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July 28, 2011 by crew
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Andy and Mike finish off their discussion about fire teams by showing us how they work during a reactive turn.
Good vid lads. And like I’ve said in earlier comments, if you are having trouble with someones fire team, then just use a forward observer to target the leader for any long range guided ballistics you have. Breaks them up pretty well as not only might you catch a few others with the blast but then they have to be reformed which means they’re not shooting your advance!
Honestly, that’s a bad advice. Nomads is the only faction that can integrate the GML combo in the list without being too dependant on it. The other factions have to build the list focusing heavily around the combo, therefore losing tons of flexibility. Also only Nomads, Aleph and CA have access to the dreaded Hacking Device Plus, that means the other factions either use conventional forward observers (FO), thus having to suffer the AROs of the target and anyone seeing them, or they use the REM with repeater and FO, having to reach within 8″ of the target you want to mark.Also 4 men linked teams have 6th sense lvl 2 which allows them to Dodge against speculative shots and guided ammo..
In the end is much more simple to send cheap expendable warbands with chain rifle or any cheap troops with a heavy flamer.
It’s not bad advice if you play Nomads. Besides I said it was a strategy not the only strategy. And if your smart with your forward observer ARO’s won’t matter because the negative modifiers will make hitting him impossible. Hell, let Ariadna use their MRL rocket platform. 3 blast templates locked together and your bound to get somebody. Nobody dodges forever. Just because you can just throw cheap troops at the situation doesn’t mean you should.
That was my point, is a single faction reliable advice, not a generic one. Regarding being smart and take advantage of negative modifiers, it all depends on terrain’s disposition, how your opponent placed his/her linked team and how your FO approached to them and positioned. Maybe your FO can trace a line to only one or a pair of the fireteam’s members in which case a proper use of camo modifiers and coberture can help. However if your opponent placed the team so that all members can cover their other mates it’s possible your FO might face the ARO of almost all the team. It’s a matter of numbers, the more dice are rolled higher are the chances crits are scored or a low roll beats your even unlucky lower roll.
The problem with cheap, expendable troops is that your opponent can ARO as many times as they like, and it all counts towards your Retreat! level. Chain rifles and flamers are grand, but you’ve got to get close enough to use them, and if your opponent is awake he’ll be trying to stop you.
I personally like long range ordinance, but it isn’t a panacea for everything (much as I would love it to be). As janzerker says, it is also rather faction reliant, which is good as it would be a dull game inf all factions has the same stock response to a given threat.
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