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An unit overview and tactica for the Morat Aggression Force
An unit overview and tactica for the Morat Aggression Force
[[File:Love Morat.png|300px|thumb|right|Even Drake approves]]


==Why Play Morat Aggression Force(MAF)?==
==Why Play Morat Aggression Force(MAF)?==
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They have their own Morat racial skill making them unflinching in combat. They do struggle with ITS for focusing on sheer firepower more than infiltration. Play the MAF for a straight forward guns ablaze army.
They have their own Morat racial skill making them unflinching in combat. They do struggle with ITS for focusing on sheer firepower more than infiltration. Play the MAF for a straight forward guns ablaze army.
Remember: if the table isn't littered with dead Morats by the bottom of turn two you're doing it wrong.


==Faction Features==
==Faction Features==
*'''Morat:''' Every single Morat unit (non-Combined Army) has the Morat special skill. When reading the unit the tactica keep the Morate Skill in mind.
*'''Morat:''' Every single Morat unit (non-Combined Army) has the Morat special skill. When reading the unit the tactica keep the Morat Skill in mind.


*'''Physique:''' Morats are bred for combat -even inside the womb one twin will kill the weaker. They have a higher average PH value than other armies.
*'''Physique:''' Morats are bred for combat -even inside the womb one twin will kill the weaker. They have a higher average PH value than other armies.


===Special Skills===
===Special Skills===
*'''Morat:''' The Morat Special Skills is an automatic skill that gives the user both Vetern L1 and Religious. Veteran L1 means all Morats ignore the effects of Loss of Lieutenant and Isolated. Religious makes them stand their ground in combat. This allows the MAF to play with their Lts more aggressively without the fear of the negative repercussions.  
*'''Morat:''' The Morat Special Skills is an automatic skill that gives the user both Veteran L1 and Religious. Veteran L1 means all Morats ignore the effects of Loss of Lieutenant and Isolated. Religious makes them stand their ground in combat. This allows the MAF to play with their Lts more aggressively without the fear of the negative repercussions.  
**They do also they Religious, however. Though they are unflinching, sometimes ducking for cover and staying alive is better, and Morats have to pass a WIP test to do so whereas non-religious troopers can just choose to fail the guts roll to hide. Remember that V:Courage bypasses this "problem"
**They do also they Religious, however. Though they are unflinching, sometimes ducking for cover and staying alive is better, and Morats have to pass a WIP test to do so whereas non-religious troopers can just choose to fail the guts roll to hide. Remember that V:Courage bypasses this "problem"


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==Unit Overview==
==Unit Overview==
===Light Infantry===
===Light Infantry===
*'''Morat Vanguard Infantry:''' The Vanguard Infantry is the basic trooper of the MAF. Though they have average stats (higher PH than any other basic trooper) they pay a premium for the Morat Skill. The higher PH makes Paramedics slightly better. Individually, they're not great. They have 3 specialist options: EI Hacker, Forward Observer, and Paramedic.
*'''Morat Vanguard Infantry:''' The Vanguard Infantry is the basic trooper of the MAF. Though they have average stats (higher PH than any other basic trooper) they pay a premium for the Morat Skill. The higher PH makes Paramedics slightly better. Individually, they're not great. They have 3 specialist options: EI Hacker (the cheapest regular Hacking Device in MAF), Forward Observer, and Paramedic.
**'''Core:''' However, in a Core team, they can benefit from the fireteam bonuses making them a cheap (compared to most the of the other Morat Core teams) team. They are still soft targets with only ARM1 and can be picked apart fairly easily. While that's true for most other basic troopers, the Vanguard pays too much in comparison. Simply put: their are far better Core options in MAF
**'''Core:''' However, in a Core team, they can benefit from the fireteam bonuses making them a cheap (compared to most the of the other Morat Core teams) team. They are still soft targets with only ARM1 and can be picked apart fairly easily. While that's true for most other basic troopers, the Vanguard pays too much in comparison. Simply put: there are far better Core options in MAF
**'''Treikat Anyat:''' Anyat is the Dire Foe character based on the Vanguard profile. However, she has a higher BS12 and BTS3, and brings quite an arsenal. K1 Combi Rifle is a one of a kind in the MAF and is dangerous versus targets with high ARM values. Chain Colt for dealing with crowds, camo, and Intuitive Attacks. Finally, she's also armed with both Smoke Grenades AND E/M Grenades. Because she's based on the Vanguard, she's also linkable with them, turn the fireteam into a much more dangerous force. She'll provide Smoke coverage for their advance, and lob E/M grenades with Speculative Fire while still benefiting from the +3MOD. Whether she is linked or flying solo, Anyat brings a whole arsenal for only 25pts
**'''Treikat Anyat:''' Anyat is the Dire Foe character based on the Vanguard profile. However, she has a higher BS12 and BTS3, and brings quite an arsenal. K1 Combi Rifle is a one of a kind in the MAF and is dangerous versus targets with high ARM values. Chain Colt for dealing with crowds, camo, and Intuitive Attacks. Finally, she's also armed with both Smoke Grenades AND E/M Grenades. Because she's based on the Vanguard, she's also linkable with them, turn the fireteam into a much more dangerous force. She'll provide Smoke coverage for their advance, and lob E/M grenades with Speculative Fire while still benefiting from the +3MOD. Whether she is linked or flying solo, Anyat brings a whole arsenal for only 25pts


*''' Kurgat Regiment of Assault Engineers:''' The Kurgat is the demolitions experts of the MAF. All of them are Engineers and come with Mines and D-Charges. They're very relevant in ITS missions. Though the Autocannon option is a tasty looking choice, They're only BS11 with no defensive measures like Mimitism, so it's better to just ignore it.
*''' Kurgat Regiment of Assault Engineers:''' The Kurgat is the demolitions experts of the MAF. All of them are Engineers and come with Mines and D-Charges. They're very relevant in ITS missions. Though the Autocannon option is a tasty looking choice, they're only BS11 with no defensive measures like Mimitism, so it's better to just ignore it.
**'''Haris:''' They have an option with the Haris skill. Only Operative Group Kurgats can for this team (so no linked Autocannon). In the Haris, they become a fierce little specialist team for ITS Objectives and Classifieds. The Mk12 benefits from the extra Burst, and there is a cheap 17pt filler option with a Boarding Shotgun. And because they ALL have mines, they can cause quite a disturbance by laying them all over the midfield.
**'''Haris:''' They have an option with the Haris skill. In the Haris, they become a fierce little specialist team for ITS Objectives and Classifieds. The Mk12 benefits from the extra Burst, and there is a cheap 17pt filler option with a Boarding Shotgun. Finally, the autocannon gets some extra teeth from going to burst 3. And because they ALL have mines, they can cause quite a disturbance by laying them all over the midfield.


*'''Med-Tech Obsidon Mechanoid:''' Commonly known has Doctor Worm. The Med-tech has both Doctor and Engineer Skills, 6-4MOV, and D-charges like the Sophotect from ALEPH. However, Dr. Worm is a squishier target while having a larger S3 volume. Take Slave Drones to keep Dr Worm safe.  
*'''Med-Tech Obsidon Mechanoid:''' Commonly known has Doctor Worm. The Med-tech has both Doctor and Engineer Skills, 6-4MOV, and D-charges like the Sophotect from ALEPH. However, Dr. Worm is a squishier target while having a larger S3 volume. Dr Worm is the only Doctor in the MAF, so take Slave Drones to keep Dr Worm safe.


*'''Krakot Renegades, Morat Fugitives:''' Krakots are a dirt cheap short ranged Regular unit. Forward Deployment L1 makes up for the range, and they have a free order from Impetuous. They can also pick up an extra skill (or two) from the Metachemistry L2 roll. They can be fierce in CC as well with CC21 and the high PH13. All of them have Chest Mines!
*'''Krakot Renegades, Morat Fugitives:''' Krakots are a dirt cheap short ranged Regular unit. Forward Deployment L1 makes up for the range, and they have a free order from Impetuous. They can also pick up an extra skill (or two) from the Metachemistry L2 roll. They can be fierce in CC as well with CC21 and the high PH13. All of them have Chest Mines!
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===Medium Infantry===
===Medium Infantry===
*'''Rodok, Morat Armed Imposition Detachment:''' Rodoks have an impressive arsenal to field. Though they are slow at 4-2MOV, they have the Super Jump skill -thanks to their Super Mario Boots- to get to high places for better attack vectors. Mimetism makes them harder to hit, and with BS12, they are great in firefights. Unfortunately, they have no mid-ranged options so the short-ranged options like Combi Rifles and Shotguns will struggle to get up in relevant rangebands. There are 2 specialist options: Paramedic and EI Assault Hacker.
*'''Rodok, Morat Armed Imposition Detachment:''' Rodoks have an impressive arsenal to field. Though they are slow at 4-2MOV, they have the Super Jump skill -thanks to their Super Mario Boots- to get to high places for better attack vectors. Mimetism makes them harder to hit, and with BS12, they are great in firefights. Unfortunately, they have no mid-ranged options so the short-ranged options like Combi Rifles and Shotguns will struggle to get up in relevant rangebands. There are 2 specialist options: Paramedic and EI Assault Hacker. For N3, don't forget that Medium infantry grants a level of forward deployment.  
**'''Core:''' The Rodoks are a very popular Core choice. Their slow movement is greatly mitigated by the order efficiency of a the fireteam bonuses. The HMG will be the cornerstone platform and do most of the fighting in Active Turn. However, even short-ranged options can make take out enemies thanks to firteam bonuses. The ML options is a great ARO piece, and the Boarding Shotgun options all come with Mines. Adding either a Paramedic or Assault Hacker makes this team ready to cap Objectives and Classifieds for ITS. Mimetism on a Core fireteam is actually uncommon, but incredible.
**'''Core:''' The Rodoks are a very popular Core choice. Their slow movement is greatly mitigated by the order efficiency of a the fireteam bonuses. The HMG will be the cornerstone platform and do most of the fighting in Active Turn. However, even short-ranged options can make take out enemies thanks to firteam bonuses. The ML options is a great ARO piece, and the Boarding Shotgun options all come with Mines. Adding either a Paramedic or Assault Hacker makes this team ready to cap Objectives and Classifieds for ITS. Mimetism on a Core fireteam is actually uncommon, but incredible.


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**'''Core:''' They have the fireteam Core skill turning the Yaogats into a very scary fireteam. The Panzerfaust and MSR options are deadly ARO pieces, while the Spitfire does most of the active turn shooting. There is a Number 2 choice as well. Adding an EI Hacker makes the team ITS obejective ready. However, a core team is VERY expensive.
**'''Core:''' They have the fireteam Core skill turning the Yaogats into a very scary fireteam. The Panzerfaust and MSR options are deadly ARO pieces, while the Spitfire does most of the active turn shooting. There is a Number 2 choice as well. Adding an EI Hacker makes the team ITS obejective ready. However, a core team is VERY expensive.
**'''Haris:''' The final option has the Haris Skill. Instead of spending a lot of points and taking up the slot for a Core team, Yaogats can form a little 3-man(monkey) hunting trio. A team focused around the Spitfire can be a great team for midfield engagements. Or a Haris team around the MSR makes for an imposing ARO sniper team.
**'''Haris:''' The final option has the Haris Skill. Instead of spending a lot of points and taking up the slot for a Core team, Yaogats can form a little 3-man(monkey) hunting trio. A team focused around the Spitfire can be a great team for midfield engagements. Or a Haris team around the MSR makes for an imposing ARO sniper team.
**In both cases, consider cheapening the think with a Raktorak or two.


*'''Rasyat Diplomatic Division:''' Rasyats are the AD:Combat Jump troopers of the MAF. AD can be very valuable in MAF, because the Morats have very little in deployment options/types. They come with your only eclipse grenades and are a great smoke platform, with the added bonus of being able to shut down enemy MSV. Natural Born Warrior also gives them Stealth and V:Courage (V:Courage can also help with the Religious from the Morat skill), and with CC21, PH13, DA CCW, and smoke to cover their advance, they can be very deadly in close combat. Rasyats are great for ruining the opponent's backfield and order pool. D-Charges and AD makes it easy for the Sabotage classified, though keep in mind that the spitfire profile lacks the charges.
*'''Rasyat Diplomatic Division:''' Rasyats are the AD:Combat Jump troopers of the MAF. AD can be very valuable in MAF, because the Morats have very little in deployment options/types. They come with your only eclipse grenades and are a great smoke platform, with the added bonus of being able to shut down enemy MSV. Natural Born Warrior also gives them Stealth and V:Courage (V:Courage can also help with the Religious from the Morat skill), and with CC21, PH13, DA CCW, and smoke to cover their advance, they can be very deadly in close combat. Rasyats are great for ruining the opponent's backfield and order pool. D-Charges and AD makes it easy for the Sabotage classified, though keep in mind that the spitfire profile lacks the charges.


*'''Raktorak, Morat Sergeant Major:''' Raktoraks are hotly argued as a bad unit. Raktoraks are Specialist Operatives as well for ITS objectives.  
*'''Raktorak, Morat Sergeant Major:''' Raktoraks largely exist to be filler for other fireteams. Raktoraks are Specialist Operatives as well for ITS objectives, so they provide cheap filler and ITS objectives.
**'''Core/Haris:''' They are basically filler units for Suryat fireteams.
**'''Core/Haris:''' They are basically filler units for other fireteams, such as suryats and yaogats.


*'''Kornak Gazarot, Superior Warrant-Officer:''' If you decide to take Kornak, the non-Lieutenant option is pointless, so take him as a Lt. As the Lt the army benefits from his Strategos L1 which turns his special order into a Regular Order. Kornak's stats are incredible. He is armed with a Mk12 and Light Flamethrower and has the highest BS14 in the sectorial (tied with Raicho). CC22, PH13, and Berserk makes him equally frightening in CC. For armor he has ARM3 and an incredible BTS9 which is great against Breaker and Viral. Kornak is as expensive as Heavy Infantry, but only 1 wound with V:NWI; Keep him away from Shock and Viral!
*'''Kornak Gazarot, Superior Warrant-Officer:''' If you decide to take Kornak, the non-Lieutenant option is pointless, so take him as a Lt. As the Lt the army benefits from his Strategos L1 which turns his special order into a Regular Order. Kornak's stats are incredible. He is armed with a Mk12 and Light Flamethrower and has the highest BS14 in the sectorial (tied with Raicho). CC22, PH13, and Berserk makes him equally frightening in CC. For armor he has ARM3 and an incredible BTS9 which is great against Breaker and Viral. Kornak is as expensive as Heavy Infantry, but only 1 wound with V:NWI; Keep him away from Shock and Viral!
**Kornak has Frenzy, so putting him in a fireteam will nullify it.
**Kornak has Frenzy, so putting him in a fireteam will nullify it.
**V:NWI also grants the lower skill V:Courage, which will help with Morat/Religious.
**V:NWI also grants the lower skill V:Courage, which will help with Morat/Religious.
**'''Core:''' Kornak can join a Core fireteam of Suryats for a very expensive but very resilient HI team. A Raktorak can be included to reduce costs.
**'''Core:''' Kornak can join a Core fireteam of Suryats for a very expensive but very resilient HI team. A Raktorak (or two) can be included to reduce costs.
**'''Haris:''' Kornak has the Haris Skill and can form a Fireteam with either Suryats or Sogarats. This can make for a very strong little strike team.
**'''Haris:''' Kornak has the Haris Skill and can form a Fireteam with Suryats. This can make for a very strong little strike team.  


===Heavy Infantry===
===Heavy Infantry===
*'''Suryats Assault Heavy Infantry:''' Suryats are basically standard HI with the Morat rule. They also do not have a Specialist option. The can be a good Lieutenant choice because Morats aren't affected by LoL.
*'''Suryats Assault Heavy Infantry:''' Suryats are basically standard HI with the Morat rule. They also do not have a Specialist option. The can be a good Lieutenant choice because Morats aren't affected by LoL.
**'''Core:''' Even with a Raktorak reducing the cost, a Core team of Suryats will be VERY expensive. Suryats are not bad, however, they are just better options for the Core slot.
**'''Core:''' Even with a Raktorak reducing the cost, a Core team of Suryats will be VERY expensive. Suryats are not bad, however, they are just better options for the Core slot. Consider a Vanguard link if you just want one Suryat leading a team of grunts.
**'''Haris:''' There is a Haris option which can include a Raktorak to reduce costs OR (not both) include Kornak. Either way it'll still cost a third of your points (in a standard 300pts list).
**'''Haris:''' There is a Haris option which can include a Raktorak to reduce costs and/or include Kornak. Either way it'll still cost a third of your points (in a standard 300pts list).
**'''Duo:''' Fireteam:DUO skill is in the profile taking 2 of them can be a good mobile weapons platform. However, you cannot reduce costs or add a specialist with a Raktorak.
**'''Duo:''' Fireteam:DUO skill is in the profile taking 2 of them can be a good mobile weapons platform. Consider the Raktorak for an ITS-capable duo, or another Suryat for the firepower.


*'''Sogarat Tempest Regiment:''' Sogarats are massive hulking S5 HIs. They are often compared with the Azrail because of the 2 similar weapon options: Feuerbach or AP HMG. However, unlike the Azra'il they have a whopping ARM6 which is tvery high for even HIs. They are great fire support. Feuerbach for ARM busting turrent action and AP HMG to mow down light and heavy infantry alike in the Active Turn. Sogarats can also be good Lt options for the extra special order for further aggression. And if they fall unconscious, they have Automedikit with a very robust PH15 to potential self revive. Even if the opponent gets through the armor, they can be very difficult to remove from the game.
*'''Sogarat Tempest Regiment:''' Sogarats are massive hulking S5 HIs. They are often compared with the Azrail because of the 2 similar weapon options: Feuerbach or AP HMG. However, unlike the Azra'il they have a whopping ARM6 which is very high for even HIs. They are great fire support. Feuerbach for ARM busting turret action and AP HMG to mow down light and heavy infantry alike in the Active Turn. Sogarats can also be good Lt options for the extra special order for further aggression. And if they fall unconscious, they have Automedikit with a very robust PH15 to potential self revive. Even if the opponent gets through the armor, they can be very difficult to remove from the game.
**'''Haris:''' Go full HAM. The only option for linking is through Kornak. Kornak accompanied by 2 Sogarats is a scary sight for sure. However, this small team will cost nearly half of your army in standard 300pt lists.
**'''Haris:''' Unfortunately, Sogarats appear to have lost the ability to Haris, in exchange for wildcards and more link options in the rest of MAF. Still, the Sogarat is a powerful solo piece and should not be underestimated.


===TAG===
===TAG===
*'''Raicho Armored Brigade:''' The Raicho is just a basic TAG with the Morat rule. A big meh actually.
*'''Raicho Armored Brigade:''' The Raicho is just a basic TAG with the Morat rule. A big meh actually especially since Sogarats are tough as nails and linkable. However, as of ITS11, the Raicho now has Tactical Awareness and Fatality L1, giving it more punch and an extra order. Though the Sogarat is still a capable rival to the Raicho, consider that the Raicho hits harder and lasts longer at long range, and has extra board control in the form of a flamethrower or mine dispenser. It is worth remembering that the Morat rule prevents Isolated as well as loss of leadership, stopping the most common ways of crippling TAGs by starving them for orders which makes the Raicho more of a long term threat then it appears at first glance.
**'''Raicho Pilot:''' The Raicho is piloted by a BS12 WIP12 Specialist Operative with 2 Heavy Pistols and D-Charges.


===Remotes===
===Remotes===
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===Warband===
===Warband===
*'''Daturazi Witch-Soldiers:''' Daturazi are Extremely Impetuous but Regular troopers. They are the most popular/common source for Smoke Grenades, and they land them very reliably with PH14(PH14 is also great for dodging/engaging especially with Kinematika L1). Though they cannot gain partial cover, they have Mimetism. They are great in close combat with CC21 and MA4. Martial Arts also granting them Stealth and V:Courage. The only worthwhile option is the 14pt Chain Rifle which is a great cheap filler option that throws smoke essentially for free (using impetuous). Anything else, you're paying too much for gun at only BS11.
*'''Daturazi Witch-Soldiers:''' Daturazi are Extremely Impetuous but Regular troopers. They are the most popular/common source for Smoke Grenades and normal Grenades, and they land them very reliably with PH14. PH14 is also great for dodging/engaging especially with Kinematika L1. Though they cannot gain partial cover, they have Mimetism. They are great in close combat with CC21 and MA4. Martial Arts also granting them Stealth and V:Courage. The only worthwhile option is the 14pt Chain Rifle which is a great cheap filler option that throws smoke essentially for free (using impetuous). Also his Speculative Fire with the Grenade within +3 range can be pretty nasty. Anything else, you're paying too much for gun at only BS11.
**'''Core:''' In a fireteam, the Impetuous is cancelled. However, with NO weapon with a longer range than the Combi Rifle and with better Core options in the sectorial, the Daturazi is perfectly fine running as solo Warbands.
**'''Core:''' In a fireteam, the Impetuous is cancelled. However, with NO weapon with a longer range than the Combi Rifle and with better Core options in the sectorial, the Daturazi is perfectly fine running as solo Warbands.


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*'''The Hungries:''' The Hungries are a feral creature. They're all Extremely Impetuous and Irregular, but very fast with 6-6MOV. Even if they're unlinked, they are a great inexpensive harassment unit.
*'''The Hungries:''' The Hungries are a feral creature. They're all Extremely Impetuous and Irregular, but very fast with 6-6MOV. Even if they're unlinked, they are a great inexpensive harassment unit.
**'''Gakis:''' Gakis are dirt cheap at only 4pts. They have absolutely NO ranged attack. The 6-6MOV plus Climbing Plus makes them super mobile. Also they have Explode L1, and unless they take too many wounds there is no way to cancel it (like Kuang Shi can with V:Dogged). They are little suicide bombers and with a keen eye for measurement, you can run them up and let them explode into the enemy. The explosion occurs at the end of movement, so do keep these buggers too close to your own models.
**'''Gakis:''' Gakis are dirt cheap at only 4pts. They have absolutely NO ranged attack. The 6-6MOV plus Climbing Plus makes them super mobile. Also they have Explode L1, and unless they take too many wounds there is no way to cancel it (like Kuang Shi can with V:Dogged). They are little suicide bombers and with a keen eye for measurement, you can run them up and let them explode into the enemy. The explosion occurs at the end of movement, so don't keep these buggers too close to your own models.
**'''Pretas:''' Pretas drop Explode L1 for V:Dogged and Chain Rifle for 7pts. They are also very fast and mobile thanks to 6-6MOV and Climbing Plus.
**'''Pretas:''' Pretas drop Explode L1 for V:Dogged and Chain Rifle for 7pts. They are also very fast and mobile thanks to 6-6MOV and Climbing Plus.
*'''Kendrat, Krakot Renegade:''' A character krakot, consider her an angry turn-one missile who exists to run into mid field and start blasting troops with a vulkan shotgun. Total immunity and Dogged almost guarantees the ability to trade a single ARO for movement, as long as you're prepared to lose her at the end of your turn. If you're good, she can wreak havoc in the mid-field and trade up - if you're not, she might die before she can kill anything.


==Army Building==
==Army Building==
The MAF may struggle in ITS play because of the heavy focus in aggression. They have no Camo/TO, no fancy hacking devices, little hacking support, etc etc. Use that to your advantage; Smash through the opposition and pave a path for your specialists to do their work. Even if the red murder monkeys are not doing a lot of killing, having them in control the board with pure dominance can be enough for grabbing objectives. Be sure to not send your opponents' into Retreat! too early into the game. Morats are professional soldiers. There's no need to go overboard unless it's Annihilation or similar Direct Action missions.
The MAF may struggle in ITS play because of the heavy focus in aggression. They have no Camo/TO, no fancy hacking devices, little hacking support, etc etc. However, that makes them a very straightforward army to play. Use that to your advantage; Smash through the opposition and pave a path for your specialists to do their work. Even if the red murder monkeys are not doing a lot of killing, having them in control the board with pure dominance can be enough for grabbing objectives. Be sure to not send your opponents' into Retreat! too early into the game. Morats are professional soldiers. There's no need to go overboard unless it's Annihilation or similar Direct Action missions.


The MAF also has quite a few Fireteam options allowing your list to be pretty order efficient. It's a good idea to include Specialists in those fireteams as well.
The MAF also has quite a few Fireteam options allowing your list to be pretty order efficient. It's a good idea to include Specialists in those fireteams as well.
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==Tactics and Strategy==
==Tactics and Strategy==
*'''Morat:''' Can't stress this skill enough. Many armies have to worry about loosing the Lieutenant and can be cripppled by LoL. Morat leaders should be bold and spending their Lt order freely. Generally, you should never want your Lt dying every turn, because loosing that order will still hurt (also any CA units are still affected by LoL). Also remember Morats completely Ignore the effects of Isolated. They will easily eat E/Maulers and E/M Grenades, BUT Heavy Infantry are still affected by E/M ammo.
*'''Morat:''' Can't stress this skill enough. Many armies have to worry about losing the Lieutenant and can be cripppled by LoL. Morat leaders should be bold and spending their Lt order freely. Generally, you should never want your Lt dying every turn, because losing that order will still hurt (also any CA units are still affected by LoL). Also remember Morats completely Ignore the effects of Isolated. They will easily eat E/Maulers and E/M Grenades, BUT Heavy Infantry are still affected by E/M ammo.


*'''Gaki Suicide Bombers:''' Gakis have an incredible 6-6MOV using their Extremely Impetuous movement plus Irregular order is already 24" of movement (assuming no other skills are used). The explosion occurs at the end of the movement so if you can eye the movements you can get them to explode in next to an opposing model (or more if you're lucky). Remember that if they go directly into the Dead state, there is no explosion and they are removed.
*'''Gaki Suicide Bombers:''' Gakis have an incredible 6-6MOV using their Extremely Impetuous movement plus Irregular order is already 24" of movement (assuming no other skills are used). The explosion occurs at the end of the movement so if you can eye the movements you can get them to explode in next to an opposing model (or more if you're lucky). Remember that if they go directly into the Dead state, there is no explosion and they are removed.

Latest revision as of 15:50, 21 June 2023

An unit overview and tactica for the Morat Aggression Force

Even Drake approves

Why Play Morat Aggression Force(MAF)?[edit | edit source]

MAF is about pure aggression and brutality. Annihilation is diplomacy to the Morats. They lack subtlety and rely on firepower to get the job done. Though Morats are made for warfare, they are all highly tested professional soldiers killing for the honor of the regiment -not personal glory-, and getting captured or surrender brings great shame to the Morat soldier.

They have their own Morat racial skill making them unflinching in combat. They do struggle with ITS for focusing on sheer firepower more than infiltration. Play the MAF for a straight forward guns ablaze army.

Remember: if the table isn't littered with dead Morats by the bottom of turn two you're doing it wrong.

Faction Features[edit | edit source]

  • Morat: Every single Morat unit (non-Combined Army) has the Morat special skill. When reading the unit the tactica keep the Morat Skill in mind.
  • Physique: Morats are bred for combat -even inside the womb one twin will kill the weaker. They have a higher average PH value than other armies.

Special Skills[edit | edit source]

  • Morat: The Morat Special Skills is an automatic skill that gives the user both Veteran L1 and Religious. Veteran L1 means all Morats ignore the effects of Loss of Lieutenant and Isolated. Religious makes them stand their ground in combat. This allows the MAF to play with their Lts more aggressively without the fear of the negative repercussions.
    • They do also they Religious, however. Though they are unflinching, sometimes ducking for cover and staying alive is better, and Morats have to pass a WIP test to do so whereas non-religious troopers can just choose to fail the guts roll to hide. Remember that V:Courage bypasses this "problem"

Weapons and Equipment[edit | edit source]

  • Smoke Grenades: The MAF has access to multiple units with Smoke Grenades, and, with their higher PH, can land them more reliably.
  • EI Infowar: Their hacking devices are all upgraded with EI programs.

Unit Overview[edit | edit source]

Light Infantry[edit | edit source]

  • Morat Vanguard Infantry: The Vanguard Infantry is the basic trooper of the MAF. Though they have average stats (higher PH than any other basic trooper) they pay a premium for the Morat Skill. The higher PH makes Paramedics slightly better. Individually, they're not great. They have 3 specialist options: EI Hacker (the cheapest regular Hacking Device in MAF), Forward Observer, and Paramedic.
    • Core: However, in a Core team, they can benefit from the fireteam bonuses making them a cheap (compared to most the of the other Morat Core teams) team. They are still soft targets with only ARM1 and can be picked apart fairly easily. While that's true for most other basic troopers, the Vanguard pays too much in comparison. Simply put: there are far better Core options in MAF
    • Treikat Anyat: Anyat is the Dire Foe character based on the Vanguard profile. However, she has a higher BS12 and BTS3, and brings quite an arsenal. K1 Combi Rifle is a one of a kind in the MAF and is dangerous versus targets with high ARM values. Chain Colt for dealing with crowds, camo, and Intuitive Attacks. Finally, she's also armed with both Smoke Grenades AND E/M Grenades. Because she's based on the Vanguard, she's also linkable with them, turn the fireteam into a much more dangerous force. She'll provide Smoke coverage for their advance, and lob E/M grenades with Speculative Fire while still benefiting from the +3MOD. Whether she is linked or flying solo, Anyat brings a whole arsenal for only 25pts
  • Kurgat Regiment of Assault Engineers: The Kurgat is the demolitions experts of the MAF. All of them are Engineers and come with Mines and D-Charges. They're very relevant in ITS missions. Though the Autocannon option is a tasty looking choice, they're only BS11 with no defensive measures like Mimitism, so it's better to just ignore it.
    • Haris: They have an option with the Haris skill. In the Haris, they become a fierce little specialist team for ITS Objectives and Classifieds. The Mk12 benefits from the extra Burst, and there is a cheap 17pt filler option with a Boarding Shotgun. Finally, the autocannon gets some extra teeth from going to burst 3. And because they ALL have mines, they can cause quite a disturbance by laying them all over the midfield.
  • Med-Tech Obsidon Mechanoid: Commonly known has Doctor Worm. The Med-tech has both Doctor and Engineer Skills, 6-4MOV, and D-charges like the Sophotect from ALEPH. However, Dr. Worm is a squishier target while having a larger S3 volume. Dr Worm is the only Doctor in the MAF, so take Slave Drones to keep Dr Worm safe.
  • Krakot Renegades, Morat Fugitives: Krakots are a dirt cheap short ranged Regular unit. Forward Deployment L1 makes up for the range, and they have a free order from Impetuous. They can also pick up an extra skill (or two) from the Metachemistry L2 roll. They can be fierce in CC as well with CC21 and the high PH13. All of them have Chest Mines!
    • Chest Mines have very interesting interactions in both BS and CC. Make sure you read the rules for them carefully.

Medium Infantry[edit | edit source]

  • Rodok, Morat Armed Imposition Detachment: Rodoks have an impressive arsenal to field. Though they are slow at 4-2MOV, they have the Super Jump skill -thanks to their Super Mario Boots- to get to high places for better attack vectors. Mimetism makes them harder to hit, and with BS12, they are great in firefights. Unfortunately, they have no mid-ranged options so the short-ranged options like Combi Rifles and Shotguns will struggle to get up in relevant rangebands. There are 2 specialist options: Paramedic and EI Assault Hacker. For N3, don't forget that Medium infantry grants a level of forward deployment.
    • Core: The Rodoks are a very popular Core choice. Their slow movement is greatly mitigated by the order efficiency of a the fireteam bonuses. The HMG will be the cornerstone platform and do most of the fighting in Active Turn. However, even short-ranged options can make take out enemies thanks to firteam bonuses. The ML options is a great ARO piece, and the Boarding Shotgun options all come with Mines. Adding either a Paramedic or Assault Hacker makes this team ready to cap Objectives and Classifieds for ITS. Mimetism on a Core fireteam is actually uncommon, but incredible.
  • Yaogat Strike Infantry: Yaogats are a mid-high cost MSV2 camo/ODD hunters of MAF. Though expensive they too bring quite a collection of weapons. BS12 is average but still very compete. They have a single specialist option, an EI Hacker. As individuals, the Spitfire and Multi Sniper Rifle options are the most noteworthy. ARM3 is respectable as well.
    • Core: They have the fireteam Core skill turning the Yaogats into a very scary fireteam. The Panzerfaust and MSR options are deadly ARO pieces, while the Spitfire does most of the active turn shooting. There is a Number 2 choice as well. Adding an EI Hacker makes the team ITS obejective ready. However, a core team is VERY expensive.
    • Haris: The final option has the Haris Skill. Instead of spending a lot of points and taking up the slot for a Core team, Yaogats can form a little 3-man(monkey) hunting trio. A team focused around the Spitfire can be a great team for midfield engagements. Or a Haris team around the MSR makes for an imposing ARO sniper team.
    • In both cases, consider cheapening the think with a Raktorak or two.
  • Rasyat Diplomatic Division: Rasyats are the AD:Combat Jump troopers of the MAF. AD can be very valuable in MAF, because the Morats have very little in deployment options/types. They come with your only eclipse grenades and are a great smoke platform, with the added bonus of being able to shut down enemy MSV. Natural Born Warrior also gives them Stealth and V:Courage (V:Courage can also help with the Religious from the Morat skill), and with CC21, PH13, DA CCW, and smoke to cover their advance, they can be very deadly in close combat. Rasyats are great for ruining the opponent's backfield and order pool. D-Charges and AD makes it easy for the Sabotage classified, though keep in mind that the spitfire profile lacks the charges.
  • Raktorak, Morat Sergeant Major: Raktoraks largely exist to be filler for other fireteams. Raktoraks are Specialist Operatives as well for ITS objectives, so they provide cheap filler and ITS objectives.
    • Core/Haris: They are basically filler units for other fireteams, such as suryats and yaogats.
  • Kornak Gazarot, Superior Warrant-Officer: If you decide to take Kornak, the non-Lieutenant option is pointless, so take him as a Lt. As the Lt the army benefits from his Strategos L1 which turns his special order into a Regular Order. Kornak's stats are incredible. He is armed with a Mk12 and Light Flamethrower and has the highest BS14 in the sectorial (tied with Raicho). CC22, PH13, and Berserk makes him equally frightening in CC. For armor he has ARM3 and an incredible BTS9 which is great against Breaker and Viral. Kornak is as expensive as Heavy Infantry, but only 1 wound with V:NWI; Keep him away from Shock and Viral!
    • Kornak has Frenzy, so putting him in a fireteam will nullify it.
    • V:NWI also grants the lower skill V:Courage, which will help with Morat/Religious.
    • Core: Kornak can join a Core fireteam of Suryats for a very expensive but very resilient HI team. A Raktorak (or two) can be included to reduce costs.
    • Haris: Kornak has the Haris Skill and can form a Fireteam with Suryats. This can make for a very strong little strike team.

Heavy Infantry[edit | edit source]

  • Suryats Assault Heavy Infantry: Suryats are basically standard HI with the Morat rule. They also do not have a Specialist option. The can be a good Lieutenant choice because Morats aren't affected by LoL.
    • Core: Even with a Raktorak reducing the cost, a Core team of Suryats will be VERY expensive. Suryats are not bad, however, they are just better options for the Core slot. Consider a Vanguard link if you just want one Suryat leading a team of grunts.
    • Haris: There is a Haris option which can include a Raktorak to reduce costs and/or include Kornak. Either way it'll still cost a third of your points (in a standard 300pts list).
    • Duo: Fireteam:DUO skill is in the profile taking 2 of them can be a good mobile weapons platform. Consider the Raktorak for an ITS-capable duo, or another Suryat for the firepower.
  • Sogarat Tempest Regiment: Sogarats are massive hulking S5 HIs. They are often compared with the Azrail because of the 2 similar weapon options: Feuerbach or AP HMG. However, unlike the Azra'il they have a whopping ARM6 which is very high for even HIs. They are great fire support. Feuerbach for ARM busting turret action and AP HMG to mow down light and heavy infantry alike in the Active Turn. Sogarats can also be good Lt options for the extra special order for further aggression. And if they fall unconscious, they have Automedikit with a very robust PH15 to potential self revive. Even if the opponent gets through the armor, they can be very difficult to remove from the game.
    • Haris: Unfortunately, Sogarats appear to have lost the ability to Haris, in exchange for wildcards and more link options in the rest of MAF. Still, the Sogarat is a powerful solo piece and should not be underestimated.

TAG[edit | edit source]

  • Raicho Armored Brigade: The Raicho is just a basic TAG with the Morat rule. A big meh actually especially since Sogarats are tough as nails and linkable. However, as of ITS11, the Raicho now has Tactical Awareness and Fatality L1, giving it more punch and an extra order. Though the Sogarat is still a capable rival to the Raicho, consider that the Raicho hits harder and lasts longer at long range, and has extra board control in the form of a flamethrower or mine dispenser. It is worth remembering that the Morat rule prevents Isolated as well as loss of leadership, stopping the most common ways of crippling TAGs by starving them for orders which makes the Raicho more of a long term threat then it appears at first glance.
    • Raicho Pilot: The Raicho is piloted by a BS12 WIP12 Specialist Operative with 2 Heavy Pistols and D-Charges.

Remotes[edit | edit source]

  • Combined Army Basic REMs:
    • M-Drones: The M-Drone is the standard toolbox REM.
    • Q-Drones: The Q-Drone is different from all other basic TR bots because they have Mimetism and two weapon options: HMG or Plasma Rifle. Both are solid choices which one you may need more will depend on the composition. Otherwise the stats are the same as other TR bots.
    • T-Drones: T-Drones are standard Smart Missile Launcher REM.
    • R-Drones: Basic Flash Pulse bot, but with Mimetism.
    • E-Drones: The CA does not have a baggage bots with EVO option. Instead the EVO Hacker is on the basic Drone chasis. It is upgraded with Exile and Goodnight.
  • Slave Drones: Little Nurse Worms for Dr Worm. Use them to keep Dr Worm safe.
  • Ikadron Batroids: The Ikadron is is a fast little baggage bot armed with 2 LFTs. It also has Flash Pulse with WIP13. They're only 9pts and only AVA2. Ikadrons are good for order filler, mid ranged Flash Pulse overwatch, and occasionally making a mad dash to light a dude up with the 2 LFTs.

Skirmishers[edit | edit source]

  • Zerat Special Missions Regiment: Zerats are the only Infiltrators in the sectorial. They do not have Camo, but instead only Mimetism. There are only 2 specialist options: EI Assault Hacker and Forward Observer - which is important for ITS objective grabbing. Also all of the options have Mines except for the EI Assault Hacker who has D-charges.

Warband[edit | edit source]

  • Daturazi Witch-Soldiers: Daturazi are Extremely Impetuous but Regular troopers. They are the most popular/common source for Smoke Grenades and normal Grenades, and they land them very reliably with PH14. PH14 is also great for dodging/engaging especially with Kinematika L1. Though they cannot gain partial cover, they have Mimetism. They are great in close combat with CC21 and MA4. Martial Arts also granting them Stealth and V:Courage. The only worthwhile option is the 14pt Chain Rifle which is a great cheap filler option that throws smoke essentially for free (using impetuous). Also his Speculative Fire with the Grenade within +3 range can be pretty nasty. Anything else, you're paying too much for gun at only BS11.
    • Core: In a fireteam, the Impetuous is cancelled. However, with NO weapon with a longer range than the Combi Rifle and with better Core options in the sectorial, the Daturazi is perfectly fine running as solo Warbands.
  • Oznat, Morat Hunting Regiment: The Oznat is an Extremely Impetuous Regular, but fast 6-4MOV warband with Smoke Grenades. However if you need Smoke Grenades, the Daturazi is a cheaper and better choice.
    • Core: The Oznat has the Hungries Control Device which allows up to 2 of them to link with Gakis and/or Pretas. Hungries in this fireteam become Regular. If the controller goes Null or dies, the fireteam is broken, so having 2 isn't a bad idea. This team is great for cheap order generation and close ranged harassment assault.
  • The Hungries: The Hungries are a feral creature. They're all Extremely Impetuous and Irregular, but very fast with 6-6MOV. Even if they're unlinked, they are a great inexpensive harassment unit.
    • Gakis: Gakis are dirt cheap at only 4pts. They have absolutely NO ranged attack. The 6-6MOV plus Climbing Plus makes them super mobile. Also they have Explode L1, and unless they take too many wounds there is no way to cancel it (like Kuang Shi can with V:Dogged). They are little suicide bombers and with a keen eye for measurement, you can run them up and let them explode into the enemy. The explosion occurs at the end of movement, so don't keep these buggers too close to your own models.
    • Pretas: Pretas drop Explode L1 for V:Dogged and Chain Rifle for 7pts. They are also very fast and mobile thanks to 6-6MOV and Climbing Plus.
  • Kendrat, Krakot Renegade: A character krakot, consider her an angry turn-one missile who exists to run into mid field and start blasting troops with a vulkan shotgun. Total immunity and Dogged almost guarantees the ability to trade a single ARO for movement, as long as you're prepared to lose her at the end of your turn. If you're good, she can wreak havoc in the mid-field and trade up - if you're not, she might die before she can kill anything.

Army Building[edit | edit source]

The MAF may struggle in ITS play because of the heavy focus in aggression. They have no Camo/TO, no fancy hacking devices, little hacking support, etc etc. However, that makes them a very straightforward army to play. Use that to your advantage; Smash through the opposition and pave a path for your specialists to do their work. Even if the red murder monkeys are not doing a lot of killing, having them in control the board with pure dominance can be enough for grabbing objectives. Be sure to not send your opponents' into Retreat! too early into the game. Morats are professional soldiers. There's no need to go overboard unless it's Annihilation or similar Direct Action missions.

The MAF also has quite a few Fireteam options allowing your list to be pretty order efficient. It's a good idea to include Specialists in those fireteams as well.

Use the Lieutenant aggressively -the Morats are not affected by LoL- and when building the list do not be worried about your opponent knowing who he is or saving his Lt Special Order.

Tactics and Strategy[edit | edit source]

  • Morat: Can't stress this skill enough. Many armies have to worry about losing the Lieutenant and can be cripppled by LoL. Morat leaders should be bold and spending their Lt order freely. Generally, you should never want your Lt dying every turn, because losing that order will still hurt (also any CA units are still affected by LoL). Also remember Morats completely Ignore the effects of Isolated. They will easily eat E/Maulers and E/M Grenades, BUT Heavy Infantry are still affected by E/M ammo.
  • Gaki Suicide Bombers: Gakis have an incredible 6-6MOV using their Extremely Impetuous movement plus Irregular order is already 24" of movement (assuming no other skills are used). The explosion occurs at the end of the movement so if you can eye the movements you can get them to explode in next to an opposing model (or more if you're lucky). Remember that if they go directly into the Dead state, there is no explosion and they are removed.
  • Hungry Oznat: A cheap Oznat+Hungries fireteam is a good way to produce orders for a heavy hitter unit or Haris/Duo team. The Oznat can still provide Smoke coverage and, if there is an opportunity, the Oznat and her Hungries/Preta(s) can go on the offensive.
  • MSV and Smoke: This is a common combo. There is only 1 unit with MSV2, Yaogats, but plenty of Smoke Grenades.