Infinity/N3 Tactics/Aleph

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An unit overview and tactics for ALEPH

Why Play ALEPH?

ALEPH troopers are the most elite troopers in the Human Sphere. They are split into two sections: The Assault Subsection or Steel Phalanx and the Operations Subsection (OSS). Those troopers are equiped with advanced gear and special skills making them strong in firefights and hacking, and keep on fighting even after taking a hit.

Play ALEPH if you want an elite army of cold calculating robots and cybernetically sexy soldiers.

Faction Features

  • The Assault Subsection: Generic ALEPH has access to Steel Phalanx units. This tactica will only go over their use in ALEPH.
  • Lieutenant: The lieutenants of ALEPH are fairly obvious and sometimes they can be bullet magnets. You can include a somewhat pricey Myrmidon Officer with Chain of Command. However, it's best to eventually learn to go with it and save the points.

Special Skills

  • Valor: Many of ALEPH's troopers have V:Dogged or V:No Wound Incapacitation.
  • Ghost:Jumper L1:The Posthuman Proxies have a unique skill, Ghost: Jumper L1. It's a more complex rule, so be sure to read it thoroughly. Basically, the Jumper fights using the bodies of multiple Proxies (2-3). All of the bodies count as a single trooper and only generate a single order. The Jumper can only inhabit a single Proxy at a time but she may jump between Proxies freely. Meanwhile the uninhabited Proxy resorts to her basic protocols.

Weapons and Equipment

  • MSV2 and 3: Devas, Marut, and the Agemas all have MSV2. The Asuras have a MSV3 one of three MSV3s in the entire game. All of them are very tough and competent shooters.
  • Smoke and Eclipse Grenades: The Steel Phalanx has many units with Smoke and Eclipse Grenades.
  • ODD: Many of the Steel Phalanx members are equipped with ODD, which is a device that imposes a -6MOD to your enemies' BS attacks.
  • Netrods:Netrods are cheap 4pt AI Beacons that generates an order. In ALEPH, they are a safety net just in case all of the Posthuman Proxies go null.
    • FAQ Update: AI Beacons and the bearer are considered deployable equipment not troopers even though they take up a troop slot in a Combat Group. Netrods cannot be repaired, and they cannot switch to a new Combat Group using a Command Token. During deployment they do not benefit from the +3PH from a EVO Hacker.

Units Overview

Light Infantry

  • Deva Functionaries: Devas are a mid to high cost Light Infantry. She is tough with V:NWI. Devas have very nice selection of options and tools. The WIP15 and BTS3 is very good for the rather expensive Hacker. There is a MSV2 with Spitfire - the only MSV2 Spitfire option in ALEPH. The Sensor Deva is a very interesting choice and for only 24pts. Then finally the Deva + Devabot brings an extra body with HFT to the fray making then a dangerous duo. Devas make for a great WIP15 Lieutenant option as well. Stay away from Viral and Shock.
  • Sophotects: Sophotects are the best specialists in the game: fast 6-4MOV, WIP15 Doctor AND Engineer, D-Charges for Sabotage and V:NWI for added survival. However, She pays for it in the cost.
  • Posthumans, PROXY Mk.1: The Proxy Mk1 is a very inexpensive specialist option for the Posthuman unit. Only 14pts for a regular Hacking Device, and 10pts for either an Engineer or Doctor. At WIP15 she can get any job done. BS13 with Mimetism makes her very accurate in firefights, and if she takes an impact ARM2 and V:NWI keeps her up and fighting. The Mk1 is a very capable shooter and specialist.
  • Ekdromoi: The AD troop for the Steel Phalanx. They have an Assault Hacker for a good price.
    • Diomedes, Ekdromoi Officier: Diomedes is great at rampaging through the opponent's backfield. He's a very expensive trooper, but he's good at what he does. One of the few AD troopers with a second wound thanks to V:NWI.
  • Thamyris the Aoidos: A very short ranged, but good Hacker. ALEPH has plenty of hacker options so his Pitchers may be very relevant.
  • Dactyls: Dactyls will be your budget Sophotects. Sophotects are much better, but Dactyls are cheaper and better armed. However, they can be either a Doctor or Engineer - NOT both like the Sophotect.
    • Acmon, Sergeants of Dactyls: Acmon is the only Dactyl Character. He is a strong engineer option with good BS and WIP. Fireteam: Duo is an interesting thought, but maintaining the Duo costs orders (Teampro) and Command Tokens (reforming a fireteam).
  • Drakios, Steel Phalanx NCO: Drakios is a very strong aggressive unit. His best weapon is the Red Fury option for that extended range band and he may also bring 1 or 2 Devabot Kydoimos. He and his Devabots all have Albedo, a situational skill but a very useful on against MSV troopers.
  • Scylla, Steel Phalanc NCO: Scylla offers a whole lot of board control in ALEPH especially if you're bringing a few hackers. Like Drakios, she comes in with 1 or 2 Devabot Charydis, which are Devabots with a built in Repeater. She creates a massive mobile hacking bubble for herself and all of her hacker friends. Scylla herself isn't as combat effective as Drakios, so she needs to be safe while aggressive enough to make an impact with those Devabots and Repeaters. She's BS12 and armed with a Boarding Shotgun and each bot carries a HFT, so she's not bad in a fight - just a soft target. Also remember that Scylla's Devabots (repeaters) must stay in Zone of Control or they'll disconnect; This means enemy hackers could use her Devabots to hack away at Scylla.
  • Andromeda, Sophistes of the Steel Phalanx: She's even less useful in Aleph than she is in Steel Phalanx. There's just no place for her here, because ALEPH still has Thrasymedes and also Nagas, Dasyus, and Posthumans PROXY Mk2 and Mk5.

Medium Infantry

  • Thorakitai: In ALEPH, they're best reserved for cheap order filler and/or rear guard for the Deployment Zone, because they're without the fireteam skill to help with their slow MOV. They have Fenzy so watch out.
    • Nesaie Alke, Thorakitai Warrant Officer: Nesaie is a Thorakitai Officer, but unfortunately she suffers the same slow MOV and Frenzy issues her unit does.
  • Agema Marksmen: Very good sharpshooters with MSV2. They lack any with B4 like the Deva's Spitfire, but they also cost less.
    • Atalanta, Agema NCO: Atalanta is a crack shot with her Spotbot (Tinbot E) effectively shooting on BS17. Her use in ALEPH is the same as it would be in Steel Phalanx. She's a soft bullet magnet, so keep her safe until she can do some active turn hunting. Use Smoke Grenades to hide her shots from AROs.
    • Teucer, Agema Warrant Officier: Teucer is a great marksman as well with BS14. No Tinbot E. However, he has V:NWI, and instead of the Multi Sniper Rifle, he fires either a K1 Sniper Rifle or Feuerbach - both of which will tear through heavy armor.
  • Patroclus: Patroclus is similar to Drakios in that they are very aggressive attack pieces that bring a unique equipment which offers quite a lot on the field. Holoprojector L3 allows the combination skills and equipment with the Negative Feeedback trait: Holoprojector's Suprise Shot + ODD + Cover can impose a staggering -12 to your opponent's BS Attacks. With a 6-4MOV, Patroclus can easily get into range with his Multi Rifle, but a Spitfire is preferable for the high burst. He also brings Smoke Grenades, but stay clear of enemy troopers with MSV2 or 3.
    • Be sure to read up on Holoprojector L3
    • Duo: Using the EVO Hacker's Teampro Supportware and a Command Token, Achilles v2 and Patroclus (mimetism) may start the game with Duo for 2 player turns. You'll only have 1 active turn to make use on the supportware. It's not worth spending a Command Token on such an expensive and only temporary combo.
  • Chandra Sergeant, Thrasymedes: Thrasymedes is an ace Spec-Ops character with 2 profiles. The Enomotarchos option suffers the same problems Nesaie and the Thorakitai suffer from: too slow and Frenzy. Also generic ALEPH cannot take Fireteam:Enomotarchos, so he's paying for a skill he cannot use. The Infiltration option is more useful. However, generic ALEPH has better infiltration units.
  • Posthumans, PROXY Mk.5: The PROXY Mk5 is incredible like all of the other Posthuman Proxies. BS13 and WIP15 is a standard on all of them, but the Proxy Mk5 Forward Observer is just DIRT cheap at only 10pts. Unlike most MIs, the Proxy Mk5 has a 4-4MOV, but also Forward Deployment L1, V:NWI, ARM/BTS3. For 10 points, - the cost of a Fusilier or Alguaciles - the Proxy Mk5 is a WIP15 Forward Observer/Specialist with dual SMGs, E/M Grenades, and Nanopulser. It's just not fair....for your opponents that is.

Heavy Infantry

  • Asuras: The Asuras are some of the toughest Heavy Infantries in the game. ARM5 BTS6 2 Wounds and V:NWI. MSV3 (one of 3 in the entire game) means she cannot be Surprised Shot, automatically Discover camo markers, and nullify all Camo/ODD modifiers. She's a WIP15 Specialist option in the form of a Hacking Device PLUS which is also a rare device, but on a monster platform. If the list needs more guns, there's a Spitfire option. There's also a couple of Lieutenant options. Asuras are VERY expensive, but you certainly get what you pay for.
  • Posthumans, PROXY Mk.3: The PROXY Mk3 is one of two HI Posthuman options. She's tough with ARM4, BTS3, and 2 Wounds. She doesn't not have V:NWI like her lighter bodies. The Mk3 has one option, the Spitfire, which she fires with a high BS13. The most interesting aspect is her quick 6-2MOV, allowing her to quickly bring her gun into range and make leaping Cautious Moves. She only costs 21pts, but also 2swc.
  • Posthumans, PROXY Mk.4: The Mk4 is the other HI PROXY. This one is a nomral 4-4MOV, but more armored and equipped with long ranged firepower. For 25pts and 2swc, the PROXY Mk4 is armed with an HMG. 20pts and 2swc gets her a Heavy Rocket Launcher and SMG.
  • Ajax the Great: In generic ALEPH, he's nothing more than a feral beast really. Without fireteams it becomes difficult to control Ajax and Ajax is short ranged and dimwitted.
  • Achilles: Achilles is a great rambo piece for both Steel Phalanx and generic ALEPH. He's basically a man-sized TAG and can tear apart just about anything in firefights and close combat. However, he's VERY expensive.
    • Achilles v.2, Hoplite Armor: Same deal as Achilles v1 except heavier. Still VERY expensive.
  • Hector, Homerid Champion: Hector is fantastic in Steel Phalanx where his linkability is key. He doesn't have it here in generic ALEPH. He costs nearly as much as Achilles.


TAG

  • Marut: The Marut is one of the strongest TAGs in the game. She's a TAG with a Multi HMG, HFT, Nanopusler, and the only TAG with MSV2. The Lieutenant option comes with Strategos L3, another rare talent for a TAG. This all comes at a VERY HIGH price. 116 for the non-Lieutenant. It's 120pts for the Strategos LT...and a whopping 3SWC for either.

Remotes

  • Dakini Tactbots: Dakini are the basic trooper for ALEPH. They are Remotes, so you need a hacker to field them. They have pretty standard stats with an abysmal CC8, very fast 6-4MOV, and Mimetism to impose negative MODs. They have a Paramedic Specialist at WIP13 - which isn't great for healing, but the fast MOV value makes them great specialists. Though only BS11 the HMG and MSR options are solid when they out-range their targets in addition to Mimetism. The regular Combi Rifle bot ain't too shabby either. They REMs and can also benefit from Supportware like Assisted Fire and Enhanced Reaction. They don't have a repeated, so either the hacker or another repeater need to be close by for this.
  • Garuda Tactbots: Garuda are basically the same as Dakini, but with BS12, AD: Combat Jump, and a few different options. They have no specialists, but bring weapons like Boarding Shotguns or Spitfires. Supportware will be futile with these guys because they will probably be too far from repeaters and hackers.
  • Basic REMs
    • Daleth: Basic toolbox Remote but with Climbing Plus
    • Zayin: Standard 360 Visor Total Reaction REM but also with Climbing Plus
    • Samekh: The usual Smart Missile Launcher remote. There are plenty of infiltrating hackers with Spotlight, so consider a Samekh to watch fire lanes and the possibility of guided strikes. However, it would be foolish to build the entire list around this bot.
    • Lamedh: Standard 8pt Flash Pulse bot.
  • Yudbots: Sophotects are expensive and very good at their jobs. Consider Yudbots to keep her safe while extending her reach.
    • Remember any G:Synchronized or G:Servant trooper and their controller cannot participate in Coordinated Orders.
  • Probots: Baggage bots with a Minesweeper or EVO Hacker option. The EVO Hacker could be interesting but currently only the some of the basic REMs and Scylla's Devabot has repeaters for Overclock. Kaleidoscope and Reboot could be useful if the list is hacking heavy, but it's not recommended to play a gimmicky hacking list (Generally, it's better to have all your bases covered as opposed to playing a single focused list)
  • Devabot Units and characters like Devas and the NCOs can bring Devabot companions for crowd control, adding addition attack vectors, and an extra body for protection. All of them are armed with a Heavy Flamethrower.
    • Remember any G:Synchronized or G:Servant trooper and their controller cannot participate in Coordinated Orders.

Skirmishers

  • Nagas: Nagas are very strong Camo Infiltrators. They are basically slightly downgraded Dasyus: no Nanopulsers, Camo instead of TO, V:Dogged instead of V:NWI, mines, same Specialists, and same Weapons. Therefore Nagas are far cheaper and with a couples of their own tricks such as a profile with Monofilament Mines or the option with Minelayer. Their specialists -Assault Hacker, Killer Hacker, Forward Observer- are great at WIP14. BS12 is very deadly with the combination of the negative Camo modifiers. Infiltration lets them start right where they need to be. Unfortunately they are only AVA2.
  • Dasyus: Dasyus are a high end, but well-equipped TO Camo Infiltrator. They have Assault Hacker, Killer Hacker, or Forward Observer for WIP14 Specialists. BS12 makes them even more deadly than the Nagas because of TO. V:NWI adds to their survival. Nanopulsers and Mines (nearly) everywhere. They are like the standard TO Infiltrator, but with all the ALEPH enhancements.
  • Posthumans, PROXY Mk.2: One of the most common Proxies taken especially the Assault Hacker. She benefits from the same great stats and price, but gains TO Camouflage and Infiltration. Essentially, the Mk2 is the ONLY TO Infiltrator that still generates an order even when she's in Hidden Deployment (assuming the other proxies are not dead).

Warband

  • Myrmidons: Myrmidons are the backbone of the Steel Phalanx. In ALEPH, they are only AVA5, but that most likely won't be an issue. A 16pt Myrmidon or 2 will be useful to provide Smoke coverage for your army, especially any MSV2 troopers. The Spitfire option is also worth considering. Usually the Assault Hacker would be a useful specialist for a Myrmidon fireteam. However, Enomotarchos is not allowed in generic ALEPH, and there are far more capable hackers in this faction.
  • Myrmidon Officers: Myrmidon Officers can be a tough hard to hit Lieutenant option or Chain of Command option - which is useful considering the somewhat obvious Lieutenant choices in ALEPH. However, for Chain of Command the points and SWC start to pile on. The Boarding Shotguns all come with Eclipse Smoke Grenades which could be useful if the enemy brings MSV2 or 3.
    • Machaon: A great WIP15 Doctor with ODD, but Frenzy could be an issue.
    • Phoenix: Does not have Frenzy. However, expensive at 40pts and 2SWC while not being linkable and low in burst
    • Eudoros: Good shooter with ODD and close combat fighter, but is 40pts and starts the game Impetuous.
  • Penthesilea: Penny is fast and can be deadly. She'll need plenty of Smoke and Eclipse Grenade support to get into close range to do damage. However, with so many extra ALEPH choices for Heavy Infantry and Camo Infiltrators most of which cost less, it's hard to justify the 41pt price tag.

Army List Building

ALEPH is a very elite army. Even their basic troopers have a skill or equipment making them harder to deal with. A very elite army will often be outnumbered. If an Ariadna commander looses 5 troopers there's could still be a full combat group and a half worth of troopers to deal with. If ALEPH loses 5 troopers, that could be a little over a third of the army. Even though ALEPH's soldiers are well equipped and well trained, a higher level of strategy will be required to play this army. Model count-wise, a 300pt army shouldn't play with less than 10 regular orders to start; ALEPH does well with about 13-14 orders.

The Lieutenants of ALEPH are somewhat obvious. Asuras and Devas are the most common. Devas are the easiest to hide, but even then they cost significantly more than basic troopers of other factions. If Loss of Lieutenant scares you, there is a Myrmidon Officer with Chain of Command you can take. However, it's best to just to learn to play with this issue in mind and apply it to your strategy. Discourage your opponent from taking the risk of Lieutenant hunting OR let them waste all their orders trying kill the LT. Majority of ALEPH's troopers are tough soldiers: With enough strategy and planning, they can handle Loss of Lieutenant and still get stuff done. If this is not your playstyle or you're not confident yet, get the aforementioned Myrmidon Officer.

  • For any army, try NOT to go into LoL during your last turn.
  • Posthumans: Posthumans are possibly the best unit in the OSS. The Jumper is nigh invincible, because she can jump into any Proxy body during her activation, ARO, or even when the host Proxy goes Null. Even when all of those bodies are Null, she'll jump into a Netrod and produce Orders for that Netrod's Combat Group. Keep the the 1 Wound Proxies away from Shock or Viral! There are 5 Proxy types to choose from and a list may only take 2 or 3 different Proxies. They only count as a single trooper. Generally player take the minimum 2 to save points, but 3 is very viable considering how inexpensive they already are. Also each one fills a very different role:
    • Mk1: The standard base for all of the Proxies. Every option is a WIP15 Specialist: Hacker, Doctor, or Engineer+D-Charges.
    • Mk2: TO Infiltrator. Assault Hacking option with a Boarding Shotgun if you need more infiltrating specialists. MSR for long ranged sniper support with the standard Proxy's BS13 plus TO modifers.
    • Mk3: A fast 6-2MOV Heavy Infantry for fast midfield strikes with her BS13 Spitfire.
    • Mk4: A tough ARM5 Heavy Infantry for long ranged support with either HMG or HRL.
    • Mk5: Forward Deployment L1, ARM/BTS3. 17pt Mk12 for extra midfield gun fighting or 10pt Forward Observer with dual SMGs and E/M Grenades. The only FO in the Posthumans.
  • Pick the whatever combination you want or need. 2 Proxies can be a very good duo. 3 can add that extra punch and an extra body.

Tactics and Strategy

  • Jumping in from Reserve: A Ghost:Jumper L1 and all her Proxies count as a single trooper. Therefore you can hold all of her Proxies back as a single reserve unit.
  • Board Control: ALEPH's troopers will need some board control to keep the enemy at bay:
    • Eyes everywhere: Posthuman Proxies can be anywhere they want. Deploy them strategically to do what each one is meant for.
    • Minefield: Nagas are only AVA2, but if positioned well, they can create a road block against light single wound Specialists from getting to their Objectives. Dasyus also have them, but whether you want them revealed from Hidden Deployment is up to you.
    • Suppression Oppression: Those same Nagas and Dasyus can be brutal in Suppression Fire in that midfield zone.
    • Hacking Network: If you're going heavy with hackers, Scylla adds whole lot of board control in both Repeaters and HFT for crowds and camo. Thamyris also adds some board support, but just not to the extent Scylla does.
  • Hackers: ALEPH has a good selection of Hackers. Taking 2 or 3 plus a Repeater of some sort will increase your infowar capabilities. This will be mostly useless against an unhackable army like Ariadna, but then you can still upgrade Remotes and Heavy Infantry with Supportware. Also those Hackers are still specialists for ITS objectives.
  • Asura HD+: The Asura hacker is a specialist who can handle things herself. As usual, be care -stick to cover, etc etc- with any unit, but don't be afraid to play her more aggressively than normal fragile Specialists. Her weapon is short ranged, so she may need Smoke Coverage to get to where she needs to go, or Cybermask herself to get by. And of course there's always the option of just blasting her path with a long ranged attacker like a Proxy Mk4.
  • Smoke and MSV2 and 3: This combo is common, but there are some crack shots in ALEPH like the Marut and Asura.