Tuesday, September 2, 2014

Is Your Model a Melee Combatant? (N2)

So, you want to know everything about engaging in Melee in Infinity? I'm going to answer your question very simply.

Don't. Infinity is a Ranged Combat game. Close Combat, outside of specialists, is usually a bad decision. If you refuse to accept this answer, read on.

The Truth About Close Combat
Using the Infinity Math program, I can tell you that a basic grunt with a Rifle shooting at another grunt has a better chance of killing (46% Wound target, 43% Nothing happens, 11% Take Wound) than a good melee combatant, such as the Ariadna SAS, has of killing (45% Wound target, 44% Nothing Happens, 11% Take Wound). Those look like good odds in a vacuum, but there are several factors that are overlooked by pure math.

First, the Burst Mechanic in the Active Turn means the Attacker has multiple attempts. The numbers used above for the Shootout assumed both were in +3 Range and in Cover. As soon as you deny Cover, the odds to kill jump up dramatically (70% Wound target, 22% Nothing Happens, 8% Take Wound). This is essential to playing Infinity: Have Cover, Deny Cover, Fire from +3 Range.

Second, the Attacker loses Cover as he's going for the Close Combat kill. Furthermore, he must spend multiple Orders to close the distance - possibly spending Orders on Dodges or Shoots as he closes. If you are Shooting while attempting to reach Close Combat, I must ask why are you attempting to Close Combat? The Attacker must spend many Orders to 1) lose Cover 2) reach Close Combat 3) win Close Combat FtF.

Third, besides Melee dedicated units, every unit has a Rifle. Rifles can kill any target in the game, making for Melee to be a rare event. When you attempt to force Melee, you are essentially attempting to play Infinity in not its intended way. Does that mean its an impossibility? No.

Utilization of Close Combat Specialists
There are a variety of reasons for running a Close Combat Specialist. There is only so much SWC to go around on high damage AP, EXP, DA or Viral Weaponry. Close Combat Specialists carry these 'extra punch' around in their back pocket and they do not use up SWC. Depending on how aggressive your game is, you may wish to push towards the enemy as close as possible. What that does is models collide in a Close Combat. With the coin-toss that Close Combat is, you'd want to hedge your bets as good as possible. Another strategy is controlling the environment, for every threat that you utilize on your opponent, you restrict their options and gain advantage. If they do not want to get within 4" due to fearing a Close Combat engagement, you have won in the battlefield of getting inside your opponent's head.

Do these reasons appeal to you? If so, learn the requirements of Close Combat Specialists:

Close Combat Specialist Requirements
As with anything in Infinity, everything is viable but you need to know what you're doing. First, you must know what units attempt to engage in Close Combat in a game about Shooting. Second, you must understand that in a very lethal game you are throwing away defense in the sake of "cool". This means an even higher learning curve than the 'normal' game.

What attempts to engage? There are several characteristics you are looking for when adding a Close Combat specialist to your army list. Mind you, aside from Ariadna's Antipode Assault Pack, there is no pure Close Combat unit. They all have guns (and technically the Assault Pack as well), but you are looking for key characteristics when selecting your specialist.

1.) - High CC stat. 17 is technically the start point. Not many units have BS 14+, meaning that if they have +3 Range when you're attempting to Charge you have an equal FtF. Ideally, you wish to use CC 19 or higher, to ensure that even the highest BS with +3 Range cannot roll higher than you.

2.) - High PH. You want the PH on your Close Combat Specialist to be at least 13. PH 13 is important for Dodging but also due to being the "magic number." A Rifle is Damage 13, anything lower means that a Rifle would do the job just as good - which means due to the Burst mechanic, better. The exception to this is...

3.) - CCW. A pure CCW simple means the model may not use a Pistol in CC. If they have merely a CCW, it is not a CC specialist. You want your specialist to have a CCW with a type, which can allow for lower PH but also increase the damage to be above a Rifle. A Monofilament CCW does lower or match the PH of the user, but the power is worthwhile. AP CCWs can effectively do more damage than a Rifle via Cover denial and halving of ARM, EXP CCWs allow force multiple saves which may out do a Rifle as well.

4.) - High MOV. 4-4 better come with Impetuous or specialized equipment. Close Combat is Order intensive, you want to spend as little Orders as possible to enable the Close Combat FtF. Infiltration may mitigate the need for a higher MOV, but some of the best Close Combat soldiers have 6-4 or 6-6 MOV. Impetuous movement greatly improves this stat, with Frenzy being too restrained for a Close Combat Specialist. Camouflage, which is lost if a model becomes Impetuous, keeps some Close Combat Specialists in check.

5.) - Delivery Method. The single most important ability of a Close Combat specialist - you need a way to safely deliver the model to your opponent's front lines. Two Wounds, ODD and Dogged are the least elegant Delivery Method. Smoke Grenades, Impersonation and Camouflage are the best. Smoke to fight without being disturbed, Camouflage and Impersonation to engage without hassle. The model must be self-sufficient, using more Orders on an already expensive run is making Close Combat prohibitive. This may be the most important part of a Close Combat Specialist, even more important than...

6.) - Specialty. Martial Arts, Protheion, Berserk and iKohl come to mind. The Close Combat Specialist needs something to make it worth your while, to secure your investment of spending multiple Orders and delivering the model into Close Combat. You do not want to spend many Orders and points on a Close Combat run that results in the death from a Pistol shot in Close Combat. Low point value, often coupled with another Specialty, can be considered a specialization. Expending five to ten points to kill forty points is definitely worthwhile.

High CC, high PH, CCW, high MOV, delivery and specialty is not enough to warrant engagement in Close Combat by pure math. A Rifle will do the trick far better than even the best Close Combat Specialist armed with the most deadly weapon (62% Wound, 38% retaliation - hinging on a single die roll). You need to understand when you should engage. But before contemplating the when, players should understand who to send.

The minimum criteria for induction into the Close Combat Specialist list is:
CC 17; PH 12; Specialised CCWMOV 4-4; and, some sort of Delivery and/or Specialization. Any model that matches this requires will be considered sub-par - we want models that excel at Close Combat. The exception to this requirement is 4-4 MOV, as most units in the game have that, with faster models being exemplar in their class. 4-2 MOV should automatically disqualify the unit. Italics indicate sub-par from the above criteria, possibly indicating lack of Close Combat Specialist despite reputation. The exception to the rule is CC 17 models who have an irrefutable Delivery Method - you cannot Shoot a CC 17 Marker, you're fighting on its terms - resulting in Close Combat.

PanO
Teutonic Knight - CC 18, PH 14, AP or EXP CCW; MOV 4-4; Frenzy2 Wounds, Berserk.
Magister Knight - CC 18; PH 14; AP, DA or EXP CCW; MOV 4-4; Impetuous, 2 WoundsMartial Arts 2, Hyper-Dynamics 1.
Joan 2.0 - CC 18; PH 14; AP or EXP CCW; MOV 4-4; Frenzy, 2 Wounds + No Wound Incap, Martial Arts 3.

PanO has a lot of models with specialized CCWs and high CC, all in the form of their Knights, but we cannot call them a Close Combat Specialist because their use in that form would be too intensive based off of their 4-2 MOV. Spending Orders to position PanO's Knights means Shooting is so much more possible than the prohibitive 4-2 MOV. Teutonic and Joan would be a shame to move into Close Combat due to high BS with good weaponry, Magister Knights are the sole unit which begs for a Close Combat engagement. Joan's 3 Wound certainly qualifies as a delivery method.

YuJing
Imperial Pheasant - CC 17; PH 11; Monofilament CCW; MOV 4-4; Martial Arts 3.
Imperial Crane - CC 17; PH 13; Monofilament CCW; MOV 4-4; Martial Arts 3; 2 Wounds.
Domaru - CC 19; PH 14; E/M, AP or EXP CCW; MOV 4-4; Frenzy2 WoundsMartial Arts 2, Berserk.
Neko, Character Domaru - CC 19; PH 14; AP+EXP CCW; MOV 4-4; Frenzy2 WoundsMartial Arts 2, Berserk.
Haramaki - CC 19; PH 14; AP or DA CCW; MOV 4-4; Impetuous, 2 Wounds, Martial Arts 3.
Ninja - CC 17; PH 12; Shock, AP or EXP CCW; MOV 4-4; TO Camouflage, Infiltration, Martial Arts 3.
Oniwaban - CC 19; PH 12; Monofilament CCW; MOV 4-4; TO Camouflage, Superior Infiltration, Martial Arts 4.
Kitsune, Character Oniwaban - CC 20, PH 13; Monofilament CCW; MOV 4-4; TO Camouflage, Superior Infiltration, Smoke Grenades, Martial Arts 5.
Shaolin Monks - CC 19; PH 13; Shock, AP or EXP CCW; MOV 4-4; Impetuous; Smoke Grenade, Martial Arts 3, 5 Points with Chain Rifle.

Pheasant may fail with low PH, but he's delivering a Monofilament CCW with Martial Arts 3. The Crane is the Heavy Infantry version, using 2 Wounds to deliver the Monofilament CCW more reliably. Domaru lack any Ranged weaponry, coupled with Berserk, this Heavy begs to engage in Close Combat. Neko is a much more expensive Domaru, gaining a Rocket CCW. Haramaki get into Close Combat with their impetuous moves, striking first with deadly CCWs. Ninjas are borderline on their PH; however, their TO Camouflage means they can safely deliver a Martial Arts 3 strike. Oniwaban, with Martial Arts 4 and a Monofilament CCW, deliver an even deadlier strike - with their lack of high burst with Boarding Shotguns beg for Close Combat. Shinobu becomes even more disgusting with Smoke Grenades coupled with a Combi and higher PH, she's getting in there. Shaolin Monks are the disposable Warband, Impetuously closing with Smoke Grenades to deliver a Martial Arts 3 attack.

Ariadna
Cateran - CC 17; PH 13; AP CCW; MOV 4-4; Limited Camouflage, Climbing+.
SAS - CC 17; PH 13; AP CCW; MOV 4-4; Camouflage, Martial Arts 2.
Uxia, Character SAS - CC 17; PH 13, AP CCW; MOV 4-4; Camouflage, Smoke Grenade, Martial Arts 2.
Wulver - CC 18; PH 14; AP CCW; MOV 4-4; Natural Born Warrior2 Wounds, Berserk.
Galwegian - CC 18; PH 14; AP CCW; MOV 4-4; Impetuous, Dogged, Smoke Grenades, 6 Points with Chain Rifle.
Cameronian - CC 18; PH 16; AP CCW; MOV 6-4; 2 WoundsTotal Immunity, Impetuous, Super-Jump.
Irmandihos - CC 17; PH 14; AP CCW; MOV 4-4; Engineer, Smoke Grenades.
Antipodes, Assault Pack - CC 18; PH 14; AP CCW; MOV 6-6; Camouflage, Frenzy, Super-Jump, Antipode.
Dog-Warrior - CC 15/18; PH 14/16; AP CCW; MOV 4-4/6-4; 3 Wounds, Total Immunity, Impetuous, Smoke Grenade, Super-Jump.
William Wallace - CC 19; PH 14; EXP CCW; MOV 6-4; FrenzyNo Wound Incap, Berserk, Smoke Grenades.

A great deal of these Close Combat Specialists are Irregular, meaning that you do not want too many in your army. The Cateran surprisingly fits the bill, but due to his Sniper Rifle think of his CC ability as a deterrent to enemies instead of engagement. Uxia and SAS are better at Shooting than Close Combat, but can be surprisingly deadly. Wulver can all around fight, but importantly negates and therefore intercept most Close Combat Specialties. Galwegian are cheap, expendable missiles. Irmandihos might be too expensive to be considered Close Combat Specialists but rather opportunists. Assault Pack is the only truly dedicated Close Combat unit in the game, with the Antipodes lacking a Ranged weapon. Dog-Warrior and Cameronian quickly engage; high MOV, Super-Jump and Impetuous may be a curse or blessing. Wallace is incredibly competent at everything he does, Close Combat or Ranged, for his cheap 38 points.

Haqqislam
Tarik, Character Khawarij - CC 18; PH 14; AP+Shock CCW; MOV 6-4; Super-Jump, Poison, Martial Arts 2.
Asawira - CC 17; PH 14; AP or EXP CCW; MOV 4-4; Regeneration2 WoundsMartial Arts 2.
Fiday - CC 17; PH 12; AP or EXP CCW; MOV 4-4; Basic Impersonation, Martial Arts 3, Smoke Grenades.
Hussein, Character Fiday - CC 18, PH 13; Viral CCW; MOV 4-4; Basic Impersonation, Martial Arts 4; Smoke Grenades.
Kum Motorized Troops - CC 18; PH 13; Shock, AP or EXP CCW; MOV 8-6/4-4; Impetuous, Dogged, Smoke Grenades, Smoke Grenade Launcher, 11 Points with Chain Rifle.
Izzat Beg, Character Kum - CC 18; PH 14; AP CCW; MOV 8-6/4-4; Impetuous, Dogged, Smoke Grenades, Smoke Grenade Launcher.

Tarik Mansuri has been called an experiment, with him being competent in all aspects but he pays for it - he's Haqqislam's expensive Wallace. The Fiday and Asawira are competent in Close Combat, but we're looking for more. The Fiday seems to fall shy of killing power while the Asawira has so many polarizing abilities, like BS 14 which begs to be used over any Close Combat abilities. Hussien is an absolute killing machine, with high CC with an instant kill CCW coupled with Smoke Grenades and Basic Impersonation for protection. Kum Bikers are incredibly fast, defensive and deadly - with a cheap option too. Izzat Beg comes with one higher PH and ARM, meaning the likelihood of reaching Close Combat is increased and the odds of them surviving an encounter is lowered.

Nomads
Bran, Character Zero - CC 17; PH 13; DA CCW; MOV 4-4; Superior Infiltration, Camouflage, Martial Arts 3, Meta-Agility.
Morlocks - CC 18; PH 13; Shock or AP CCW; MOV 4-4; Metachemistry, Impetuous, Martial Arts 2, Smoke Grenades, 7 Points with Chain Rifle, 10 Points with CRAP (Chain Rifle, Assault Pistol).
Chimera, Uberfallkommando - CC 18; PH 13; Viral CCW; MOV 6-4; Climbing+, iKohl 1, Zero-V Smoke Greandes, Natural Born Warrior, Total Immunity, Impetuous.
Pupniks, Uberfallkommando - CC 17, PH 13; DA CCW; MOV 6-4; Climbing+, Total Immunity, Impetuous, Hyper-Dynamics 3, 1 Point each.

Bran is a little flimsy with his CC 17 but otherwise can be anywhere on the battlefield in any capacity you require. Morlocks are cheap but may be worth always upgrading to 10 point CRAP version with their Meta-Chemistry almost always adding to a Morlock's Close Combat capacity. The Uberfall is another dedicated Close Combat unit, with Pupniks lacking any Ranged weaponry. The Pupniks have slightly low CC but this is easily forgiven considering they would almost always acquire the "gang up" bonus. The Chimera is a deadly all comer with a literal host of abilities that make her a Close Combat Specialist.

Combined Army
Aswang - CC 17; PH 13; Knife; MOV 4-4; Camouflage, Dogged, Striga: Protheion.
Rasyat - CC 18; PH 13; AP or EXP CCW; MOV 4-2; AD: Combat Jump, Natural Born Warrior or Martial Arts 3, Zero-V Smoke Grenades.
Speculo - CC 17; PH 12; Monofilament CCW; MOV 4-4; Impersonation Plus, Martial Arts 3, Smoke Grenades.
Daturazi - CC 18; PH 14; Shock, AP or EXP CCW; MOV 4-4; Impetuous, Mimetism, Martial Arts 4, AD: Combat Jump; Smoke Grenades.
Oznat - CC 18; PH 13; Shock CCW; MOV 4-4; Impetuous, Smoke LGL.
Sheskiin, Character Cadmus - CC 20; PH 16; DA CCW; No Wound Incap, Striga: Potheion.
Kornak Gazarot, Character Asskicker - CC 18; PH 13; DA CCW; No Wound Incap.
Gaki - CC 17; PH 13; AP+Shock CCW; MOV 6-6; Impetuous, Dogged, Explode, Poison, 6 Points.
Preta - CC 17; PH 13; Shock CCW; MOV 6-6; Impetuous, Dogged, Explode, Poison, 5 Points.

Combined carries three exceptions to the rule - Aswang's Knife, Rasyat's 4-2 MOV, Speculo's PH 12- that is expected of the evil alien empire. Aswang's Protheion skill means their Close Combat Damage is equal to their PH against targets with Wounds using BTS damage. The Knife would only be used against models with STR. The Rasyat's 4-2 MOV seems to fly in the face of the Close Combat Specialist minimum requirements; however, AD: Combat Jump allows them to arrive anywhere on the map. The Rasyat's Martial Arts or Natural Born Warrior coupled with Zero-V Smoke Grenades ensures he can engage enemies. Speculo's PH 12 may be forgiven considering the Damage of a Monofilament is 12, though she isn't as good as an Impersonator due to lower WIP than the Haqqislam Fidays. Daturazi are expensive Close Combat Specialists that come with everything for CC and then some, it is up to the player to utilize the extra. Oznat bring the Combined Kuang Shi Link while bringing also impressive Close Combat capabilities. Sheskiin copies Achilles and is able to go up to four Wounds with the combination of Protheion and No Wound Incap - considering she probably comes with a Shas retinue you can expect over 20 CC and BS. Kornak Gazarot is a Lt. you wouldn't want to pick a fight with. Gaki are the last pure Close Combat unit, utilizing MOV to engage. Preta are very deadly, equipped with Biomines and Chain Rifle on their way to Close Combat engagements.

Aleph
Myrmidon - CC 17; PH 13; AP or EXP CCW; MOV 4-4; Frenzy, Martial Arts 3, ODD, Smoke Grenades.
Myrmidon Officer - CC 17; PH 13; AP CCW; MOV 4-4; FrenzyNo Wound Incap, Martial Arts 3, ODD, Zero-V Smoke or Normal Smoke Grenades.
Ekdromoi​ - CC 18; PH 13; AP or DA CCW; MOV 4-4; Frenzy, Martial Arts 3, Super-Jump, AD: Combat Jump.
Diomedes - CC 19; PH 13; DA CCW; Assault Pistol; MOV 4-4; Martial Arts 3, Super-Jump, AD: Combat Jump, No Wound Incap.
Machaon - CC 18; PH 13; DA CCW; MOV 4-4; Martial Arts 3, No Wound Incap, ODD.
Phoenix - CC 19; PH 13; DA CCW; MOV 4-4; Martial Arts 3; No Wound Incap, ODD.
Eudoros - CC 18; PH 13; DA CCW; MOV 4-4; Martial Arts 4, No Wound Incap, ODD.
Penthesilea - CC 18; PH 12; Monofilament CCW; MOV 8-6; iKohl 2, No Wound Incap, ODD.
Ajax - CC 18; PH 16; EXP CCW; MOV 4-4; Berserk, Natural Born Warrior, 2 Wounds + No Wound Incap.
Patroclus - CC 18; PH 13; EXP CCW; MOV 6-4; Martial Arts 3, No Wound IncapHoloprojector 1, ODD.
Achilles - CC 20; PH 16; EXP CCW; MOV 6-4; Frenzy, Martial Arts 4, 3 Wounds, ODD.

The Myrmidons end up shy of exemplar CC, but refute attempts to negate their ODD in Close Combat with Martial Arts. Aleph's Close Combat Specialists rebuke attempts to engage them in Close Combat, allowing them to reign at Range with deadly weaponry. Ekdromoi arrive anywhere and with Super-Jump go anywhere they damn please - the CC training truly allows them to wander everywhere. Diomedes backs up Ekdromoi with better skills and another attempt with No Wound Incap. Machaon, Phoenix and Eudoros would be impressive in any other faction, here they fit into the Assault Section of Aleph. Penthesilea quickly delivers the only certain death in the game, her abilities push a FtF in her favour. Aleph's Close Combat Specialists are combat monsters. Ajax hits as hard as a TAG, unstoppable with Berserk and ensures it will be a 'fair' trade with Natural Born Warrior. Achilles, while being unable to fail at Close Combat, seems to be put to better use dominating at Range with BS 15. Patroclus is in a similar situation.

Tohaa
Ectros - CC 17; PH 14/11; Shock CCW; MOV 4-4; 3 Wounds.
Makaul - CC 19; PH 13; Viral CCW; MOV 4-4; Martial Arts 2; iKohl 1; Zero-V Smoke.
Neema Saatar, Ectros Character - CC 18; PH 14/12; Shock CCW; MOV 4-4; Martial Arts 2.

Ectros are capable melee combatants by accident, you'd want to keep them out of your opponent's forces. Makual are the Tohaa melee unit, their close quarters weapon choices beg to shoving these troops down your opponent's throat with Tohaa Fireteam making for a quick delivery. Neema's improved stats over her baseline troops makes it even more of a tragedy if she were to be engaged in combat.

Mercs
Yuan Yuan - CC 17; PH 13; Shock or AP CCW; MOV 4-4; Booty, AD: Combat Jump, Impetuous, Smoke Grenades, 11 Points with Chain Rifle.
McMurrough - CC 19; PH 16; AP+DA CCW; MOV 6-4; Impetuous, 2 Wounds, Martial Arts 3, Total Immunity, Smoke Grenades, Super-Jump.
Saito, Ninja Character - CC 18; PH 13; EXP CCW; MOV 4-4; Infiltration, TO Camouflage, Smoke Grenades, Martial Arts 4.
Musashi - CC 22; PH 14; AP+EXP CCW; MOV 6-4; Martial Arts 5, No Wound Incap.
Senor Massacre - CC 19; PH 13; AP+E/M CCW; MOV 4-4; Natural Born Warrior, Zero-V Smoke Grenade, Regeneration.
Yojimbo - CC 20; PH 14; DA CCW; MOV 8-6; Martial Arts 4, Smoke Light Grenade Launcher, Smoke Grenades, No Wound Incap, Crazy-Koalas.

Mercs have a surprising number of Close Combat Specialists but the diversity in troops does permit diverse soldiers. Yuan Yuan get close, with the potential of Booty being a boon for Close Combat but more likely enabling them direct action even with the cheap 11 Point Chain Rifle. McMurrough is a Cameronian with better equipment. Saito is a Character Ninja, shoring up the original's weaknesses to form a better combatant than the Oniwaban but cannot surpass Shinobu. Musashi is pure offense with no delivery method than outright ballsiness - which is rewarded with an unfailing CC strike. Senor Massacre is a mix of skills that makes him quite expensive, he repels people from engaging him rather than seeking Close Combat himself. Yojimbo is a fast way to deliver pain, he's superb at dealing with any threats and the Crazy-Koalas make retaliation difficult.

With many of these models "failing" to be exemplar at being a Close Combat Specialist or merely rebuking opponents from engaging them, does that mean to not force an engagement? No, it simply means that those figures are more suited to Shoot than Close Combat despite having many characteristics that seem to indicate that they should get into melee. That does not stop them and other, less suited models to engage in CC. This merely makes the user more aware of when they should engage.

Engaging without Specialization
When do you engage?

Figures lacking in a Delivery Method under the protection of Holoprojectors, Impersonation, Camouflage, ODD or Smoke need the opportunity to do so. The purpose of engaging at this juncture is stop the model from from rampaging with deadly weaponry, such as the recently permitted Intercept Dodge. Models that are not Close Combat Specialists may engage here, to force your opponent to use Orders due to the Close Combat situation or to cut off LoF. There are two circumstances when a Close Combat Specialist may be employed - when it is impossible to hit your opponent.

Smoke - The unit drops Smoke, making Suppression Fire the only likely way to attack. This may prove problematic, depending on your opponent's force composition. Sixth Sense models would be able to retaliate without impunity. Engaging in Close Combat is a sure way to have a private chat wit the offending model, with your diplomacy killing or engaging the Smoke Grenade.

Camouflage and ODD - TO Camouflage can be troublesome, especially with factions that lack MSV2. Lighting the model on Fire is satisfactory, disabling the Camouflage or ODD as well as possibly killing the model. When that isn't an option either, engagement in Close Combat negates their defensive bonus making it a fight mano-a-mano.

Impersonation - By virtue of all Impersonators being Close Combat Specialists, just Shoot them with extreme prejudice.

Engaging with Specialists
For models that have a Delivery Method, they can create their opportunities. The strategy that these models employ are different on depending on the equipment or skills the model uses.

Smoke - Cross dangerous fire lanes to engage the weak. When your opponent clusters his troops, a Smoke Grenade can entirely obscure the battle. Depending on the model's skill or load-out, Intuitive Fire may be a better option; however, Close Combat Specialists can always murder every model underneath the Smoke making your opponent feel helpless. Guns do nothing when the fight occurs in their face.

Holoprojection - Level 1 is to confuse your opponent, perhaps your model depicts a deadly unit and you rush forward to surprise them with a different one. Holoprojection 2 can punish your opponent for choosing the wrong model to Shoot, enabling the model to keep closing. Shooting may be a better option, but depending on the board, Close Combat may be exactly what you require.

Impersonation - Appear anywhere on the board, require two Discover rolls to be revealed and are equipped with a Smoke Grenade, enabling that strategy. Deadly CCWs coupled with weaponry that kills makes Impersonators very deadly. Throwing Smoke from Impersonation cuts off LoF, allowing you to set up your own little murder fields. Furthermore, both Impersonators may be paired with Strategos 3 models. Now you go first, deny Reserves to your opponent and place your Impersonator anywhere you please. If you fail the Deployment Zone hide, its a good thing you're around the corner to Re-Impersonate. Put your Assassin wherever you please and kill whatever you wish.

ODD - This protects the model from incoming fire, meaning they should probably Shoot at their opponents. But if you need to engage, it is unlikely your opponent will be able to stop you.

Camouflage - Move wherever you wish, with opponents being unlikely to kill your advancing Close Combat Specialist. You can be as hasty or slow as you wish, Re-Camouflaging whenever needed. When you wish to Charge, your opponent cannot stop you. This reduces the need for a truly high CC, your opponent is not opposing your advance with a Shoot but not needs to Close Combat or Dodge. You also may leave the model engaging the enemy, if your opponent Shoots - not only do they suffer the -6 Shoot into Melee Penalty but your Camouflage as well. Having your opponent spend Orders to kill his own troops was never so sweet.

With this in mind, be critical of your surroundings and models. Engage their generalists with your Close Combat Specialists. Turn that HMG into a useless Ranged weapon while engaging in Melee. Ignore Cover and other Ranged modifiers by seeing the whites of their eyes. Reduce the effectiveness of their Template Weapons by always being inconveniently close. Tie up their Order Pool to free their models so you have your own free reign or utilize your Impetuous Order to murder their men. With all these tactics in mind, be careful.

Your opponent may do the same to you.

Would You Like to Know More?
Infinity Math Calculator
Charge - Infinity Wiki
CCWs - Infinity Wiki
Striga - Infinity Wiki

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