@Kortz That's an interesting take actually, I assume the Samekh is here to offer an extra body. Tho I'd be affraid of the weak cybercombat capabilities against Nomads or Yu-Jing, considering you'd have at least one hacking vulnerable unit linked. Maybe a KHD Naga instead of the minelayer ? Against Ariadna tho... I'd also switch one FO Yadu for Number 2, but I guess I'm a pussy.
Yeah the Samekh the disposable body of the core, mainly to be defensive ticket on a good lane or keeping long watch expecting to take something juicy (better if one can keep it with the core on and Assisted fire at the end of round 1), playing for the enemy to keep its distance. Yeah...the list is fragile against a heavy hacker enemy (but you know... that comes with OSS if you do not go heavy against it) still one can position carefully playing with the forward Deployment range of the Yadu covering hacking range of the rem units and the repeater on the Rudras can help too. The KHD Naga is great but in this case i like the extra marker at the start to restrain the a little more the enemy movement and waste of orders. The N2 is not bad but i think that this list is not so heavy on the use of command tokens if needed to make the fireteam again so i like the extra specialist with flash pulse but is not a bad idea for turn 2 or 3 when advancing will be necessary if the Mk5 can't make objectives and the Naga can't squeeze through and make some damage at close range.
Edit: I wrote whitout finish all the posts, so, it was explained a little further :P Interesting, could you please explain us a little about how do you will configure the fireteams? Is the rudra going alone? As replacement? thanks
The Idea is to be flexible with the Core depending the following points: The map, the enemy, the turn order and the mission (usually on that order) If the enemy has some nice ARO pieces or places to deploy that kind of visible defense, then with the idea of a more cautious approach using the ML on the core with assisted Fire can do an excellent job or at least be something to consider. I know its a lot of dices lost vs the Yaud HMG, but this can save orders on unwanted or risky movement, with just risking a "cheap" troop. The other function of the ML rem is to be a disposable ARO troop (on core if not first) with a higher chance to be brought back. Now the Rudras, he can be a sólo piece if needed, but the main idea (and frankly what makes him "special" is to be part of a yadu fireteam) is to be the central attacking piece of the core (i know the HMG is usually better, if there is no critical need to put that attack piece on early risks may be greater gains can be achieved by "saving" it) One of its main strengths is that it is a raw "tank piece"(2STR/4 or 7 ARM7/ 2 Unconscious states and on this list i have an engineer not a medic) so lets play with that, plus sometimes if you have the Assisted fire+ the climbing plus that Rudras can find some interesting targets or be quite efficient on the order economy. The repeater is really useful but dangerous. For the Yadus: They are the Elite troops of the OSS, but that does no mean they can do everything. The FO are for mission objective and guarding duty, the HMG is the "Last Hunter" (A troop with good capabilities to take the Core out of troubles but for that he usually is a piece that enemies want to take care of or at least they have it high on their priority list) on the early game her duty is help movement and on the order economy; She can see some action but her main job is to be a "Diva" piece an play with the attention she is attracting, later she can finish putting the last nail on the coffin or be the last hope of the list.Th LT is the rear guard and area control unit, because a knowledgeable player will know she is the only viable Lt option so lets play also with that knowledge, teasing really high cost strategies. Some piece is going to be out of the Core on turn one, for me is usually the Rudras or a Yadu FO, if i need to move up on the field then the ML is staying behind unless the movement i'm planning is going to be on the limits of the map. For clearing markers or securing the midfield, depending on the enemy army either the rudras (to set up mines or blow up a really important marker) the MK5 (to discover markers, throw some grenades or make objectives) or The Naga (force enemies to show themselves or squeeze and cripple an enemy flank) can go first. That's the Rough idea and initial plan, but we all know that that is just on paper :)
Thanks! I will have this in consideration. I see you try to keep the "Yadu hmg", and maybe this will be a good choice. When I did use of the hmg as "an active killer" in early steps of the game, this didn't go very well most of the times.
Well, it is indeed true that me not liking them is not the reason why you can't can't enjoy them. But so far I've heard no-one enjoying them, instead, everyone going "is anyone using this unit" and answers being either "no" or "yes, this is how you do it, but it's all theory". Anyway, what I was really referring to is the fact that the only thing Yadus are known for in lore is losing a whole cadet class to Nomads.