlazyCrane

    BlazyCrane Active Member

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    I can buy into that, each Sectorial should have at least one other Doctor profile. On that note, I think Kurgat is the only place this profile would fit. It would lose Engineer gain doctor and be apart of the support group
     
  20. DaRedOne

    DaRedOne Morat Warrior Philosopher
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    I would love to see a Suryat Doctor profile.
     
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