Infinity/N4 Tactics/uberfallkommando

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Lol pupniks go purrrrrrr

The uberfall kommando is a spectacular unit, strong in defense and offense with lots of tactics that can be utilised.

In terms of skills the natural born warrior, martial arts lv2 and cc attack -3 make the chimera the greatest close combat specalist in the game. Her climbing plus enables her and the pups to hide in weird placed and dig out any target. Total immunity allows you to ignore non lethal munitions.

In the reactive turn pupniks are excellent at throwing out discover aros and hiding around corners or near the table edge to deter units from coming too close. The chimera is best kept safe.

In the active turn the unit can be used to anhiliate one significant target or to simply provide ecplise for other models. But other applications can truelly take advantage of the synchronized rules.

For example it is legal for all 3 pupniks to attempt to discover a Camo or impersonation marker. If you catch the target within 8 inchs the modifiers will give you three Wip rolls of a target between 8-11. Pretty good shot of discovering them! If the opponent decides to Aro, you can simply dodge into btb on a 19.

Once your in a close combat you can select which pupnik or the chimera attacks after your opponent chooses his target, so it's possible to get 3 or 4 dice on a target number of 19 with a pupnik in this fashion. If you're using a chimera this isn't needed though, she'll turn a simp like Musashi into goo no problem. But it does mean pupniks by themselves pose a existential threat to any close combat specalist.

It is also possible to engage mutiple targets at once,it is legal to have the chimera and a pupnik in btb with one enemy, and two pupniks in btb with another and attack the both of them.

What this means is that due to the high speed and movement skills of this unit you can very quickly gut a opposing players line of skirmishers. In addition if you get into the opponents depoyment zone of they have troops by each other you can dismantle them very quickly.

Because of the discover efficiency the Uberfall provide a quick answer to problems such as impersonaters. It is also possible to somtimes body block a impersonater with pupniks, forcing the opponent to reveal and shoot the pupniks before they can attack the real target. In the event of which the pupniks simply dodge on their excellent target of 19.

Uberfall alpha-strike. Use a second Uberfall or Morlock in your secondary order group, and spend all six orders Move-Smoke all the way up one side of the board. Then, take your Uberfall in your main group, and just Move-Move your Furry Death Machine up a flank and mince the ever loving heck out of your opponent's backlines. Unless they do a decent job putting MSV-2 down or are smart enough to place a decent amount of mines to slow your advance, you should usually do enough damage that they have to spend their entire first turn dealing with something that isn't even ten percent of your points, completely being unable to deal with the rest of your army or achieve objectives. You want to do this to everyone you play frequently once or twice, because of the following point:

-Using them explicitly to force your opponent to deploy in a specific manner. If you have a reputation of being "the cheesy idiot who has 28 order tokens at the start of a battle" (as I was in N3) and everyone expects you to take three Uberfall and a dozen Morlocks and just charge without caring about objectives or making your own models survive, then when you hit the table with very few models your opponent will be expecting a completely different army list. You can, after a while, learn to use Uberfall not as "active" models, but instead as a specific kind of threat your opponent has to react to when it comes to having to pick and choose between which army list they take, or which side of the table they deploy on: given Uberfall are so fast with a 6-4 MOV and can do so much damage, the threat of them alone is enough to make your opponent deploy in a way that is advantageous to you, possibly confusing their battle plans.

-Bubble-wrapping important models. If you don't want something to die you expect your opponent can CC, you can use Uberfall as body guards. If you're playing against Shas, given they have an above-average chance of discovering what that IMP or Camo token moving towards you actually is, they sometimes have specific defensive uses as well.

-Your Chimera still has a Combi-Rifle. Your Chimera still has a Nanopulser. Both of these things have uses. If you survive into late game, your Chimera will usually be in your opponent's back lines, meaning that even after your impetuous move you will be able to find something you can shoot in the back: yes, maybe it's 40 inches away and you're only hitting on 5s, but you still have a greater than 50% chance to land at least one hit on 3 dice. People will always expect you to close to CC if at all possible and will very often forget your Chimera can reach out and touch someone: maybe all you do is make them reface their model, but then you have something else to approach their rear-arc. Want to clear something off an objective with your last order from halfway across the table! You can. Think your Chimera is about to die to a chaff model shooting her the next turn? Put her in suppressive fire. Don't think of her as Captain Yiff and the Degenerates who have the sole task of closing into CC, remember they can do a lot more and that sometimes trying to close into CC is not as efficient as just using her ability to attack at range, especially against single chaff models that aren't getting fireteam bonuses. Against really good opponents I actually find myself doing more damage with her Combi than she does with CC, and learning to Move-Shoot with her instead of just Move-Eclipse Grenade drastically increases her order-effectiveness in many situations.