Token Scenarios:
Let’s
look at first turn mindset for Token scenarios; going first then going second:
To protect your token grabbers/button pushers you
have a few options; Shoot/Hack your opponents ARO capable models to remove that
threat or Smoke (Zero V.) I always lean on the fool proof break stuff method
over the more finesse use of smoke to claim objectives. Multi-Spectral Visors
(MSV) can ruin your day unless you have Zero-V smoke to negate them. Not that I
would advise against finesse, I try to create lists that has as many tactics in
the list toolbox as possible.
Going
first in these scenarios is going to give your opponent a glimpse of your
deployment so they can react to what you are doing. The use of infiltrators
right next to the markers (all of .0000000001” away so you are not in BTB at the
start of the game) with decent to high WIP or the use of Hidden Deployment. The other
option is shoot/hack/smoke the fire lanes away and then move in with fast/big
specialists to grab the boxes with your remaining orders.
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Going second is not fun in a Token
scenario. You must put enough of your models in a place to be able to ARO the Token
grabbers which leaves them exposed, but at the same time have enough threats
present that the player on the active turn has a tough time solving the puzzle
of your reactive turn. Its a hard thing to balance.
If
you present this as your reactive turn:
Your
opponent’s going to push you out of the way and complete the objectives.
I
want this to be my reactive turn:
The
goal is generating multiple high-threat (tons-o-dice) AROs. Total
Reaction/Neuroscentics are your friend in this case along with MSV (3 is best,
but few have it) to be able to check the CAMO threats. Mines in difficult to
impossible places to see that still threaten the Objective (which is hard to do as they exist as a 28-30mm tall "thing" until they are discovered then they are the height of a base, but that is a rant for another day), Krazy Koalas if you
have them and Forward Deployable Repeaters/Repeaters as well. Just adding layer upon layer of things to deal with is where I see the best results. Forcing your opponent to burn orders to deal with all the deployables and fire lanes reduces the chances of buttons being pushed or boxes being moved away.
Now I have one threat that I really
have limited solutions for on the Reactive turn, Alpha-Strike super HI or
Lieutenant TAGS. Pan-O With the Cutter Lieutenant, Combined have a few, Yu
Jing, the list goes on. Shooting them may work, Hacking them may work, it’s all
on the dice at that point. The D20 is a fickle jerk-face that won’t generate
any sort of average in a game of Infinity, play the percentages, and you’ll
still roll a 18 on a 16 or less roll. I am not bitter, nope, the dice just do not
like me.This scenario is where luck is paramount above all other things (in my
mind.) I realize it goes both ways with the dice, but an armor 6-8 TAG
rampaging with -6 to -9 BTS is going to be a tough nut to crack in the open,
then throw in Cover/TO/ODD/Enemy Hackers and you’ve got a wild set of circumstances
to overcome for some of the Alpha-Strike models. I keep things like this in
mind and be prepared to remove that threat if it all possible in your active turn.
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Now
to go back to general overview the last thing you need to take into account is
going to be the availability of Cover/High Terrain. Terrain density is a big
deal. Playing on very dense terrain initially in our group lead our meta-game
in one direct, then Paradiso was released and our thinking changed as boards
became much more open. Looking at various Battle Report/Blogs/Tournaments
terrain varies a good deal.
I
am looking/hoping for medium density volumetric terrain meaning 8-10 big blocks with
no/little internal use during the game with an additional 10-15 piece of
scatter terrain between those blocks. The shipping container boards seem to be
the most common.
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