Monday, September 12, 2016

Tactics: Going Second and Not Getting Curb-Stomped



Bring on the second turn!


They always say first impressions can shape peoples' perceptions of you for the rest of their lives. I say the way you handle the first round in a game of Infinity can shape the fate of the rest of the game. Going second in that first round, whether by your choice or not, can be extremely difficult to handle and then pull out a victory at the end of the day.

Nothing's more disappointing than watching all of your awesome butt-kicking troops or specialists die before you get to use them, so let the Pride of Rodina share a few tips and tricks with you comrade!


Deployment

There are three categories of troop roles to keep in mind when you're deploying:


Protect the Goods
Not every troop you have should be out and visible . There are some who should be hidden entirely and then there are those who should be assigned to protecting the "goods" (i.e. specialists or other important active turn models who suck in the reactive turn). These troops will lock down certain zones on the table, but they won't be visible at all times. These are your deployment zone guards, minelayers, people who watch the back field, those who overlook valuable troops, and the few who are watching over a small patch of the table or an objective. Note, these troops aren't meant specifically for ARO duty, but act supplementary to the main ones (those who fall in the "AROs" category). They function more as a sentry rather than a long range deterrent.

Things like heavy rocket launchers, x-visor toting troops (unless they have awesome long range weapons), some cheap troops, template weapons, most minelayers, perimeter weapons, etc. fall into this category.


AROs
For those few troops you keep out in the open, you have to think, "Is it worth losing this model and their order in order to force my opponent to waste some orders"? (Key point to remember, you don't keep models out for ARO in order to kill your opponent, you do it to force them to waste orders. Yes, it's nice when they -do- kill things, but don't bank on it). Would this troop be better on your turn and alive or can you risk losing them and still keep moving on with the loss?

Things like TR bots, missile launchers, sniper rifles, heavy rocket launchers, etc. fall into this category.


The Goods

Nothing would be sadder than losing that HRMC before you can shoot something with your five burst fury
These are the troops you do not want to get killed, no matter what happens. These will be your specialists and active turn pieces. Hide them wherever you need to and hope they don't get shot. Make sure you keep some "Protect the Goods" troops nearby to help them out if your opponent does start gunning at them.

Things like specialists, most camo troops, HMGs, HRMCs, spitfires, etc. fall into this category.



Command Tokens


Use those freaking Command Tokens and don't forget!

There are two (three if you use an EVO repeater) uses:
  • Strip 2 Regular Orders from your choice of Order Pool
    • Go for the group with the nastiest meanies in it or hamstring an already low order pool
  • Limit your opponent from using more than one Command Tokens on their first turn
    • Biotechvore, prime time to use this option or to keep your opponent from rebuilding their fireteam/s
  • (EVO ONLY) You can start the game with one supportware active
    • Buff those REMs real good


Random Tidbits


Don't reveal camo during the reactive turn and -especially- not your opponent's first turn, unless you specifically need to. An example would be if you have a pretty sweet shot lined up (shooting them in the back) and you could easily take out a target that's well over your camo troops point cost. Camo is a way to protect your valuable troops from being shot, so keep them hidden to prevent them from being shot.

Always take AROs whenever you can. If you're only equipped with a shotgun and you know they're well out of your range and not going to shot at them, still take your chance to ARO. That ARO could have just saved your poor little shotgunner's life!

Do a rough calculation of which situation's best: shoot, dodge, drop a mine, etc. You don't want to shoot every time (especially if you'd be shooting back at -12) and you don't always want to dodge (dodging on a 12, but would hit with an autocannon on 15). Take into account the whole scenario; whether you need that troop alive, what's your best chance of surviving and how badly you need to kill the enemy troop.





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