• Blog
  • Board index
  • FAQ
  • Register
  • Login
Board indexFaction Discussion & TacticsALEPH
  • Search
  • Print view

The Operations and Assault Subsections: ALEPH Tactica

The mysterious AI. Can it be trusted, or is it scheming against humanity?
Post a reply
7 posts • Page 1 of 1

The Operations and Assault Subsections: ALEPH Tactica

by Barakiel » July 25th, 2014, 6:57 pm

Introduction

ALEPH distinguishes itself as the premier elite fighting force of the Human Sphere. The prowess of ALEPH's units is second to none, and they possess a technological advantage that is matched only by PanOceania and the Combined Army. In terms of gameplay, ALEPH primarily relies on specialized infantry, a wide spectrum of support Remotes, and ultra-heavy infantry models. Even ALEPH's most basic combat units are comparable to elite choices from other factions. Many ALEPH units also possess tremendous durability, granted by Special Rules or Equipment, that makes them very difficult to overcome on the tabletop. Such durability is common on ALEPH units, and grants even their light infantry a survivability that rivals the Heavy Infantry of other factions. Almost universally, ALEPH units are fast, skilled in combat, possess above-average Ballistic Skill, Physicality and Willpower values, and often possess good Armor and Biotechnological Shielding as well (BTS.)

Note that these technological advantages are (unsurprisingly) accompanied by a high point cost. ALEPH units tend to be expensive, and even their most basic choices tend to have prerequisites that must be bought and paid for in in order for them to be fielded. In addition, ALEPH units often depend on features such as Optical Disruption Devices or V: No Wound Incapacitation, which (while powerful) are highly vulnerable to specialty counters. In addition, ALEPH is very limited in terms of heavy firepower. Hard-hitting weapon systems such as Heavy Machine Guns and Missile Launchers are few and far between among ALEPH units.

Despite these modest disadvantages, however, ALEPH is a fast and skilled force that can be frustratingly difficult for an opponent to kill. In particular, an ALEPH force is capable of stacking tremendous odds in its favor during any engagement or firefight. This article will discuss the special rules and equipment that are prevalent among ALEPH units, provide an overview of the general, non-Sectorial ALEPH army list (affectionately referred to as "Vanilla ALEPH") as well as the units that can be included in the Assault Subsection Sectorial, or the "Steel Phalanx".

A General Overview of the ALEPH Faction

Pros

• Skilled units and strong statlines
•The varied and flexible unit types in Vanilla ALEPH can accomodate almost any playstyle, with lots of unit diversity.
• Specialty equipment available as standard on most ALEPH models, including an abundance of Multispectral Visors, Thermoptic Camouflage, Optical Disruption Devices, Nanopulsers and Monofilament weaponry.
• High speed and mobility throughout the faction
• Fantastic durability on most units, with protective equipment, good ARM, V: No Wound Incapacitation and strong BTS present on many units.
• Impressive Close Combat capability on Greek/Homeridae units
• Easy and abundant access to Smoke Grenades
• High Willpower (WIP) allows many strong Lieutenants, Hackers and Specialists.

Cons

• Reliance on V: No Wound Incapacitation creates a notable susceptibility to Viral and Shock ammunition
• Small, elite forces means they are often outnumbered, with no disposable units or cannon fodder.
• Relying too heavily on Smoke/ODD can create problems against Multispectral Visors and Direct Template-heavy opponents
• Abundance of rare special rules can be difficult for new players to grasp
• Relies mostly on small arms, lacking heavy weaponry and ordnance
•Abundance of Cubes makes them vulnerable to Sepsitor Attacks
•High level of technology makes weaponry and gadgets susceptible to E/M Ammunition.

Common ALEPH Special Rules and Equipment


Using Impetuous
Many ALEPH units, notably the Steel Phalanx/Homeridae units and characters, are Frenzied. Frenzy is interesting, essentially stating that once a Frenzied model kills an enemy unit it becomes Impetuous. Impetuous is a rule that every player should be conscious of, both for their own units as well as enemy models. Impetuous demands that at the start of their turn, all Impetuous models receive a "free" order that must use as a Short Movement Skill directly towards the closest enemy model. As the name "Impetuous" implies, this can be a double-edged sword when it comes to controlling the discipline of your units. The advantage of Impetuous is that it is a free order, and that the second short skill of your Impetuous order can be any skill you choose; you can shoot, you can Dodge, you can throw Smoke Grenades, you can go prone, or you can simply keep running towards or away from the enemy. So while an Impetuous models may run the risk of dashing into your opponent's Line of Fire, they will not eactly be defenseless. Note, however, that a canny opponent can create strong ARO traps to gun down Impetuous models as they advance. Note, however, that a canny ALEPH player can often use Imptuous in his favor: with ODD, great firepower and Smoke Grenades, Myrmidon-type units especially will often survive an opponent's ARO. If you are particularly concerned about this risk though, you can always spend an Order from your Order pool to restrain the Impetuous model and keep him where he is. Note that players who regularly use Impetuous will often deploy at the start of the game with this Special Rule in mind, but the danger of Frenzy is that a model may not be Impetuous until the game is halfway over. You may not remember that one of your models has killed an enemy, and your opponent may remind you of it in order to encourage your model to run directly into harm's way. Similarly, a model may become Impetuous close to enemy lines, running into harm's way without support or an avenue of retreat. As a result, Frenzied units require some forethought to use once they engage the enemy. Note that by linking a Frenzied model, they automatically become Not Impetuous. Even if they kill an enemy model, when the link breaks they automatically revert to "Frenzy", so are essentially immune to the Frenzy rule for as long as they are part of a Link Team.

Using Smoke and Visors/Direct Template Weapons.
Many ALEPH units, notably Myrmidons and the Homeridae, come standard with Smoke Grenades and Zero-V Smoke Grenades. The uses here are many. Obviously, Smoke fields allow you to maneuver models, advance towards or move away from the enemy safely, grab objectives, or even defend yourself in ARO using smoke fields to disrupt Line of Fire between your units and hostile models. Note that Multispectral Visors, Level 2 or higher, can ignore the effects of Smoke Grenades. ALEPH, however, has a number of units equipped with Zero-V Smoke can even defeat Multispectral Visors. It is also worth noting that Smoke also provides a useful offensive tool for models equipped with Multispectral Visor Level 2+ as well as Direct Template Weapons. Models with MSV2+ can fire through a smoke field, granting them a "first strike" capability in a similar fashion to Combat Camouflage. The ALEPH model, using his Visor, can fire accurately through the smoke and force the opponent to eat the full burst of their weapon before that opponent gets to respond. In addition, that enemy ARO will suffer a -6 Penalty for shooting through a Zero Visibility Zone, in addition to any other modifiers present (including Cover and ODD!) This means that Devas, Agemas (including Atlanta), and Asuras can easily gun down unsuspecting opposition before they get a chance to respond. Just be wary of enemies with 6th Sense or Multispectral Visors, who will be able to respond in ARO as normal.

In addition, Direct template threats are a strong advantage when paired with Smoke Grenades. Many ALEPH infantry possess a Direct Template weapon in some form, ranging from the Nanopulser to Chain Rifles and heavy Flamethrowers. All models with Direct Template Weapons are capable of performing Intuitive Attacks through smoke. By passing a WIP check as a Long Skill, they can fire through smoke at models beyond. The enemy, in response, will suffer the penalty of returning fire through smoke. This is a great way to protect your models when using Direct Template weapons, which are normally a risk to their users who cannot defend themselves with a Face-to-Face roll. The downside of this approach, of course, is that it is order intensive. First you must throw a Smoke Grenade in the proper place, then maneuver the Direct Template Wielder where you want them, then Intuitive Attack (a long skill that requires a successful WIP roll.) As a result, this approach should only be utilized if you are willing to expend the necessary orders.

Managing V: No Wound Incapacitation
V: No Wound Incapacitation (or NWI) is practically a hallmark of ALEPH units. Combined with the prevalence of Optical Disruption Devices, it gives ALEPH units the astounding survivability for which the entire faction is well known. NWI is common amongst Vedic and Greek units alike, and is very common on Homeridae characters. Not only does NWI give the Valor ability to its models, allowing precise control when they are called upon to pass Guts tests, but also allows them to keep fighting even when Unconscious. Rather than passing to the Unconscious state, going prone and awaiting rescue from a Doctor or Paramedic, models with NWI will continue to fight and function as normal in a similar manner to having two Wounds on their profile.

That being said, NWI is not the same as having a "proper" extra Wound. If a model is killed outright, either by suffering too many Wounds, then NWI is bypassed and the model simply dies. Also, certain ammunition types (notably Shock and Viral) will Kill 1-Wound models outright, sending them straight to the Dead state and ignoring the presence of No Wound Incapacitation. In addition, common ammunition types that can force multiple Wounds (Fire, Double Action, Explosive) remain a constant threat that can kill a NWI model in one hit with just a couple failed Armor Saves.

When putting NWI models on the table, be very conscious of Viral ranged and melee weapons, Antipersonnel Mines, Shock close combat weapons, and other threats that automatically bypass No Wound Incapacitation. A clever opponent will certainly look to leverage these ammunition types against your more durable models, so be aware of which hostile units have them.

Using Optical Disruption Devices

One of the single greatest advantages available to ALEPH is the extreme abundance of Optical Disruption Device, or ODD. In particular, ODD is essentially the identifying mark of all Myrmidons and Myrmidons characters. ODD is a shockingly effective advantage; it simply provides a -6 Penalty to all enemy models targeting the wearer, making them extremely hard to hit with weapon fire. If a model with ODD is sitting in Partial Cover, and also stacking range bands in his favor, it is very easy for Myrmidons to be at -12 to Hit! Even in a close-range firefight, a Ballistic Skill 12 opponent is often needing 6s or less to hit a Myrmidon in Partial Cover. This is a staggering advantag, and the applications here are very versatile. In standard gunfighting face-to-face rolls, it is very hard for standard units to overcome such a strong advantage. In offense, this allows Myrmidons to comfortably advance using a high Burst weapon to protect themselves, and even allows aggressive moves with Direct Template Weapons such as Chain Rifles or Nanopulsers with a reasonable expectation of surviving the encounter. In addition, a Link Team of Myrmidons and Myrmidon Characters becomes very tenacious in defense, using their link bonuses and ODD to even the odds even against tough active turn opponents with high-Burst weapons. Note that deliberately exposing your troops to hostile fire in your opponent's active turn is always a risk, with no guarantee of success, but it is entirely true that Myrmidons are very, very good at it.

That being said, ODD does come with limitations. Savvy opponents will avoid standard gunfights with ODD models, instead focusing on a few simple techniques to bypass that difficult -6 Penalty. The most obvious asset against ODD are Multispectral Visors. MSV2 and MSV3 will negate ODD entirely, turning the Myrmidons into expensive ARM2 line troopers waiting to get shot up. During deployment, always be aware of any Visor threats on the table. Even more common than MSV are simple direct template weapons, such as Chain Rifles or Flamethrowers. In addition, all varieties of Mines, (most commonly Antipersonnel, but also Viral and Monofilament) are also a huge threat since they hit automatically and bypass the advantage of ODD. Mines are especially dangerous to ODD-wearing Myrmidon characters, since all three Mine ammunition types will not only ignore ODD but can also bypass the No Wound Incapacitation that the characters rely on for survivability. Regarding care and maintenance of ODD, be cautious around Flamethrowers and other sources of Fire ammunition. One hit from Fire Ammunition (even if the damage is negated by a successful Armor Save) will "burn" the ODD and render it completely ineffective for the rest of the game. Note as well that Speculative Shots, such as lobbed grenades or grenade launchers, also ignore Optical Disruption. In some cases, an opponent may prefer bombarding Myrmidons from Total Cover rather than facing them directly. In these situations, be cautious around TAGs or high-Ballistic Skill troops with weapons capable of Speculative Shots. Make use of tall buildings/terrain and their corresponding Shadow Zones to protect your units! In the case of Mines and Direct Template Weapons, long range is your greatest asset since these threats are, of course, very short range and only effective in close quarters. Make advantageous use of AROs to keep these kinds of threats at a safe distance.

Unit Overview

The following is a summary of the full roster of ALEPH units, their relative advantages and disadvantages, and their recommended roles within a list. Note that each entry includes general information about the unit, as well as specific details on each weapon or equipment loadout available.

Light Infantry


deva_functionaries_logo_zps8477241b.png
Deva Functionaries

Pros
•Good Survivability with ARM2 and V: No Wound Incapacitation
•Broad spectrum of equipment loadouts allows them them to fill multiple roles in an ALEPH list.
Cons
•Relatively high point cost
•Vulnerable to Shock and Viral Ammunition
Recommended Roles
•Frontline killer for countering Camo/TO/ODD models
•Hacker and Infowar Support
•Lieutenant or "fake" Lieutenant

Deva Functionaries are a common staple of Vanilla ALEPH lists. They're capable of fulfilling a broad spectrum of battlefield roles, from support unit to primary damage dealer. With solid Movement and Ballistic Skill, as well as coming standard with a Direct Template Weapon, they can act aggressively on the battlefield, and also come with above-average ARM and BTS by the standards of Light Infantry. One of their primary features is V: No Wound Incapacitation, effectively giving them a second wound and pushing them into the realm of pseudo-Heavy Infantry. Just beware of Viral and Shock Ammunition...

• Combi, 23, 0 SWC: Combi Rifle, Nanopulser, Pistol, Knife

Very standard, this setup certainly is not bad. However, ALEPH has cheaper options if you are looking to bulk up your order pool, and the Deva really shines when you start investing in her broad spectrum of specialty equipment choices. Perhaps at its most useful in small point games, but Devas offer a specialty support and combat role that really benefits from having a few more points invested in them. This is especially true when you notice that a mere 3 points more will buy a Deva a quick backup Heavy Flamethrower-wielding Devabot as a companion.

• Lieutenant, 26, 0 SWC: Companion: Devabot, Lieutenant, Combi Rifle, Nanopulser, Pistol, Knife
• Devabot, 27, 0 SWC: Companion: Devabot, Lieutenant, Combi Rifle, Nanopulser

Both the LT and Devabot loadouts are virtually identical, except one allows the Deva to function as an army Lieutenant. Not only do you get the durable and skilled Combi Rifle/Nanopulser weapon that is the Deva, but you also get a mobile 6-4 Devabot. The Devabot shadows the Deva thanks to the Ghost: Synchronized rule, providing a second set of eyes and also means the Devabot mirrors the actions of the Deva. When the Deva spends an Order, both the Deva and Devabot perform the action. This allows both models to attack the same (or separate) models simultaneously. This is fantastic for overwhelming a single enemy model, combining the potency of the Deva's accurate Combi Rifle fire with the destructive Heavy Flamethrower of the Devabot, or allows them to split their efforts against different threats. Since the Deva and Devabot acting in tandem only provides an enemy model with a single ARO, this limits an opponent's ability to effectively respond to a G: Synchronized attack. The Devabot is an excellent offensive asset for chasing down clustered enemy troops or ODD/TO threats, but can also watch the back of the Deva and help provide defense and area denial with its dangerous Heavy Flamethrower AROs. When both models go on the offense together, you force your enemy to choose which target to respond to. Note, of course, that the Devabot must say within the Zone of Control of the Deva.

As a Lieutenant, the Deva is a solid choice with her decent durability and strong WIP15 for pre-game rolls. Just be careful though, as this can be a fairly obvious LT choice that opponents will certainly gun for. Consider including Chain of Command if you opt to make this lady your Lieutenant, so you can continue to use her offensively if necessary.

• Sensor, 26, 1 SWC: Sensor, Combi Rifle, Nanopulser, Pistol, Knife
A more limited choice, this option remains valuable in Metas or matchups heavy on Camouflage. The ability to reveal Markers can be a strong asset against opponents like Nomads or Ariadna who rely heavily on camouflaged troops and mines. With a bit of luck, it is also possible to reveal Hidden Deployment models. Use this model to patrol a midfield full of Camouflage Infiltrators, or reveal TO Camo threats who are otherwise difficult to Discover and Engage directly. The Sensor is also particularly useful for discovering mines, allowing you to scan the mine through a wall or intervening terrain without exposing yourself to mine's template blast. The biggest downside of Sensor is that it is an order-intensive process that does not automatically inflict damage, so utilize it as a valuable support asset.

• Spitfire + MSV, 34, 1 SWC: Spitfire, Multispectral Visor Level 2, Nanopulser, Pistol, Knife
This is a very strong choice and a true asset of Vanilla ALEPH. For relatively few points and SWC, ALEPH players can get a pseudo-Heavy Infantry model that is a scary Gunfighter with BS12, and (perhaps more importantly) can engage opponents with Camouflage, Mimetism, Thermoptic Camouflage and Optical Disruption Devices with ease. Not only can the Deva blast them apart with ease, suffering no modifiers from their abilities/equipment, but can also Discover them reliably with her strong WIP15. This is one of the Deva's most popular configurations, forming a versatile and deadly cornerstone combat unit for any ALEPH list.

• Hacker, 35, .5 SWC: Hacker, Hacking Device, Combi Rifle, Nanopulser, Pistol, Knife
With WIP15 and BTS -3, a Deva Hacker is a strong offensive/defensive Hacker who still retains her respectable combat capability. While significantly more expensive than most of the other configurations, she is a valuable asset for players who want to utilize or defend against Infowar. Note that this model is nearly identical to the Posthuman Mk1 Hacker, while being approximately 50% more expensive. The Posthuman Mk1 is a good alternative for players who find the Deva hacker appealing.

thamyris_logo_zps6073a8f4.png
Thamyris

Pros
•Only decent Hacker available to Steel Phalanx
•Only ALEPH Hacker available with Markers
Cons
•Expensive point cost for a support model.
•Not fully optimized for either Hacking or Close Combat
Recommended Roles
•Hacking Support and Defense for Steel Phalanx
•Marker support for an Asura with Hacking Device Plus.
•Journalist upgrade for Paradiso campaigns.

• Thamyris, 29, .5 SWC: Marker, Nanopulser, Assault Pistol, Knife.
Thamyris is the designated propaganda expert and War Correspondent for the Steel Phalanx. He is competent in a firefight with BS12, an Assault Pistol and V: No Wound Incapacitation for added durability. This makes him good at defending himself, engaging nearby opponents with that high Burst, but he is clearly geared for suppor: he is a good hacker with WIP14, BTS -3. In a Hacking role, Thamyris has a few notable features: First, his Hacking profile is the best one available to the Steel Phalanx, and is essentially their only way to meaningfully participate or defend against Infowar. Second, he comes with Journalist L2, making him an asset during Campaign: Paradiso missions. Third, he is the only model in ALEPH who comes with Markers, giving him the ability to fire a Repeater across the table and thereby allow himself and friendly models to Hack through it.

The Marker is a particularly interesting ability, because it relieves ALEPH of the difficulty of having to run a Hacker/Repeater close to a target to Hack. When Thamyris is acting alone, he can fire Markers at enemy models to efficiently Hack them, or he can utilize them as a strong Defensive asset. By firing Markers near objectives, rooftops or major lanes of advance, he can ARO Hack any Heavy Infantry, REMs or TAGs that try to maneuver nearby. This can help give Vanilla ALEPH lists and Steel Phalanx greater Defense against those types of enemy models, and is especially great for Steel Phalanx to increase their midfield and objective defense capability. For players particularly interested in Offensive Hacking, or using the Asura's Hacking Device Plus for Guided Missile launches, Thamyris should be considered as an asset.

sophotects_logo_zps2f626bb6.png
Sophotect

Pros
•Extremely competent Doctor and Engineer
•Fast speed and durability
Cons
•Expensive for a support role
•Doctoring and Engineering can be Order-inefficient

Recommended Roles

•Objective capturing for ITS and Paradiso
•Doctoring and Engineering Support for large games

•Sophotects, 31, 0 SWC: Combi Rifle, Pistol, D-Charges, Knife
The Sophotect is a one-stop shop for all healing and repair needs. Possessing both the Doctor and Engineer skills plus strong WIP15, she can reliably repair damaged Remotes, fix E/M or Adhesive-Immobilized targets, clear mines, and patch up the injured. With quick 6-4 Movement and the survivability of ARM2 and V: No Wound incapacitation, she can quickly move around the table and survive light enemy fire to reach her destination. Add in D-Charges, and she can blast apart Immobilized models at close range or make runs to demolish buildings for ITS Classified Objectives. The downside, of course, is that all this ability comes with a pricetag. She's nearly triple the cost of other equivalent Doctors and Engineers in other factions, making her more of a dedicated investment rather than a support piece. If the points are available, consider partnering her with one or two Yudbots to allow her to respond more quickly to injured/damaged models across the table.

ekdromoi_logo_zps0607c9c5.png
Ekdromos

Pros
•High Physicality for an Airborne Deployment unit
•Comes with a Nanopulser on all loadouts
•Super-Jump provides extreme mobility across varying terrain types
•Close Combat prowess and Martial Arts
Cons
•Frenzy
•Expensive compared to other Airborne Deployment units
•Lacks the defensive assets of comparably priced AD units, such as multiple Wounds or Mimetism
Recommended Roles
•Fast attack flanker
•Mobile objective capper for ITS and Paradiso Missions

The Ekdromoi are the Assault Subsection's Airborne Deployment Troopers, skilled warriors who drop onto the battlefield or behind enemy lines to engage at close range. The Ekdromoi are a strong asset for any ALEPH force. With above-average Physicality and strong Ballistic Skill, they can reliably drop onto the table and threaten the enemy with a variety of weapons. In particular, their standard Nanopulser makes them lethal to clustered enemy models, and their strong ability in close combat gives them V: Courage and reliable killing power should you decide to commit them to close combat. Ekdromoi also come standard with Super-Jump, a notable asset for navigating dense or tall table terrain. Not only does Super-Jump allow a model to potentially take "shortcuts" by leaping over intervening terrain, rather than moving around it, but also allows Ekdromoi to quickly assault models on rooftops or elevated platforms. Bear this advantage in mind when utilizing the Ekdromoi in assault; the mobility provided by Super-Jump can allow the Ekdromoi to avoid traps like Mines or Direct Template Weapons by moving over buildings to circumvent them. As an offensive asset, Super-Jump allows Ekdromoi to quickly reposition to high vantage points, where he can go prone to receive the Cover bonus for being at a higher elevation than the enemy, as well as potentially flanking hostile models catch them outside of Cover themselves. A model with Super-Jump can also leap vertically with their first Short Skill, draw Line of Fire to an enemy to engage them, and use their second Short Skill to fire while at the apex of their jump. This allows the Ekdromoi to improvise with his assaults, leaping up to the level of platforms or rooftops to engage the enemy, retaining cover for himself without having to risk using well-defended stairs or elevators.

In terms of armament itself, note that Ekdromoi can be equipped a variety of different ways with a variety of different point costs. It is important to balance the risk-versus-reward of spending a lot of points on them: utilizing Airborne Deployment troops can be a dangerous and risky proposition, and the fact that they do not contribute their Order until they enter play are notable disadvantages. For a more conservative approach, remember that it is always possible to downgrade AD: Combat Jump to AD: Airborne Infiltration, increasing the reliability of the Ekdromoi when they arrive on the table. Alternately, combine Ekdromoi with an EVO Repeater to enhance their Physicality using AD:3.

•Chain, 22, 0 SWC: Chain Rifle, Nanopulser, Pistol, DA Close Combat Weapon

Backline template death, the Chain Rifle can be a huge payoff if you are able to hit multiple fragile models with the Chain Rifle template. This is the cheapest of the configurations, but also the most vulnerable since the Chain Rifle does not allow the Ekdromoi to protect itself with a Face-to-Face roll. Use this configuration if you commonly face tightly-clustered and fragile opponents, but note that the Chain Rifle is slightly redundant since all Ekdromoi also come with a Nanopulser as well.

•BS, 31, 0 SWC: Boarding Shotgun, Nanopulser, Pistol, DA CCW
If you trust in luck, the Boarding Shotgun is a strong asset for either engaging clustered enemy models from further range than the Chain Rifle, or for pounding an enemy TAG or Heavy Infantry with Armor Piercing slugs. Beware though: the low Burst and short range bands of the Boarding Shotgun make it vulnerable in a gunfight, making the Ekdromoi vulnerable to return fire. This can be a potent high-risk, high-reward option. In tandem with the Nanopulser, the Boarding Shotgun offers a way for players to threaten enemy models with a template while also using a face-to-face roll to protect their model, but lacks the reliable and unavoidable threat that a Direct Template Weapon offers.

•AP, 31, 0 SWC: Combi Rifle, Nanopulser, Pistol, AP CCW
•Combi, 31, 0 SWC: Combi Rifle, Nanopulser, Pistol, DA CCW

Both of these configurations are identical, except for the Armor Piercing versus Double Action Close Combat Weapons. The notable advantage of this setup is the Combi Rifle. With respectable burst and good accuracy at short range bands, this weapon can easily pick off lone models and allow the Ekdromoi to defend himself well by rolling more dice when firing. This is a good mid-range option, balancing low point cost with firepower. When selecting a close combat weapon, the DA is often the preferable choice against a broad spectrum; if you find yourself engaging in melee, DA yields better results against almost all opponents (even armored ones). The AP CCW is preferable only when you choose to go TAG hunting, committing the Ekdromos to melee against ultra-heavy armor. Generally though, the DA selection will provide you with the best melee hitting power.

•Hacker, 34, .5 SWC: Hacker, Hacking Device, Chain Rifle Nanopulser, Pistol, DA CCW.
Similar to the Chain Rifle loadout, but with a 50% increase in point cost and with the addition of a Hacking Device. The main role of this configuration is quick surprise Infowar Attacks, letting him hack (or serve as a Repeater for a better ALEPH Hacker) within 8 inches of an intended target. For players interested in utilizing Hacking, this model can be a valuable surprise asset. Also, this model is incredibly valuable in ITS or Campaign: Paradiso play, capable of dropping onto objectives to capture them with maximum speed and order efficiency. Since most Paradiso campaigns do penalize Infiltrators, but not Airborne Deployment, this is a nice way to quickly reach an objective.

•HMG, 40, 1.5 SWC: HMG, Nanopulser, Pistol, DA CCW
Maximum point cost, maximum firepower. This is one of ALEPH's few Heavy Hachine Guns, and it can end games with good judgement and a bit of luck. That being said, having a big gun doesn't make the Ekdromoi any more durable or reliable when they land. If you can get the Ekdromoi into a decent position however, the Heavy machine Gun is perfectly capable of shredding light infantry and threatening even Heavy Infantry and TAGs. For players who want maximum return from their drop troops and have the SWC to spare, this is a lethal choice.

diomedes_logo_zps39176a64.png
Diomedes

Pros
•High Physicality for an Airborne Deployment unit
•Fantastic durability with No Wound Incapacitation
•Super-Jump provides extreme mobility across varying terrain types
•Versatile weapon options give him multiple modes of attack
•An Ekdromoi without Frenzy!
Cons
•Highly expensive considering the risk of using Airborne Deployment
•Vulnerable to Shock/Viral ammunition
Recommended Roles
•Fast attack flanker and shock trooper

•Diomedes, 44, 0 SWC: Mk12, Nanopulser, Assault Pistol, DA CCW
What is true for the Ekdromoi is true for Diomedes, but he is perhaps the finest single purchase from all options available. As the leader of the Ekdromoi, he utilizes their Airborne Deployment capability and combines it with strong shooting and close combat prowess. Unlike regular Ekdromoi, however, he boasts V: No Wound Incapacitation for fantastic survivability by the standards of an AD trooper. In addition, he has weaponry for all occasions. His Mk12 gives him accuracy and punch out to medium range bands, his Nanopulser can murder clumped models or give him strong AROs against tough-to-hit opponents. Especially noteworthy is his Assault Pistol, a rare piece of equipment in ALEPH that allows Diomedes to let loose with the lethal Assault Pistol for a high-burst, accurate weapon in short range engagements. Diomedes, like his Ekdromoi brethren, also comes with Super-Jump. As with the Ekdromoi, Super-Jump is a strong asset for creating the most favorable firefights possible to get maximum usefulness out of Diomedes. In particular, Diomedes appreciates Super-Jump due to his diverse weapon loadout. Navigating terrain with Super-Jump can allow him to avoid alleys and streets, closing with the enemy to engage with his high Burst Assault Pistol or Direct Template Nanopulser. Similarly, the Mk12 provides him with longer effective range than a mere Combi Rifle or Boarding Shotgun, so he is quite effective at medium range bands. This allows him to leap up to rooftops or other sniper nests, able to engage enemies from a safer distance without any less in rangeband accuracy. Unsurprisingly, all of these assets come with a steep point cost. That being said, Diomedes is one of the finest drop infantry to be found in Infinity.

Note that Diomedes also comes with a Lieutenant option, a choice that really cannot be considered as viable at this point in the game. Since Diomedes begins the game off the table, he starts his force in Loss of Liuetenant, and Chain of Command cannot bypass this disadvantage since Diomedes is not technically dead and removed as a casualty. For the time being, this choice should be avoided.

posthumans_proxy_mk_1_logo_zpsf89791c3.p
Posthumans

Pros
•Very strong stats and equipment for cheap point cost
•Ghost: Jumper rules allows all proxies to declare an ARO, even those outside Line of Fire.
•Fulfills strong support and specialist roles
•Continues to contribute an order until the last Proxy is dead.
Cons
•Multiple Proxies still only contribute one order to the pool
•Posthuman Mk2 automatically reveals itself when it becomes "proxy active"
•Options for AROs are limited until the model is "Proxy Active"
•Needs Netrods for maximum usefulness
Recommended Roles
•Inexpensive Specialist/Healing Support
•Midfield Sniper/Skirmisher
•Midfield offensive Hacker or support Repeater
•Heavy Infantry assault option

The Posthuman is a unit type unique to ALEPH. The Posthuman is essentially a digital being, a consciousness that exists outside the physical world and is capable of inhabiting, or "jumping", between different bodies known as Proxies. In game terms, this is represented by the Posthuman's unique "Ghost: Jumper" rule. When you select a Posthuman for your list, you always select two to three Proxies for it to inhabit. These proxies come in three forms: The Posthuman Proxy Mk1, a Light Infantry who can function as a Doctor, Engineer or Hacker. The Posthuman Proxy Mk2, equipped with Thermoptic Camouflage. The Posthuman Proxy Mk3, a Heavy Infantry choice. You may purchase all three proxies if you wish, or only purchase two, but you must have at least two proxies and each version is AVA1.

The Proxies deploy on the table as normal, but the Posthuman is only able to inhabit one Proxy at a time. This is represented by putting the "Proxy Active" marker next to the active Proxy. This Proxy then acts and fights normally on the tabletop. The empty Proxies can only perform limited AROs during this time. The Posthuman can choose to occupy any Proxy for free when it spends a new order in the Active turn, or can use an ARO to jump between proxies in the reactive turn. Most notable, no matter how many Proxies you purchase for your list, the Posthuman only ever contributes one order to your order pool. So even if you purchase all three Proxies for your posthuman, they all only count as a single order. For this reason, many ALEPH players choose to only use two Proxies at a time; this allows them to access the Proxy models they want the most, but does not deplete their order pool too much. In addition, if a Proxy dies while it is Proxy Active, the Posthuman is "trapped" in the Unconscious or Dead body and cannot activate another Proxy unless a Netrod is present on the table. Note that the Posthuman's Proxies are Light Infantry, Heavy Infantry and Skirmisher models, but are all described below for the sake of completion.

The reason to take a Posthuman essentially boils down to simple point cost; they provide fantastic abilities and stat lines for much cheaper than another ALEPH unit of comparable ability. Because of the limitations of the Ghost: Jumper rule, as well as the fact that Proxies occupy Combat Group slots but do not all contribute orders, all Posthuman Proxies are heavily discounted. The Proxy Mk1, for example, provides a very skilled, fast, durable Doctor, Engineer or Hacker for extremely few points compared to the Doctors/Engineers/Hackers of other armies. Similarly, the Posthuman Mk2 provides a deadly BS13, TO-Camo equipped Infiltrator with V: No Wound Incapacitation for nearly half the price of a comparably equipped Dasyu. This allows an ALEPH player to field additional highly skilled and dangerous models for very few points.

Posthuman Proxy Mk1

•Doctor, 14, 0 SWC: Doctor, Combi Rifle, Nanopulser, Pistol, Knife
•Engineer, 14, 0 SWC: Engineer, Combi Rifle, Nanopulser, Pistol, D-Charges, Knife
•Hacker, 22, .5 SWC: Hacker, Hacking Device, Combi Rifle, Nanopulser, Pistol, Knife
This is a dedicated support choice that is also skilled in a firefight. With good 4-4 Movement, strong Ballistic Skill, a Combi Rifle and No Wound Incapacitation, it is a notable threat to nearby enemies at short and medium rangebands. As a Willpower 15 model, it is also a strong Doctor, Engineer or Hacker based on the needs of your force. For ALEPH players looking to field Remotes, the Mk1 Hacker is an inexpensive option that "authorizes" the use of Remotes for your army.

Posthuman Proxy Mk2
•Hacker, 27, .5 SWC: Hacker, Hacking Device, Boarding Shotgun, Nanopulser, Pistol, Knife
•Sniper, 29, 1.5 SWC: MULTI Sniper Rifle, Nanopulser, Pistol, Knife
The TO Camo and Infiltration Skirmisher, the Mk2 can act as a forward Hacker packing a Combi Rifle and Nanopulser, or can wield a MULTI Sniper Rifle with very potent BS13. At -6 to be Hit and V: No Wound Incapacition, it is also very durable in a firefight. The main disadvantage of the Mk2 is that it automatically reveals itself when it becomes Proxy Active, requiring you to spend an addition order if you wish to recamo and utilize Combat Camouflage. This model is a fantastic bargain for its point cost, despite the minor disadvantage.

Posthuman Proxy Mk3

•Spitfire, 30, 2 SWC: Spitfire, Nanopulser, Pistol, Knife
The Mk3 is a strong all-around Heavy Infantry choice. While lacking the specialization of the Asura, or the raw durability of the Homeridae Heavy Infantry, the Mk3 is quick with 4-4 Movement, durable with 2 Wounds, ARM4 and BTS -3, and perfectly capable in a firefight with her Spitfire and Nanopulser. At a mere 30 points, the Mk3 is a bargain.
Last edited by Barakiel on July 25th, 2014, 7:01 pm, edited 1 time in total.
User avatar
Barakiel
 
Posts: 31
Joined: July 14th, 2014, 7:30 pm
Has liked: 3 times
Been liked: 8 times

Re: The Operations and Assault Subsections: ALEPH Tactica

by Barakiel » July 25th, 2014, 6:57 pm

Medium Infantry

throakitai_logo_zps38491765.png
Thorakitai

Pros
•Cheap by ALEPH standards
•360 Visors and good ARM make for strong defensive troops
•Variety of Specialist and Weaponry options make them very versatile
Cons
•Slow by ALEPH standards with 4-2 Movement
•Require either Nesaie Alke or Thrasymedes to link in Steel Phalanx
•Frenzy
Recommended Roles
•Defensive Link Team in Steel Phalanx
•Order generators for stronger ALEPH units
•Inexpensive support Specialists

The Thorakitai are the line troopers of the Assault Subsection, and are the closest thing that ALEPH has to the standard "cheerleader" line troopers of other factions. Thorakitai are slow with 4-2 Movement, but really this is their only disadvantage given their point cost. With BS12 and a 360 Visor as standard, they are lethal in a firefight and difficult to be taken unawares. With ARM3, they also have armor to rival the Medium and Heavy Infantry of other factions. Note that all Thorakites possess Frenzy, making them Impetuous if they kill an enemy model. This can be a liability if you want them camped safely in your backline, but can be controlled by Assault Subsection players if the Thorakitai are part of a link team. For Vanilla ALEPH players, the Thorakitai are a valuable cheap order that can be tenacious and skilled in defense. The fact that most Thorakitai loadouts include a good short-to-medium range Ballistic Skill Weapon, a Direct Template Weapon, and a 360 Visor means they make for excellent "sentry turrets", capable of standing near a table edge, alley, or other lane of approach and taking AROs at anything that comes by. This makes them strong as Order contributors, since they can help protect a backline from Infiltrating or Aiborne Deployment troops while staying relative out of harm's way. In addition, they are also the cheapest Specialists available to ALEPH, making them useful in a support role. This is particularly important for ITS players who want to utilize the Steel Phalanx for objective-based scenarios, helping them raise their Specialist count.

•Smg, 13, 0 SWC: Submachine gun, Flash Grenades, Chain Rifle, Pistol, Knife
The most inexpensive Thorakitai option is armed to the teeth for short-range firefights. The Submachine Gun has accurate short-range rangebands and chambers Shock Ammunition, but is ineffective in long range firefights. Flash Grenades can be decisive for blinding opponents, but also has very short range. The mediocre Physicality of the Thorakitai make the Flash Grenades less potent an ARO in most circumstances, but can be utterly decisive if they succeed in blinding an enemy threat and shutting him down for a phase. The Chain Rifle is valuable also, strong in the Active Turn or in ARO to trade damage with the enemy. With the Thorakitai's good armor, the Chain Rifle is a particularly good defensive option; the direct template attack guarantees an enemy will suffer a hit, and the Thorakitai can utilize his superior armor to help him weather the damage from an unopposed enemy attack.

•Combi, 16, 0 SWC: Combi Rifle, Flash Grenades, Nanopulser, Pistol, Knife
This profile is respectable at ranged combat. While slightly more expensive than the submachine gun variant, slightly longer range bands give the Combi Rifle a slight advantage. The Nanopulser can also be a stronger direct template weapon than the Chain Rifle, given that most models tend to have less BTS protection compared to their armor value. Be aware that the shorter range of the Nanopulser makes it easier for an opponent to avoid it compared to the Chain Rifle, making it slightly less reliable in defense or for hitting clustered opponents. Despite the shorter range, however, the Nanopulser is a potent weapon to punish zero BTS opponents who get too close to your units.

•FO, 16, 0 SWC: Forward Observer, Submachine gun, Flash Grenades, Chain Rifle, Pistol, Knife

with identical equipment to the Submachine Gun variant, this kit also comes with the Forward Observer abilities and Flash pulse. Both additions make it a strong improvement over the standard Submachine Gun Thorakitai, especially in ITS play or when used in a defensive role. As a Forward Observer, the Thorakitai is capable of capturing ITS objectives, and can also mark targets for guided missile bombardment (not really advisable, Thorakitai are a bit too slow to run around marking targets!) The Flash Pulse, however, fits perfectly with the defensive role of the Thorakitai. With a range band that represents a vast improvement over the Submachine Gun or Combi Rifle, the Flash Pulse is a great ARO against lethal enemy targets who you want to blind and stop in their tracks. With strong active and reactive weapon choices for short, medium and long range bands, this option is highly versatile. Whenever possible, definitely invest in this variant as an improvement over the standard Submachine Gun variant.

•Param, 16, 0 SWC: Medikit, Submachine gun, Flash Grenades, Chain Rifle, Pistol, Knife
Also packing the Submachine Gun kit, the Paramedic gives you a chance of healing Wounded/Unconscious models without investing in a Doctor. Paramedics are generally less adept at healing than Doctors, especially for a faction like ALEPH that possess such outstanding high WIP Doctors, but this can be a useful support option if you have the points to spare.

•Engineer, 20, 0 SWC: Combi Rifle, Flash Grenades, Nanopulser, Pistol, Knife.
As ALEPH's cheapest stand-alone Engineer, this variant can be a valuable support addition for players wanting to add some technical support, repair capability, or a relatively inexpensive (albeit slow) Objective taker. For Steel Phalanx, this is their only Engineer option.

•Spitfire, 23, 1 SWC: Spitfire, Nanopulser, Pistol, Knife

As the first of the Thorakitai's heavier weapon options, the Thorakitai Spitfire is a potent gunfighter. Relatively cheap given his skill, the Spitfire is a fantastic weapon at short and medium ranges. That being said, the Thorakitai is a very slow platform for a special weapon given his 4-2 Movement. I can see this choice being useful in low-point games or in a Steel Phalanx Sectorial list, for players who want a skilled Spitfire for fewer points than a similar Deva or Myrmidon. Overall though, I believe there are more effective Spitfire wielders to be had in both Vanilla ALEPH and Steel Phalanx.

•LRL, 25, 1 SWC: Light Rocket Launcher, Submachine Gun, Pistol, Knife

The Light Rocket Launcher is functionally similar to a Combi Rifle that lights everyone nearby on fire. With similar Strength and Range bands to a Combi Rifle, this weapon becomes much more viable when linked in an Enomotarchos fire team. Firing a template and Fire Ammunition, it can eradicate clustered models and also threaten multiple Wound models by burning them to death. Bear in mind, of course, the relatively high point cost, SWC cost and slow speed of the Thorakitai. It can be a strong support weapon, but you may consider spending your points and SWC elsewhere since damage and range-wise it is not much of an improvement over a simple Combi Rifle.

nesaie_alke_logo_zps6bd9c5f8.png
Nesaie Alke

Pros
•One of only two models capable of linking Thorakitai
•Strong Stats relative to point cost
Cons
•Slow by ALEPH standards
•High SWC cost
•Frenzy
Recommended Roles
•Serving as Lieutenant
•Linking Thorakitai
•Gunfighting exposed enemies

•Nesaie Alke, 27, 1.5 SWC, Spitfire, Nanopulser, Pistol, Knife
•LT, 27, 1.5 SWC, Lieutenant, Spitfire, Nanopulser, Pistol, Knife

Nesaie Alke is the Thorakitai Warrant Officer, their leader in the field and one of only two ways to link Thorakitai in a Steel Phalanx Sectorial list. In Vanilla play, her uses are more limited since she cannot enable a Link Team, but overall she is a fantastic bargain relative to her points. With BS13 and a Spitfire, she is a skilled gunfighter with some respectable durability at ARM3, BTS -3. She can make for a good Lieutenant model with WIP14 and no added point or SWC cost for the upgrade. For players who like the model or have the SWC to spare for another Spitfire, she is a solid choice. She is at her best in the Steel Phalanx though.

chandra_spec_ops_logo_zps5dd104ef.png
Chandra Spec Ops

Pros
•Strong base stats for a Spec Ops, notably BS12 and WIP13
•Excellent starting equipment
•Capable of joining Thorakitai Enomotarchos Teams
Cons
•High initial cost
•Slow 4-2 Movement
•Frenzy

Recommended Roles
•Inexpensive Hacker/Doctor/Engineer for Steel Phalanx
•Added fire support with a MULTI Sniper Rifle or Heavy Machine Gun
•Additional Chain of Command Model
•Combi, 16, 0 SWC: Combi Rifle, Flash Grenades, Nanopulser, Pistol, Knife

Those who play Spec Ops tournaments, or have undertaken Campaign: Paradiso, are familiar with the Chandra. Based off of the Combi Rifle Thorakitai, the Chandra has the advantage of beginning her life with impressive stats and equipment. In particular, her great Ballistic Skill, Strong Willpower and make her suitable for a variety of support roles. She gets even better in Steel Phalanx, benefitting tremendously from the link bonuses and order efficiency of a Thorakitai link team. The nature of upgrading the Chandra really depends upon playstyle and personal preference. With a broad spectrum of upgrades at her disposal, she can become a much-needed Hacker/Support Specialist for Steel Phalanx. She can take a Hacking Device to authorize REMs and help keep big boys like Achilles and Ajax safe, or she can be an alternative Chain of Command model to really help ensure you never reach Loss-of-Lieutenant. I also like her with Minelayer, making her a nice defensive asset against those early-game Chain Rifle Warbands that Steel Phalanx does not want to deal with. Alternately, she can be decked for a fire support role, providing ALEPH with one more prized Heavy Machine Gun. Ultimately though, the Chandra's very slow MOV value is her biggest drawback, so do not expect her to win any footraces if you need to sprint for a distant objective.

agema_marksman_logo_zpse0c068ad.png
Agema Marksman

Pros
•High Ballistic Skill and specialty weapon choices
•Multispectral Visor Level 2 as standard
Cons
•Slow by ALEPH standards with 4-2 Movement
•Fragile by Steel Phalanx standards
Recommended Roles
•Camo/ODD hunter killer
•Overwatch model for contesting long fire lanes
•"Big game" hunter against TAGs and Heavy Infantry.

The Agema are the fire support specialists of the Steel Phalanx, and bring the strong combination of heavy weaponry and Multispectral Visor Level 2. With slow 4-2 Speed, and lacking the Armor of the Thorakitai or the ODD/Smoke Grenades of Myrmidons while being more expensive than both, they are not well geared for aggressive combat and should be used to support the actions of other units from long range. That being said, their excellent Ballistic Skill and MSV2 makes them very good in a long-range firefight. While I believe the Agema's role is less defined in a Vanilla ALEPH list where there are so many excellent gunfighters with Multispectral Visor access, the Agema is invaluable to Steel Phalanx players. Use them to clear visible enemy models from extreme range, sniping models obscured by ODD/TO/Camo/Mimetism/Smoke, or threatening tough targets with their heavy weapons.

•Mk12, 28, .5 SWC, X Visor, Mk12, Pistol, Knife
The cheapest of the Agema loadouts, the Mk12 combines strong burst with good Strength and respectable range bands. Essentially a hybrid between a Combi Rifle and a Heavy Machine Gun, the Mk12 packs high Strength and mid range accuracy for relatively cheap. Note the X Visor helps offsets the range band penalties of the weapon, giving the Agema stable accuracy even at longer ranges. This is a great choice for using your Agema to contest the middle of the table, helping to eradicate vulnerable threats (especially those hiding behind Camo, TO Camo, ODD, etc.) With Strength 15, they are even capable of threatening TAGs and Heavy Infantry, and can reliably do so with solid Burst 3 and the Agema's BS13.

•Sniper, 36, 1.5 SWC, MULTI Sniper Rifle, Pistol, Knife
The MULTI Sniper is an ideal option for long-range firefights and strong AROs. If you regularly fight on tables with very long range bands, or want use your Agema to cover firelanes in ARO, then this is a strong weapon choice for both roles. Though it has a steep price tag, this Agema loadout is a nice compromise of Burst and stopping power compared to the Mk12 or Missile Launching variants.

•ML, 38, 1.5, Missile Launcher, Pistol, Knife
An initially attractive choice since the Agema ML is included in the Steel Phalanx box set, the Missile Launcher is in fact a difficult weapon for an Agema to use. Limited to only Burst 1, firing this bad boy in the active turn is a risk against enemies with respectable AROs. When paired with a Myrmidon's Smoke Grenades, however, the Agema Missile becomes much more potent when firing through a Smoke cloud to gain an unopposed "first strike" advantage versus most opponents. In addition, the Agema missile is a fairly terrifying ARO, since any opposing model who eats a Missile hit is unlikely to survive the ordeal. This is more niche choice than the other two Agema loadouts due to its limitations, but it can certainly be potent for players who believe in the luck and trust in rolling only a single dice when firing.

atlanta_logo_zps272431de.png
Atlanta

Pros
•Combines with her Spotbot for the highest Ballistic Skill model in the game.
•MULTI Sniper Rifle provides great killing power
Cons
•Slow by ALEPH standards with 4-2 Movement
•Very fragile relative to her high point cost
Recommended Roles
•Camo/ODD hunter killer
•Overwatch model for contesting long fire lanes
•"Big game" hunter against TAGs and Heavy Infantry.

•Atlanta, 48, 1.5 SWC, MULTI Sniper Rifle, Pistol, Knife
Atlanta is a Sniper par Excellence, the finest of the Agema and a truly lethal battlefield threat. The advantage of her Spotbot, she is one of the finest shots in all of Infinity. Combined with her MSV2, virtually nothing is safe if they are within her Line of Fire. That being said, she comes with an astronomical price tag for a 1 Wound model with ARM2. Her BTS -6 is valuable versus certain Ammunition types, but she cannot be relied upon to survive taking much damage. This makes her something of gamble to use on the table; on the one hand she is a premier long-range damage dealer, but should be used cautiously to help guarantee a return on her high point cost. This gamble can be offset, in part, by pairing her MSV2 with Myrmidon Smoke Grenades. With her extreme Ballistic Skill but relatively low burst, she is particularly valuable when rolling her shots unopposed. By using that "first strike" capability, she can often put down hostile threats with the stopping power of her rifle without them able to make any kind of response. Only utilize this approach against models who are likely to die from one or two MULTI Sniper hits, since you do not want Atlanta facing unopposed return shots!

patroclus_logo_zpseeb02d38.png
Patroclus

Pros
•A great shock unit with high speed and killing power
•Great durability
•Ability to impersonate other ALEPH models can confuse and misdirect an opponent
•Able to form Enomotarchos Link teams
Cons
•Vulnerable to Shock and Viral Ammunition
Recommended Roles
•Rapid shock unit
•Enomotarchos Link Leader
•Using the Holoprojector to double the army Lieutenant or another unit, misdirecting the enemy

Built by ALEPH to aid and support Achilles, Patroclus is a skilled and inexpensive alternative to the Man himself. With excellent Close Combat capability and plenty of punch, he fares well in CC should you want him to be there. As a gunfighter, he is equal to or better than the elite units of most factions. The ubiquitous Myrmidon Optical Disruption Device, BS13, plus a broad spectrum of ranged weapons give him plenty of firepower alongside his standard Explosive Close Combat Weapon, direct template Nanopulser and Smoke Grenades. The unique asset of Patroclus, however, is his Holoprojector Level 1. For anyone familiar with the story of Patroclus, he famously donned the armor of Achilles and fought in his stead during the Iliad. Holoprojector Level 1 allows him to do just that; assume the guise of any man-sized model in ALEPH, and pretend to be them until he performs an action involving a dice roll. This allows him to pretend to be a bigger threat than he actually is, or else pose as a lower threat and thereby trick the enemy into engaging him. Both approaches have advantages; by posing as a model with a heavy long-range weapon, he can force opponents to Dodge, throw smoke Grenades, or any other evasive action which may result in them obscuring their own LoF and allowing Patroclus to advance safely. Alternately, he can pose as a less dangerous model, convincing an enemy to engage him with confidence, only to find out he is a more potent threat than they realized. He can also be used defensively to protect your Lieutenant, doubling as a Myrmidon Officer, Achilles himself, or other "obvious" Lieutenant choice and forceyour opponent to guess which model is the true LT. Obviously this advantage only lasts as long as Patroclus limits himself to Short Movement Skills or Cautious Movement, but it can give you a strong opening turn advantage. In terms of disadvantages, Patroclus is very, very susceptible to Shock and Viral Ammunition with his No Wound Incapacitation. For Steel Phalanx, Patroclus is also a premier Enomatarchos Leader, capable of forming a fire team and benefiting tremendously from its advantages.

•Shotgun, 51, 0 SWC: Heavy Shotgun, Smoke Grenades, Nanopulser, Pistol, EXP CCW
The Heavy Shotgun is a beast of a weapon, either laying into opponents with Strength 15 AP Slugs or potentially annihilating clustered opponents with its template. Despite its strong advantages, however, it is a short range weapon with low burst which makes for very limited application. It can be a nasty surprise if you get Patroclus close to the enemy though.

•Spitfire, 51, 1.5 SWC: Spitfire, Smoke Grenades, Nanopulser, Pistol, EXP CCW
This is the most popular configuration for Patroclus, and with good reason. The excellent range bands of the Spitfire, coupled with respectable Strength and an excellent Burst 4 make this a potent offensive weapon whose accuracy and high Burst can help keep the firer safe. It does come with a high SWC cost, but is capable of shredding light opposition with ease and even threatening tougher targets thanks to its consistency.

•MULTI, 57, 0 SWC: MULTI Rifle, Smoke Grenades, Nanopulser, Pistol, EXP CCW
The Multi Rifle is a versatile weapon, but its advantages really stop there. Due to the rules for MULTI Weapon, firing specialized AP or DA Ammo limits the burst to 2, and firing Integrated Ammunition lowers the Burst to 1. Steel Phalanx players can offset this advantage somewhat via link bonuses, making the MULTI Rifle a lethal weapon firing Double Action Ammunition at Burst 3. This does make the MULTI Rifle a highly versatile weapon, with particularly good stopping power in ARO, but I definitely advocate the Spitfire's versatility or the Heavy Shotgun's specialized role over that of the MULTI Rifle.

chandra_sergeant_thrasymedes_logo_zps466
Chandra Sergeant Thrasymedes

Pros
•The only Infiltrating model available to the Steel Phalanx
•One of two Enomotarchos Leaders available to Thorakitai
•A relatively inexpensive Specialist for ITS Objective grabbing
•Combines the ARM3 and 360 Visor of Thorakitai with the Optical Disruption Devices of Myrmidons.
Cons
•4-2 MOV is slow by ALEPH Standards
•Limited range bands on his weaponry
•Frenzy
Recommended Roles
•Enomotarchos Link Leader
•Mid-field hunter
•ITS objective grabber

Of all the Dire Foes Spec Ops, Thrasymedes perhaps offers the most unique benefits to his faction. Thrasymedes comes with two loadouts, both of which are useful in Vanilla ALEPH and wholely unique to Steel Phalanx. Thrasymedes does much to increase the strategic flexibility and ITS viability of the Steel Phalanx Sectorial, particularly as an Infiltrator. He posseses strong CC and Physicality stats, but is not particularly adept in melee since he lacks Martial Arts abilities, Berserk, or a CC weapon capable of significant damage. He is a solid gunfighter however, and his Optical Disruption Device, Submachine Gun and Nanopulser make him ideal for patrolling the midfield or outside your Deployment Zone to clear away hostile threats. The Submachine Gun is particularly effective against models with V: No Wound Incapacitation, since it chambers Shock Ammunition as standard. Thrasymedes' strong Physicality 13 also makes him quick on his feet if he needs to Dodge, as well as allowing him to be effective with Flash Grenades. A significant boost over the standard PH11 of a Thorakitai, Thrasymedes can lob Flash Grenade Speculative Shots within the short range band with a 50% likelihood of success. While not always order efficient, the Flash Grenades can make firefights easy if he finds himself up against dangerous Direct Template weapons or specialty ARO threats.

•Inf, 27, 0 SWC: Infiltration, Submachine Gun, Flash Grenades, Nanopulser, Pistol, Shock CCW.
This configuration is very valuable for ITS play, or for Steel Phalanx players looking for extra board control and strategic flexibility. The short range bands of his Submachine Gun become a strong asset when assaulting other midfield Infiltrators, and also compensate for his slow 4-2 MOV by allowing him to start closer to the enemy Deployment Zone.

•LRL, 29, .5 SWC: Fireteam: Enomotarchos, Light Rocket Launcher, Submachine gun, Flash Grenades, Nanopulser.
This configuration trades the Infiltration ability for a Light Rocket Launcher and Fireteam: Enomotarchos. This extends Thrasymedes' gunfighting range bands, lets him threaten clustered with a blast template. In addition, the Light Rocket Launcher's Fire Ammunition can strip ODD/TO/Camo off of enemy models, as well as being a major headache to Tohaa Symbiont Armor and multi-Wound threats. More important however, this allows Steel Phalanx to form a second Enomatarchos Link team for Thorakitai, letting Thrasymedes serve as a functional alternative to Nesaie Alke.

Heavy Infantry

ajax_logo_zps7f1559db.png
Ajax

Pros
•Extreme Close Combat killing power
•Extreme durability
•Can form Enomotarchos links
•Impetuous
Cons
•Low WIP by ALEPH standards
•Limited range bands in the shooting phase
•Impetuous
Recommended Roles
•Forming Enomotarchos link teams
•Guided missile for eliminating a high-value enemy model
•Defensive tank for soaking up enemy fire with AROs

•Ajax, 43, .5 SWC: Combi Rifle (2), Nanopulser, Pistol, EXP CCW
•LT, 43, .5 SWC: Lieutenant, Combi Rifle (2), Nanopulser, Pistol, EXP CCW

A prototype project whose development ultimately aided in the creation of Achilles, Ajax is practically a TAG in infantry form. With ARM5, BTS -6, 2 Wounds and No Wound Incapacitation, he can soak up a startling volume of fire. Though he lacks the Optical Disruption Device and Smoke Grenades of his Myrmidon brethren, Physicality 16 gives him an 80% chance of Dodging, and a very high threshold for a successful Dodge against incoming enemy fire. Defensively, he is a bulwark who can tie up an opponent's Active Turn and force them to burn through orders to get Ajax out of their way. In the active turn, he can close with the enemy and either obliterate them in close combat with a combination of Berserk and Natural Born Warrior, or lay into them with twin Combi Rifles (effectively giving him a single Burst 4 Combi Rifle.) Ajax is Impetuous, meaning that as a lone model he will be inclined to rush up the table as your turn begins, but when part of an Enomotarchos team he is no longer Impetuous. Despite being such a one-dimensional model, Ajax's uses are quite varied. With his high Burst and good Ballistic Skill, he can chew apart enemy infantry in short range firefights. With his Nanopulser and great durability, he can make suicide runs at clustered enemy units and hose them down with a direct template. Perhaps his most spectacular use is in close combat, to annihilate expensive and high-priority enemy threats like TAGs or Heavy Infantry. Note that close combat is always a major liability, but Ajax's sheer durability give him great odds of reaching melee alive when paired with supporting Smoke Grenades from a Myrmidon. With CC18 and Berserk, Ajax has a huge chance of scoring a Critical Hit on his target, and the EXP properties of his weapon ensure they will be rolling extra saves after that. Even opponents with high Martial Arts abilities will find their skills nullified, making it impossible to beat or escape from Ajax's swing once he successfully engages an enemy in close combat. Despite his versatility, being a great leader is not necessarily one of Ajax's strengths. He can be the Lieutenant for your force, but his low WIP make him a poor leader by ALEPH standards. If you do not want to spend the points on a better leader, however, Ajax can certainly do fine leading your force. Just be sure to include Chain of Command as a precaution, since Ajax is likely to be the first in harm's way.

asuras_logo_zps96cc6e1e.png
Asura

Pros
•MSV3 for threatening all types of opponents
•Amazing statline
•ALEPH's only source of Hacking Device Plus
Cons
•Very high point cost
•Limited offensive weapon choices
Recommended Roles
•Infantry hunter/killer
•Hacking and Guided Missile facilitator

An iconic ALEPH unit, the Asura is one of the finest and most lethal Heavy Infantry choices to be found in Infinity. With an amazing stat line, she is a potent combat threat, strong support unit, and can soak up damage like a TAG. The most unique asset of the Asura is her Multispectral Visor Level 3, and she is one of only three units in all of Infinity to have such an advantage. As a defining characteristic of the Asura, the MSV3 is one of the reason reasons to field her. Not only does she ignore all penalties for Mimetism, Camouflage, Optical Disruption Devices and Thermoptic Camouflage, but she can also target Camo and TO Camo Markers and fire at them without having to Discover them first. This makes her a premier threat to Camo-heavy opponents, as well as a lethal and consistent gunfighter no matter the opponent. Her point cost rivals that of many TAGs, so you pay for her outstanding ability, but she is a strong centerpiece model for any ALEPH force. In terms of disadvantages, note that unlike her Steel Phalanx counterparts she is not a Close Combat specialist. This can make her vulnerable to dedicated close combat threats, since she is less capable of defending herself at close range. Keep her safe on Defense, and use her wisely in the Active Turn, and she is a potent threat. Note that despite her strong stat line, her weaponry tends to be light, so be sure she remains supported if you expect to face ultra-durable threats such as high-ARM TAGs.

•Spitfire, 72, 2 SWC, Spitfire, Nanopulser, Pistol, AP CCW.
The premier Asura configuration, this loadout is by far the most popular. The Spitfire is a fantastic choice for fully utilizing her BS14 and MSV3. Walk her from cover to cover, blasting apart everything you see. Her uses in this role are practically self-explanatory, but I cannot overstate how well this weapon synergizes with her mobility, MSV3 and Ballistic Skill.

•MULTI Rifle, 73, 0 SWC: MULTI Rifle, Nanopulser, Pistol, AP CCW
•Lieutenant, 73, 0 SWC: Lieutenant, MULTI Rifle, Nanopulser, Pistol, AP CCW

These to loadouts are identical, except that one allows the Asura to be a Liuetenant. I am a harsh skeptic of the MULTI Rifle, especially on such an expensive model, simply because I do not believe it is a fine enough weapon system to provide return on one's investment. That being said, the MULTI Rifle Asura is a great model and comes available in the ALEPH starter pack, so it is inevitable that many players will want to try this setup on the table. When in this role, use the MULTI Rifle as a standard Combi whenever possible to maximize the offensive and defensive value of Burst 3, and use DA or AP Ammo in ARO as necessary.

•Hacker, 77, .5 SWC: Hacker, Hacking Device Plus, Combi Rifle, Nanopulser, Pistol, AP CCW
This loadout is unique in all of ALEPH, because it is the only way for ALEPH to access the valuable Hacking Device Plus. The major advantage of Hacking Device Plus comes in conjunction with guided missiles. The HD+ allows the Asura to Forward Observe any model within 8 inches of herself, another ALEPH hacker, or a Repeater, without needing direct Line of Fire. This allows the Asura, acting herself or through a friendly Hacker/Repeater, to easily mark enemies for guided missile bombardment. Players looking to utilize this option should utilize fast Repeater-equipped Remotes to close quickly with the enemy, or uses an Infiltrating Hacker (such as the Naga) or an Airborne Deployment Hacker (like the Ekdromoi) to penetrate enemy lines. Note that this practice can be order intensive, and the Asura herself remains a very expensive model to be used in this capacity, so you will want to find the right balance of using her ability as a Hacker and using her ability as a frontline combatant with an amazing Stat Line. In addition to the specific capabilities of HD+, the Asura becomes one of the game's finest Defensive Hackers with her strong WIP15 and BTS -6, therefore making it a challenge for any force to attempt Hacking/Infowar against her force. If you regularly face a strong enemy Hacking Presence, or other Infowar capability such as Guided Missiles, the Asura Hacker is an option to consider.

achilles_logo_zps21717540.png
Achilles

Pros
•Superior durability
•Superior mobility
•Superior killing power
Cons
•High point cost
•Vulnerable to anti-TAG weaponry
•Frenzy
Recommended Roles
•Killing things

The man, the myth, the legend. Achilles is the premier Heavy Infantry choice in Infinity, the Paragon of ALEPH, and the choice to which all other Heavy Infantry are compared. With 3 Wounds, ARM5 and BTS -6, he can withstand tremendous punishment, and with an Optical Disruption Device he becomes a challenge to kill even when he is not fighting back! He is an almost unparalleled close combat threat with Martial Arts 4, CC20 and PH16, but it is in a firefight where Achilles will do most of his work. At BS15, he is one of the finest shots to be found anywhere, and with ODD his ability to win face-to-face rolls is staggering. Note that Achilles, unlike most other Homeridae, cannot ever create or join an Enomotarchos Fire Team. True to form, he is something of a loner, and truth be told he's already good enough without also granting him the Link Bonuses of +1 Burst and 6th Sense Level 2. Note that despite his many strengths, Achilles is can fall prey to a determined enemy, just like any other model. As a Heavy Infantry model, he is vulnerable to Immobilization via Hacking, and anyone with an MSV2+ or Fire Ammunition can ignore his ODD or simply burn it off his back. When using such an expensive unit, be very aware of any Hacking or MSV on the table, as well as sources of Fire Ammunition, Monofilament Ammunition, Armor Piercing/Explosive weapons, or anything else that neutralizes Achilles' durability. He can achieve impressive things in the active turn, but like anyone else he is very vulnerable when it is your opponent's turn to fight back. When utilizing Achilles, use his superior Movement and gunfighting ability to kill targets within reach, then retreat him to a place to a place of safety where he can survive your opponent's Active turn.

Achilles' Physicality is worth noting for two reasons. For one, it means his Close Combat Weapon hits harder than any ranged weapon in the game. If you are willing to commit him to close combat, he will brutalize most opposition providing he can reach them intact. If you Immobilize a TAG or Heavy Infantry model, Achilles will make short work of it in most circumstances. In addition, his high PH and ODD make him very survivable when Dodging in ARO. With the enemy at -6 to hit, and with Achilles having a very high Threshhold for passing his Dodge check, he can often absorb enemy orders with successive dodges until he can retreat into Total Cover. Watch out for specialty TAG-hunting weaponry though, such as AP/EXP weaponry; one lucky hit can destroy him before he can reach safety.

A note on Achilles as the army Lieutenant: Virtually all of Achilles' weapon loadouts come with a mirror loadout that also allows him to be a Liuetenant. Achilles as a Lieutenant is an excellent choice. With excellent WIP15, and the ability to use the Liuentenant order for himself, he is a great candidate for making maximum use of the LT Order. That being said, he is almost certainly going to be in harm's way, and you do not want to fight yourself in Loss-of-Lieutenant if Achilles is killed. I suggest always including Chain of Command if you use Achilles to lead your force.

•Shotgun, 75, 0 SWC: Heavy Shotgun, Nanopulser, Pistol, EXP CCW
•Shotgun LT, 75, 0: Lieutenant, Heavy Shotgun, Nanopulser, Pistol, EXP CCW
Similar to Patroclus' loadout, the Heavy Shotgun is a versatile choice for punching holes in durable targets, or for scything down clustered enemies. However, the short range and low burst make this a difficult weapon to use. Bear this one in mind if you want to challenge yourself, or fight opponents with skew lists featuring hordes of infantry such as Kuang Shi, Hungries or other horde-type lists. For players who also utilize indoor tables and terrain with tight spaces and corridors, the Heavy Shotgun is devastating for clearing rooms and hallways.

•MULTI, 80, 0 SWC: MULTI Rifle, Nanopulser, Pistol, EXP CCW
•Lieutenant, 80, 0 SWC: Lieutenant, MULTI Rifle, Nanopulser, Pistol, EXP CCW

This far into the article, my thoughts on the MULTI Rifle are well known. If you are going to spend this many points on a centerpiece model, I believe you should choose a strong weapon capable for that model to use. I do not believe the MULTI Rifle to be a great choice, especially on a model who cannot link for the added burst Bonus. If for some reason you want to use Achilles and do not have SWC to spare, then this is your choice.

•Spitfire, 80, 2 SWC: Spitfire, Nanopulser, Pistol, EXP CCW
•Spitfire LT, 80: 2 SWC, Lieutenant, Spitfire, Nanopulser, Pistol, EXP CCW

ALEPH is the faction of powerhouse models with Spitfires, and noone does it better than Achilles. This is the most popular Achilles configuration, and by far the most effective at killing enemy models while keeping Achilles safe via the face-to-face mechanic. With good short and medium range bands, respectable Strength and high burst, Achilles and his Spitfire should never be separated unless you can come up with a very good reason for doing so.

Warbands

myrmidons_logo_zpsf7319485.png
Myrmidon

Pros
•Optical Disruption Devices and Smoke Grenades as standard
•Close combat ability and high Physicality as standard
Cons
•Ballistic Skill weapon configurations are expensive
•Frenzy
Recommended Roles
•Smoke Grenades coupled with MSV2+
•Direct Template offensive and defensive assets
•ODD-equipped gunfighters
•Providing link bonuses for strong Enomotarchos leaders.

The Myrmidons are ALEPH's iconic line troopers, the chosen warriors of Achilles and some of the finest infantry to be found anywhere in the Human Sphere. The ancient Myrmidons were legendary as the finest warrior brotherhood of their age, and this reputation translates well on the tabletop. It is a rare ALEPH list that does not include at least one Myrmidon in some form, because their uses in both a direct combat and support capacity or very valuable. With quick 4-4 Movement, solid Ballistic Skill 12 and the all-valuable Optical Disruption Device, they are excellent aggressive frontline fighters who can win most firefights with casual ease. With CC17 and Martial Arts Level 3, they can also take the fight to the enemy and are unlikely to be overwhelmed by enemy CC Specialists in turn. Note that like most Greek units they have Frenzy, so killing an enemy model will make them Impetuous. Note that even if you choose not to invest in Myrmidons as a primary combat unit, their Smoke Grenades are a very valuable movement and combat asset to other ALEPH units. The ability to use Smoke to screen the Movement of friendly units, or use a Smoke Screen and MSV2+ to gain "first strike" capability on a target, is a staple of ALEPH strategy. Note that Myrmidons also come standard with a Nanopulser, giving them a valuable last-ditch ARO against enemy threats that you really want to stop, and also allowing Myrmidons to threaten multiple clustered models or anyone with high ARM but low (and therefore vulnerable) BTS values. As mentioned, all units with ODD should utilize it as an advantage, but be very cautious facing opponents with MSV2+ or Direct Template Weaponry.

•Chain, 16, 0 SWC: Smoke Grenades, Chain Rifle, Nanopulser, Pistol, AP CCW
The Chain Rifle Myrmidon is a staple for Vanilla ALEPH lists and Steel Phalanx alike. With its cheap point cost, it provides a relatively inexpensive order and also allows the advantageous smoke shenanigans that partners well with MSV2 or screening troops advancing out of your Deployment Zone. In particular, the combination of ODD and a Direct Template weapon make the Myrmidon potent in offense and defense alike. In ARO, the Chain Rifle Myrmidon can be a one-man road block. With ODD and PH13, he can Dodge with great reliability, and is even better when throwing Smoke Grenades at his feet for an effective PH16 in ARO. He can also threaten nearby opponents with his weaponry, forcing automatic hits.

One factor that makes the Chain Rifle configuration so unique is that it alters the expectations players face when using Direct Template Weapons. Most Direct Template wielders run the serious risk of dying to the Active Turn Burst or ARO of their target, since they are essentially "trading damage" and facing an unopposed shot. The Myrmidon, with -6 To Hit and ARM5 when in cover, has strong survivability in these circumstances. When partnered with the Nanopulser, the Chain Rifle Myrmidon can threaten a variety of unit types by using the Ammunition type that their opponent is most vulnerable to. Even with such great survivability, all Direct Template 1-Wound troopers should still be viewed as "disposable" when putting their weapon to use. Also bear in mind the advantages of an Intuitive Attack through smoke fields. Even so, the Myrmidon is one of the game's top Warband Chain Rifle models.

•Combi, 25, 0 SWC: Combi Rifle, Smoke Grenades, Nanopulser, pistol, AP CCW
This variant upgrades from the Chain Rifle's inexpensive point cost, providing a Ballistic Skill-based weapon that extends the Myrmidon's offensive range and allows him to protect himself with face-to-face rolls. This variant is strong by the standards of Combi Rifle wielding troops, but the high point cost does not make it viable as a simple cheerleaders. For Steel Phalanx players, this is a nice way to add some ranged presence to your Myrmidon links. For Vanilla players, this is a step up from the Chain variant but still cheap for those who do not want to buy the full Spitfire option.

•EXP CCW, 27, 0 SWC: Combi Rifle, Smoke Grenades, Nanopulser, Pistol, EXP
Identical to the Combi Rifle variant, but packing an EXP CCW. If you favor melee, or have a couple points to spare and have already purchased the standard Combi variant, then this choice adds some killing power to a Myrmidon's melee capability. As many know, Infinity is not a melee-centric rule system, but a Myrmidon with Smoke Grenades and an EXP CCW can often make it into melee and do significant damage once it gets there.

•Shotgun, 25, 0 SWC: Boarding Shotgun, Smoke Grenades, Nanopulser, Pistol, AP CCW
The boarding shotgun is not necessarily a popular choice, but I think the Myrmidon is actually a great platform for using the Boarding Shotgun. With Smoke and ODD, getting the Myrmidon close for favorable shotgun range bands is very easy. With ODD, the low burst of the Boarding Shotgun is also less of a disadvantage, making it very easy to win face-to-face rolls against most opponents. In addition, if you are receiving AROs from multiple clustered models, but just focusing your full Burst on one model to take advantage of the shotgun's spray effect, the ODD is very valuable for helping the Myrmidon actually survive all that incoming fire while focusing his offensive punch where it will do the most damage. Alternately, if you need to crack tough Heavy Infantry or a TAG with the Boarding Shotgun's AP Slugs, the ODD can level the playing field against the high BS typically featured on those types of elite opponents (just be sure to watch out for direct template weapons, like the ubiquitous TAG Heavy Flamethrower!) The Boarding Shotgun configuration becomes more effective in Steel Phalanx, with the inclusion of +1 Burst. I view this as a solid support choice.

•Spitfire, 32, 1 SWC: Spitfire, Smoke Grenades, Nanopulser, Pistol, AP CCW.
This is a very effective choice, as both a stand-alone unit in Vanilla lists as well as part of an Enomotarchos link team. A Spitfire on a BS12 model is already a threat, but the threat becomes even more pronounced when you add in that ODD. The fairly low SWC cost is an added bonus, making it easy to add one or two of these Spitfire wielders to any list. As with any ODD model, beware of opponents with Multispectral Visors or direct template weapons, but this unit is a fantastic offensive investment for any ALEPH force.

•Hacker, 37, .5 SWC: Hacker, Hacking Device, Combi Rifle, Smoke Grenades, Nanopulser, Pistol, AP CCW.
The Myrmidon Hacker is valuable when you need someone to authorize Remotes, or providing additional Hacking support for a list. Note that the Myrmidon is actively the worst Hacker in the faction; with WIP13 (low by ALEPH Hacker standards), a high point cost, and zero BTS, the Myrmidon Hacker cannot really be reccommended unless a list is dedicated to the idea of investing in infowar. This is particularly valid in Steel Phalanx lists, which have limited Infowar/Hacking options and may need the Myrmidon Hacker to "authorize" the use of REMs or help with Defensive Hacking.

myrmidon_officer_logo_zpsbd972a3d.png
Myrmidon Officer

Pros
Smoke/-Zero-V Smoke and ODD as standard
•Great survivability
•Chain of Command
•Can form Enomotarchos link teams
•Zero-V Smoke Grenade loadouts
Cons
•Expensive relative to their light weaponry
•Costs SWC
•Obvious LT and Chain of Command Choices
Recommended Roles
•Army Lieutenant
•Army Chain of Command
•Enomotarchos link leaders

The Myrmidon Officer provides leadership for an ALEPH force, and is valuable in both Vanilla and Steel Phalanx forces alike. The Myrmidon Officer possesses all the signature hallmarks of Myrmidons: ODD, Martial Arts Level 3, and Smoke Grenades. The Myrmidon Officer's survivability is enhanced by V: No Wound Incapacitation, adding to the already significant durability of all Myrmidons. For Steel Phalanx players, Myrmidon Officers are a valuable asset for forming Enomotarchos link teams.

•Combi LT, 32, .5 SWC: Lieutenant, COmbi Rifle, Smoke Grenades, Nanopulser, Pistol, AP CCW.
•BS Lt, 32, .5 SWC: Lieutenant, Boarding Shotgun, Zero-V Smoke Grenades, Nanopulser, Pistol, AP CCW

Functionally similar to their standard Myrmidon counterparts, but capable of leading a force as its Lieutenant. WIP14 makes it a strong leader. The downside to a Myrmidon Officer LT is that it is a fairly obvious choice. While having an obvious LT can be a disadvantage, the survivability provided by Smoke, ODD, and No Wound Incapacitation will make it a challenge for most opponents to hunt your LT. It is especially worth noting that the Boarding Shotgun version provides one of ALEPH's few sources of Zero-V Smoke Grenades, allowing an ALEPH force to advance and maneuver even against opponents with Multispectral Visors. It also provides the Myrmidon Officer with a strong ARO, allowing her to easily protect herself on defense.

•BS CC, 39, 1 SWC: Chain of Command, Boarding Shotgun, Zero-V Smoke Grenades, Nanopulser, Pistol, AP CCW
•Combi CC, 39, 1 SWC: Chain of Command, Combi Rifle, Zero-V Smoke Grenades, Nanopulser, Pistol, AP CCW

Identical to the LT loadout, but packing the highly valuable Chain of Command upgrade. For any ALEPH player utilizing an aggressive Forward LT such as the Marut or Achilles, the Chain of Command option is a nigh-critical precaution to let you know play aggressively while avoiding Loss of Liuetenant. Though the Chain of Command Myrmidon Officer is more expensive than the LT option in terms of both point cost and SWC cost, the Officer has enough stats and offensive punch to also function as a combatant and recoup some of the points invested in her for Chain of Command.

machaon_logo_zps44a2cfec.png
Machaon

Pros
•Zero-V Smoke and ODD as standard
•Only Doctor available to Steel Phalanx
•Strong WIP for Doctor or Lieutenant Roles
•Can form Enomotarchos Link Teams
Cons
•Not optimized for a specific role, either as a Doctor or Combatant
•Frenzy
Recommended Roles
•Army Lieutenant
•Fulfilling ITS Classified Objectives via Doctoring
•Enomotarchos Link Leader

•Machaon, 39, .5 SWC: Combi Rifle, Zero-V Smoke Grenades, Nanopulser, Pistol, DA CCW
•LT, 39, .5 SWC: Combi Rifle, Zero-V Smoke Grenades, Nanopulser, Pistol, DA CCW

Machaon, in terms of combat, is equivalent to a Myrmidon Officer with a slightly unique loadout of Combi Rifle, Zero-V Smoke Grenades and a DA Close Combat Weapon. What distinguishes him is that he is the Steel Phalanx's only Doctor choice, and can also function as a strong LT with his WIP 15. Machaon finds his place in ITS lists that want to fulfill the Doctor Classified Objective, or add a durable Specialist choice to an Enomotarchos link . He does not possess any exceptional firepower, but is still an overall elite choice.

eudoros_logo_zps0574bd6e.png
Eudoros

Pros
•Zero-V Smoke and ODD as standard
•"Elite Myrmidon", with stat and armament improvements in many areas
•Excellent support unit as an Enomotarchos Link Leader, Lieutenant or Number 2
•Highly versatile
•Impetuous
Cons
•Not optimized for a specialty role compared to other Homeridae
•Impetuous
Recommended Roles
•Army Lieutenant
•Enomotarchos Link Leader
•Frontline combatant


•Eudoros, 40, .5 SWC: Mk12, Zero-V Smoke Grenades, Nanopulser, Pistol, DA CCW
•LT, 40, .5 SWC: Lieutenant, Mk12, Zero-V Smoke Grenades, Nanopulser, Pistol, DA CCW.

Eudoros is a highly versatile option, bringing a lot of valuable assets to the table. In Vanilla lists, he is like an enhanced Myrmidon. With improvements in firepower, Ballistic Skill, Will Power, ARM, BTS, Close Combat prowess and No Wound Incapacitation, he is essentially a Myrmidon +1. His Mk12 possesses good mid-range bands and hitting power. Eudoros particularly shines in Steel Phalanx, where he can form an Enomotarchos link team and also gets to utilize his Number 2 ability. Number 2 is a useful support rule for link teams, basically saying that if the Link Leader is killed then the link is not automatically disbanded, but rather stays intact with Eudoros as the new Link Leader. Eudoros has a fairly significant price tag over regular Myrmidons, but with his many stat increases he is a valuable cornerstone for any Steel Phalanx force. Since he can also serve as the army Lieutenant, he can lead well with his WIP14 and put the Liuetenant order to good use in combat.

phoneix_logo_zps795ab50b.png
Phoenix

Pros
•ODD and Smoke as standard
•Source of long range Fire Ammunition
•Source of long range template weapon
•Can form Enomotarchos Link Teams
Cons
•High SWC cost
•Requires a link team for maximum effectiveness
•Frenzied
Recommended Roles
•Army Lieutenant
•Enomotarchos Link Leader
•Defensive overwatch unit
•Multi-Wound / clustered model / Tohaa hunter killer.

•Phoenix, 44, 2 SWC: Heavy Rocket Launcher, Smoke Grenades, Nanopulser, Pistol, DA CCW
•LT, 44, 2 SWC: Lieutenant, Heavy Rocket Launcher, Smoke Grenades, Nanopulser, Pistol, DA CCW

Phoenix's brings a unique weapon to ALEPH with the Heavy Rocket Launcher. The Rocket Launcher is a respectable weapon on a solo model, capable of long-range AROs and threatening clustered troops and multi-Wound models. Phoenix particularly shines in Steel Phalanx though, when combined with +1 Burst and Sixth Sense Level 2 when part of a link team. Phoenix becomes a defensive bastion, a very scary ARO machine and overwatch model with his great accuracy, long range bands, good durability from No Wound Incapacitation, and (of course) ODD. Phoenix can make for a strong Lieutenant, but as with any frontline LT choice, be sure to include Chain of Command to help avoid Loss of Lieutenant situations.

penthesilea_logo_zps1899c0cf.png
Penthesilea

Pros
•Extreme speed and mobility
•ODD and No Wound Incapacitation
•Diverse melee and close combat capability
•Only Monofilament Close Combat Weapon in ALEPH
•Impetuous
Cons
•Expensive point cost
•Impetuous
Recommended Roles
•Enemy Cheerleader hunter/killer
•TAG and Heavy Infantry assassin
•Rapid response unit

•Penthesilea, 46, 0 SWC: Combi Rifle, Contender, Nanopulser, Pistol, Monofilament CCW
Penthesilea is one of ALEPH's most unique units, armed to the teeth with a variety of weapons and possessing MOV speed that is rivaled by only a handful of units in all of Infinity. As an Impetuous model on a motorcycle, Penthesilea can quickly zip up the field to threaten vulnerable hostile units, or react to offensive maneuvers made by your opponent. She can be used in a variety of ways. She can assault the enemy Deployment Zone, attacking vulnerable support models with her Combi Rifle or Nanopulser. She can be used defensively, making the most of her ODD, No wound Incapacitation and Contender to perform strong AROs. Contenders are a great ARO weapon, where their natural Burst 1 is no disadvantage, and Double Action ammunition provides great stopping power to light opponents.

Apart from her ability as a gunfighter, Penthesilea's melee role is unique in Infinity and very useful. With the lethal Monofilament Close Combat Weapon, i-Khol Level 2 and CC18, she is a serious threat to enemy Heavy Infantry and TAGs. Able to move quickly into close combat with superior Movement, she can often avoid enemy attacks with ODD/i-Khol L2 and drop even the most durable opponents with her Monofilament blade. With No Wound Incapacitation, she even has multiple attempts to get their opponent to fail that Monofilament save. When committing to close combat, be cautious around Direct Template Weapons (especially Fire Ammunition) that can burn off her multiple wounds and strip off her ODD. Make liberal use of Myrmidon Smoke Grenades to help protect her advance in combat. Once there though, she has a good chance of killing an enemy in a single Swing, and if you are able to avoid DA, EXP, Viral and Shock Close Combat Weapons, can also get in a second swing thanks to NWI.

In the context of a broader list, Penthesilea is particularly strong when used in conjunction with other fast attack elements like Ekdromoi or Achilles. Using multiple offensive threats in conjunction, it is easy to assault opponents from multiple vectors. Ultimately, her speed and order efficiency are her greatest asset.
Last edited by Barakiel on July 25th, 2014, 7:17 pm, edited 1 time in total.
User avatar
Barakiel
 
Posts: 31
Joined: July 14th, 2014, 7:30 pm
Has liked: 3 times
Been liked: 8 times

Re: The Operations and Assault Subsections: ALEPH Tactica

by Barakiel » July 25th, 2014, 6:58 pm

Skirmishers

nagas_logo_zpsf7e2ec8b.png
Naga

Pros
•ALEPH's Cheapest Camouflage/Infiltration Model
•Antipersonnel and Monofilament Mines!
•V: Dogged as standard
Cons
•Relatively expensive compared to other Camouflage Infiltrators
Recommended Roles
•Midfield defense/assault skirmishers
•Assassin and hunter/killer with Combat Camouflage and Mines
•Hacking capability for Infowar and Objective grabbing

Nagas are one of the game's finest Camouflage Infiltrators. They are an asset to any ALEPH player, and a bane to every enemy model on the table. Though they pay a high point cost for their abilities, they are capable of contributing to any ALEPH battle plan in a variety of ways. With Combat Camouflage, a skilled BS12 and Combi Rifles, they are ideal for gunning down light opposition. With Dogged, they can eat a Wound and continue with their assigned task. A note on Combat Camouflage: This can be a strong first-strike weapon, but if you fail to kill your opponent you offer them an uncontested shot in ARO. In some circumstances, consider utilizing standard face-to-face rolls rather than Combat Camouflage to allow the Naga to protect itself. In addition to their ability in a firefight, the Naga's access to Antipersonnel and Monofilament mines is a tremendous offensive and defensive asset.

•Combi, 26, 0 SWC: Combi Rifle, Antipersonnel Mines, Pistol, Knife
The most inexpensive Naga loadout available, this simple operative is a huge threat to light opponents with his Combi Rifle and Mines. He is ideal for patrolling the midfield, assaulting overextended enemy threats or sneaking through a backline to eradicate cheerleaders. Note that Nagas are useful enough that spending a few more points to upgrade them is almost always worthwhile, but this version is very useful when points are at a premium.

•Minelayer, 27, .5 SWC: Minelayer, Boarding Shotgun, Antipersonnel Mines, Pistol, Knife
Differing slightly from the standard loadout, substituting a Boarding Shotgun for the Combi Rifle, and adding the Minelayer ability to let the Naga deploy an Antipersonnel Mine before the game begins. The ability to start the game with a mine close to the Naga is not only a defensive asset, but also lets you confuse your enemy as to which marker is the Naga and which is the mine. The boarding shotgun is also an asset for aggressive players. While it makes the Naga more vulnerable with the lower burst and shorter rangebands of the Shotgun, it combines well with Combat Camouflage to wreak havoc on grouped up enemy models. Note that the presence of Antipersonnel Mines, another template threat, makes the template blast of the boarding shotgun slightly redundant. Still, a boarding shotgun Naga can be useful for harassing heavier threats with its AP slugs, and the combination of mine templates and the boarding shotgun template can threaten densely packed opponents.

•Monofilament, 32, 0 SWC: Combi Rifle, Monofilament Mines, Pistol, Knife.
This is the most popular Naga loadout, and for good reason. Monofilament Mines, bar none, are one of the most lethal and effective weapons in the game. Not only are they a comparable threat to light infantry in the same way as Antipersonnel Mines, but their ability to instantly kill Heavy Infantry and TAGs regardless of Armor and Wounds is a staggering asset to ALEPH's otherwise lightly-armed troops. This model is the shocking killer, the great equalizer, and perfectly capable of wiping out a Jotum, Avatar or Heavy Infantry link team if an opponent gets careless with placement and defense. Not only does a Monofilament Mine provide a strong initial threat when it detonates, but the fact that Monofilament clouds remain in play as a lasting threat makes them valuable for sealing off lanes of approach, blanketing objectives that you do not want the enemy to reach, and trapping enemies from performing further orders. By detonating the mine as a reaction to an enemy, and laying the mine template where the enemy model finishes its move, they are forced to take an additional Monofilament test when they spend their next order. This makes them a superior application of Monofilament compared to a Monofilament Close Combat Weapon, letting the Naga stay out of harm's way and forcing multiple hits on an enemy model in the blast radius. Any ALEPH player concerned with, well, killing things, should give heavy consideration to the Monofilament Naga. To make the deal even sweeter, the Naga retains its Combi Rifle and remains perfectly lethal in a firefight.

•Hacker, 37, .5 SWC: Hacker, Hacking Device, Combi Rifle, Pistol, Knife

More of a specialty choice, the Naga Hacker is nonetheless a potent infowar asset for ALEPH players. With WIP14, they are competent Offensive Hackers, and are even more effective when used as a Repeater to relay the Hacking attempts of a specialty Hacker like an Asura. Note that their lack of BTS makes them poor in the context of Defensive Hacking and Antihacker protocols, but this does nothing to diminish their lethality as a BS12 Camo model with a Combi Rifle. Note though that they lack the Antipersonnel and Monofilament mines of other loadouts, reducing their utility somewhat. For ITS players in particular, this loadout is excellent as an objective grabber.

•Sniper, 39, 1.5 SWC: MULTI Sniper Rifle, Pistol, Knife.
The Naga Sniper is a strong and lethal purchase. While overshadowed somewhat by the advanced Thermoptic Technology and durability of the Proxy Mk2 and Dasyu MULTI Snipers, the Naga Sniper is relatively inexpensive and perfectly capable of strong long-range AROs as well Combat Camouflage attacks against vulnerable threats. For anyone who wants to add long-range fire support to their ALEPH lists, the Naga Sniper is capable of the role. Players interested in a Camouflage Sniper should consider using the Posthuman Mk2 and Dasyu, however.

dasyus_logo_zps953fa769.png
Dasyu

Pros
•Infiltration and Hidden Deployment with Thermoptic Camouflage
•V: No Wound Incapacitation provides amazing survivability for a Skirmisher unit
•Broad spectrum of offensive and support loadouts
Cons
•Very high point cost

•Hiden Deployment units do not contribute an order until they are revealed.
Recommended Roles
•Midfield defense/assault skirmishers
•Skilled TO Sniper
•Forward Observer for Guided Missile and Objective grabbing
•Hacking capability for Infowar and Objective grabbing

An utterly lethal Thermoptic Camouflage hunter, the Dasyu also packs No Wound Incapacitation for added durability. The Dasyu functions in many ways like an advanced Naga, upgrading Dogged to V: No Wound Incapacitation and Camouflage to Hidden Deployment and TO Camouflage. While possessing a fairly high point cost, it is easily capable of adding to ALEPH's table control as well as assisting in Infowar.

•Combi, 35, 0 SWC: Combi Rifle, Antipersonnel Mines, Nanopulser, Pistol, Knife
This configuration is ideally suited for murdering light opposition, using NWI and -6 TO Camo modifier to survive AROs and sweep through an unprotected backfield. The presence of the Nanopulser and Mines provides another threat vector, able to kill grouped-up models, threaten other hard-to-shoot opponents with TO or ODD, as well as using the valuable Shock ammunition on Antipersonnel Mines to kill opponents with No Wound Incapacitation and send them straight to the Dead state. For a relatively inexpensive 35 points, the Dasyu is valuable when used in the active turn but is too expensive to be utilized in a disposable role.

•Shotgun, 35, 0 SWC: Boarding Shotgun, Antipersonnel Mines, Nanopulser, Pistol, Knife.
Trading the Combi Rifle for the Shotgun, the Dasyu is functionally similar to the Naga's boarding shotgun loadout but is even better at the role. With -6 to be shot by most enemy units, combined with No Wound Incapacitation, the Dasyu can risk using the low burst of the boarding shotgun in order to yield maximum results with AP slugs or the shotgun template blast. As with the Naga's equivalent loadout, I do feel the Shotgun and the AP Mines to be slightly redundant in their role, but for players who love boarding shotguns then this is a valid loadout to consider.

•Lieutenant, 35, 2 SWC: Lieutenant, Combi Rifle, Nanopulser, Pistol, Knife
This is an interesting choice. The advantage here is that you have a fairly durable Lieutenant who gets to hide under a marker, is hard to discover, and is pretty much the last LT an enemy will expect. The reason noone suspects the Dasyu LT is because he costs a staggering 2 SWC to field, and because TO Camo LTs cannot use Hidden Deployment or else they put their army in Loss of Lieutenant. These oddities make the Dasyu LT a great surprise, but at the cost of radical limitations and a very high cost in points in SWC.

•Observer, 37, 0 SWC: Forward Observer, Combi Rifle, Nanopulser, Pistol, Knife.
First and foremost, Forward Observer makes this configuration highly valuable for ITS missions. If you want to capture objectives, he is very good at it. Second, he is a valid asset for any ALEPH player who wants to run a guided missile list, or utilize accurate Speculative Shot from weaponry like Grenade Launchers. The Flash Pulse attack also provides a strong long-range ARO if you want to shut down a rampaging enemy threat. Combined with Hidden Deployment, this can make the Dasyu a good guard dog if you use good jugement with the timing and positioning of the Dasyu's ARO. As with all Dasyu configurations, he is quite expensive to be casually thrown away, but his strong stat line combined with good judgement makes him a great thread and nice ITS asset.

•Hacker, 46, .5 SWC: Hacker, Hacking Device, Combi Rifle, Nanopulser, Pistol, Knife.
Similar in function to a Naga Hacker, the Dasyu Hacker is great for quickly getting a Hacker in range of the enemy, and functioning as a Repeater for other strong ALEPH Hackers on the table. By positioning the Dasyu Hacker near choke points or lanes of advance, he can provide valuable Hacking AROs against enemy TAGs, REMs or Heavy Infantry that advance nearby. This can be the most valuable role a Hacker can perform: Immobilizing an enemy model in their own active turn, forcing them to spend orders to Reset as the Dasyu uses his good WIP 14 to contest the Reset order. When combined with an Asura with Hacking Device Plus, allowing the Asura to hack through the Dasyu's position, this provides ALEPH with a fairly efficient guided missile configuration.

•Sniper, 48, 1.5 SWC: MULTI Sniper Rifle, Nanopulser, Pistol, Knife.
Very expensive, very dangerous. The Dasyu Sniper is a tremendous threat with his TO Camo modifiers, Combat Camouflage ability and the lethal stopping power of Double Action ammunition. With a long range band and TO Camo to stack modifiers, the Sniper Dasyu can threaten or eliminate almost any threat while staying relatively safe from return fire. Note that this loadout should be used very wisely, given the high point and SWC cost. He is ideal for eliminating visible threats,or able to go hunting for tough targets that fear the stopping power and variable ammunition types of the MULTI Sniper Rifle.

REMs


yudbots_logo_zpscab79937.png
Yudbot

Pros
•Basic inexpensive palbot
Cons
•No role outside of assisting a Doctor or Engineer
Recommended Role
•Helping a Doctor or Engineer perform its duties

•Yudbot, 3, 0 SWC, Electric Pulse
The Yudbot is the standard "palbot" for ALEPH, the cheap G: Servant assistant that can act as the eyes, ears and hands for ALEPH's Engineers and Doctors. For any force interested in putting Doctors and Hackers to use, the Yudbot allows them to perform their duties without putting themselves in harm's way. With quick 6-4 Movement, they can also save you orders by moving quickly to wherever they are needed. In addition, there is no operating maximum operating distance between a Doctor/Hacker and a Yudbot, allowing you to spread the Yudbots and Specialist across the table to react where they are most needed. Note though that a model cannot be synched to a G: Servant model and also be part of a link team, so bear this in mind when planning a Steel Phalanx list.

netrods_logo_zpsdae48a5a.png
Netrod

Pros
•Very inexpensive Order generator
•AI Beacon rule assists Posthumans
Cons
•Airborne Deployment makes them susceptible to bad scatters
•Performs no role or function besides Order generating
Recommended Role
•Order generating!
•Posthuman Support

•Netrod, 4, 0 SWC, Electric Pulse
A valuable unit and the envy of the Combined Army, the Netrods serve two roles. First and foremost, the Netrod simply contributes one more order than any other ALEPH model can utilize. It does not attack, it cannot perform AROs, it essentially waits there to be shot, but its cheap point cost makes it easy to bulk up your order pool. Second, the Netrod's AI Beacon rule allows it act as a relay for Posthumans. If a Posthuman Proxy is killed while it is "Proxy Active", other Proxies on the board go inert unless a Netrod is on the table to allow the Posthuman's consciousness to relay through the Netrod and into its other proxies. When running Posthumans, Netrods are an important asset, even if they simply sit in their own Combat Group. Always consider using one or two when building a list with Posthumans.

Note: I regularly see players ask questions about how and when Netrods actually deploy. Netrods deploy on the table during the Deployment Phase, rolling for Combat Jump and dispersing in the same way as an Airborne Deployment trooper like an Ekdromoi or Garuda. If the Netrod scatters off the table, it cannot be recovered, so be sure not to deploy too close to table edges. The variable options of the scatter table tell us that the right side of the table, in front of the ALEPH player's deployment zone, is the "safest" place to drop Netrods. This location minimizes the probability that the Netrod will scatter off the table or too far towards the enemy table half where they are most vulnerable. With this positioning, most major scatters are likely to end closer to the ALEPH deployment zone, helping to keep the Netrod safe from enemy hunters.

lamedh_rebots_logo_zps20f19521.png
Lamedh

Pros
•Very inexpensive Regular Order
•Fastest Repeater available to ALEPH
Cons
•No armament or combat capability
Recommended Role
•Providing a cheap order
•Assisting offensive Hacking and Hacking AROs

Lamedh Rebot, Repeater, 8, 0 SWC, Electric Pulse
Unarmed and unarmored, the Lamedh serves the dual function of providing a very cheap regular order as well as a very fast, highly mobile Repeater for Hacking. With 6-6 Movement, Mimetism and Multiterrain for easy movement through different rugged board types, the Lamedh is technically the fastest unit in ALEPH besides Penthesilea's bike. Use the Lamedh if you want to grab field order that is more reliable and easier to hide than a Netrod, or want to move a mobile Repeater up the table for offensive Hacking or Hacking AROs.

probots_logo_zps9e7f4104.png
Probot

Pros
•Baggage as standard on all versions
•Useful in a variety of support roles
Cons
•Slow by REM standards
•Poor in combat
Recommended Role
•Assisting Hacking via EVO Repeater
•Assisting AD:3 units via EVO Repeater
•Defending against Guided Missiles
•Providing inexpensive orders
•Clearing minefields with Minesweeper

The Probot's primary role is as a support piece. Probots are slightly slower than other REMs with 4-4 MOV, but they all come standard with Baggage. Baggage is a great rule for knock down, dragout firefights where the ALEPH player is facing heavy casualties. With baggage allowing the Probot to cost more points than it is actually worth for the purpose of Retreat, the Probot can stave off that critical point where your units start running from the table. Keep Baggage in mind as a double-edged sword, however, because ITS players may want to enter Retreat and end the game as soon as possible if they find themselves getting stomped.

•Minesweeper, 8, 0 SWC: Minesweeper, Electric Pulse.

Ultra cheap, the Probot provides a valuable Regular order, the Baggage benefit, and can also convert enemy mines for use by the ALEPH player. In certain matchups where the enemy relies heavily on laying mines, the Probot can quickly turn the tables by modifying all those mines to be owned by the ALEPH player. Note however that the Minesweeper is completely unarmed, so requires protection.

•EVO Repeater, 13, .5 SWC: EVO Repeater, Electric Pulse
The EVO Repeater is a highly valuable piece of support hardware, and is a strong asset for any ALEPH player that utilizes either Hacking or Airborne Deployment units. EVO Repeaters can reduce enemy BTS while Hacking, allow ALEPH Hackers to combine their efforts to make Hacking easier, disrupt a Forward Observer lock when hacking guided missiles, make it easier to possess hostile TAGs via Hacking, and boost the PH of incoming friendly Airborne Deployment troops. In particular, the Icebreaker and Coordinated Hacking protocols are basically the only way to reliably hack high-BTS targets, such as enemy hostile TAGs or an opponent's Airborne Deployment drop. If you plan for Hacking to form a cornerstone of your strategy, the EVO Repeater is a nigh-mandatory piece of kit. Like the Minesweeper, this EVO Repeater is also unarmed.

•Rifle, 21, 0 SWC: Total Reaction, Combi Rifle, Electric Pulse
The poor man's Total Reaction bot, the Probot is a valuable Baggage bot that can also provide a little protection for holding your Deployment Zone. Total Reaction is never reliable in defense, especially with humble BS11 and a Combi Rifle, but is still useful in defense. Use this model to guard the short approaches to your Deployment Zone, watch out for incoming AD2 and AD3 troops arriving in play, or to keep Warband threats with Direct Template weapons out of your deployment zone. Note that 21 point can buy a lot in an ALEPH list, choices that are arguably more effective than this configuration, but it is a nice asset for players looking to add some defense to their Deployment Zone.

dakini_tacbots_logo_zps98a958d5.png
Dakini Tacbot

Pros
•Basic inexpensive linetrooper
•Very fast
•Mimetism as standard
•Variety of effective, inexpensive weapon loadouts
Cons
•REM status requires a Hacker or TAG to field
•REM status hinders Dodging and prevents Cautious Movement and Prone.
•Hacking vulnerable
Recommended Role
•Inexpensive Order generators
•Fast attack flankers and assault units
•Long-range fire support with heavy weapons and Mimetism

Unique among the Human Sphere, the Dakini occupy a similar role to the simple line troopers of other forces. As Remotes, of course, they possess a number of key differences. For one, they are very poor at Dodging, cannot Cautious Move, and must have a Hacker or TAG in the list in order to be fielded. In addition, ARM0 makes them fragile against conventional weapons, they cannot make use of Cautious Movement or Prone, and they are also suspectible to Hacking. In exchange, however, they are very quick with rapid 6-4 Movement, as well as coming standard with Mimetism to make them strong gunfighters. Do not be put off by their Ballistic Skill 11; while this may seem low by ALEPH standards, remember that the Dakini's speed often means it can often flank enemy models to catch them outside of cover, and use its own Mimetism to make enemy AROs less likely so succeed in a face-to-face roll. While the inherent restrictions of being a Remote limit the Dakini's actions in various ways, the Dakini is nevertheless a very lethal fast assault choice and a wildly underestimated threat on the tabletop.

•Combi, 13, 0 SWC, Combi Rifle, Electric Pulse
With low point cost and packing the ubiquitous Combi Rifle, the Dakini is equally comfortable cheerleading from the safety of your Deployment Zone, or rushing up the table to flank and gun down exposed enemy threats. Use this model as a rapid response or assault unit when you see a hole in your opponent's defense.

•Paramedic, 17, 0 SWC: Medikit, Paramedic, Combi Rifle, Electric Pulse
Identical to the Combi variant, but with the ability to sprint to a wounded ALEPH model and attempt to patch them up. Note that the Paramedic ability is almost always less reliable than a real Doctor, testing off the Wounded model's PH with a -3 Modifier rather than a simple WIP roll. This means that Paramedics likelihood of success is often at 50% or less, unless they are healing a PH powerhouse like Achilles. Note that with the high number of No Wound Incapacitation models in ALEPH, a model that takes too much damage in an ALEPH force is often passing straight to the Dead state, rather than being Unconscious. This often makes healing less of a priority for ALEPH forces in general. I would not suggest this configuration, unless you have some points to spare and want to try your hand at healing Wounded units.

•Light GL, 18, 1 SWC, Combi Rifle, Light Grenade Launcher, Electric Pulse
This is a choice for players who like to gamble. The Light Grenade Launcher is a simple Burst 1, making it a poor active turn weapon and not much better than a Combi Rifle in ARO. The real advantage of grenades comes when making Speculative Shots, allowing grenade launchers to hit models in Total Cover that cannot ARO in response. Due to the heavy -6 BS penalty of Speculative Shot, however, this means the Dakini is going to be needing between a 5s and 8s to hit when firing unaided. Forward Observers can offset that -6 Penalty, but this can be order intensive and wildly inefficient. Note that with the Dakini's quick speed, it may be possible to flank or backdoor clustered enemies and wipe them all out with a lucky grenade shot before they can change facing. Since so many ALEPH models already come with Nanopulsers as standard, eradicating clustered models is never a particular problem for ALEPH.

•HMG, 22, 1 SWC: HMG, Electric Pulse
This is a fantastic choice, representing one of ALEPH's very rare Heavy Machine Guns. ALEPH weaponry in particular tends to be lighter, favoring weaponry like Spitfires or Multi Sniper Rifles in favor of the more destructive Heavy Machine Guns or Missile Launchers. The Dakini is quite a strong Heavy Machine Gun platform however, able to use its great mobility and Mimetism to outmaneuver opponents and gunfight effectively from long ranges. With Cover, Mimetism and a favorable range band, an opponent can often be hitting the Dakini with -9 penalties or greater, while the Dakini is comfortably blazing away with the HMG. The Dakini is often underestimated, compared to other popular specialty weapon wielders like the Deva, Asura or Myrmidon, so its speed and low point cost can be a great list building asset against unprepared opponents.

•Sniper, 27, 1.5 SWC: MULTI Sniper Rifle, Electric Pulse.
A relatively cheap source of strong hitting power, the Dakini Sniper can be a huge surprise on tables featuring long Line-of-Fire lanes. While the slightly lower BS of the Dakini makes the Burst 2 of the Sniper Rifle less reliable than the high-Burst HMG, Mimetism and long range bands make it easy for the Dakini to stack modifiers to defend itself. Avoid using this model on tables featuring short range firefights and crowded line-of-sight though, especially when the high SWC cost of this configuration could be purchasing Spitfire-equipped models instead.

daleth_rebots_logo_zpse1c2970d.png
Daleth

Pros
•Sensor can reveal enemy Camouflage Markers and Hidden Deployment units
•Sensor + Forward Observer can Mark targets without requiring LoF
•Mobile Objective Grabber for ITS
Cons
•Poorly equipped for direct combat
Recommended Role
•Providing an advantage against Camouflage and Mine-heavy metas
•Effective Forward Observation in Guided Missile lists
•Objective grabber for ITS

•Daleth Rebot, Combi, 21, 0 SWC: Combi Rifle, Electric Pulse
The Daleth is a valuable Forward Recon Remote, capable of performing a variety of roles. With 6-4 MOV and a Combi Rifle, it can push forward aggressively to assault and flank vulnerable enemies. Its greatest asset is in the combination of Forward Observer and Sensor, allowing it to Sensor sweep to reveal nearby Camouflaged models and markers (even those in Hidden Deployment), and then Mark them for Speculative Shot or Guided Missile barrage. For opponents who are bunkered in their Deployment Zone without providing overwatch, or relying on minefields to protect themselves, the Daleth can be terrifying. By Marking multiple models from outside their LoF, an ALEPH player can bombard an opponent into oblivion with the right weaponry. The Daleth can reveal surprise threats, allowing you to Discover and Engage them reliably. For ITS players, the Daleth is also a highly mobile Objective grabber. This is particularly useful in Steel Phalanx lists, who lack mobility and versatility of of Vanilla ALEPH lists in ITS.

garuda_tacbots_logo_zpsbc7737df.png
Garuda Tacbot

Pros
•Mimetism on an Airborne Deployment Trooper.
•6-4 Movement
Cons
•REM status requires a Hacker or TAG to field
•REM status hinders Dodging and prevents Cautious Movement
•Hacking vulnerable
•Relatively low Physicality
Recommended Role
•Fast attack flanker

Mirroring the tactical versatility and linetrooper role of the Dakini, the Garuda is ALEPH's alternative to the Airborne Deployment troops of other forces. The Garuda, however, possesses a number of very strong advantages that make it a fearsome Airborne Deployment choice. With 6-4 MOV, good BS12 and Mimetism, it is a rapid and lethal gunfighter. This is NOT a unit your opponents wants to see arriving behind them, or on their flank. Note that the rules currently state that AD: Combat Jump remotes need to perform an additional PH test when making their jump, and the rules are currently unclear on whether this means a Garuda requires two PH tests to safely drop onto the battlefield, or simply one. Be sure to check the wording and clarify with opponents or event organizers beforehand. Note that the Garuda, due to low PH, should either utilize an EVO Repeater to enhance its Physicality when dropping, or downgrade to Airborne Infiltration to show up reliably and safely on a table edge.

•Combi, 22, 0 SWC: Combi Rifle, Electric Pulse
Cheap and easy, the Combi Rifle Garuda is an easy way to incorporate a backline threat/harassment unit into your list. By flanking the opponent and maximizing the advantages of Mimetism and Cover, the Garuda can easily win firefights against basic cheerleaders and enemy support units.

•Shotgun, 22, 0 SWC: Boarding Shotgun, Electric Pulse
As always, the gamble of the boarding shotgun can result in great reward versus greater risk. Low burst, short range bands making the Boarding Shotgun less reliable than a Combi in a gunfight. However, eradicating grouped up models or popping Wounds off a TAG with Armor Piercing ammunition can make the shotgun Garuda a valuable assassination piece.

•HMG, 31, 1.5 SWC: HMG, Electric Pulse
A dangerous killer! A flanking Garuda with a Heavy Machine Gun can tear apart opponents, using the long range band of the HMG alongside Mimetism and Cover to shred enemies and stay safe from their AROs. When surprising an uprotected backline, TAG or Heavy Infantry, the Heavy Machine Gun is a weapon capable of ending games on its own. The cost and risk of investing in the HMG is high, because lots of things can go wrong when you're working with an expensive ARM 0, STR 1 unit, but this can be a very nasty surprise for any opponent.

zayin_rebots_logo_zps9a9c8f9c.png
Zayin

Pros
•Total Reaction + 360 Visor + HMG is strong in ARO
•Climbing Plus provides superior mobility and allows for surprise threat vectors
•Can be upgraded with strong support weaponry
•6-4 Movement makes it effective in attack
Cons
•Low Ballistic Skill by ALEPH Standards
•Low ARM by ALEPH Standards
•High Point and SWC Cost relative to its ability
Recommended Role
•Backline and Deployment Zone protection
•Defense for controlling open segments of the table
•Flexible offensive unit

The Zayin is ALEPH's remote gun platform, coming standard with a Total Reaction Heavy Machine Gun, 360 Visor and useful support weaponry. As mentioned earlier, Total Reaction is never a guarantee for success, but it will sure get your opponent thinking as they weigh the risk-versus-reward of tangling with 4 HMG shots in ARO. Bear in mind that Total Reaction is strong, but has a few natural counters that every player should be aware of. The first is Combat Camouflage: watch out for those TO Snipers or Infiltrating Combi Rifle threats capable of eradicating the Zayin before it can respond. This also includes Intuitive Attacks through Zero Visibility Zones, such as a Chain Rifle shot through a smoke field. The second is Hacking, so watch out for launched Markers or forward-playing Hackers. The third is Speculative Shot, so watch out for those high-BS models and Link Teams capable of lobbing grenades onto the Zayin's head. If you can mitigate or avoid these vulnerabilities though, the Zayin will make your opponent work hard for its Active Turn kills.

Note that the Zayin's role is not limited to defense in ARO. It is entirely functional as an Active Turn weapon, providing ALEPH with one of its few Heavy Machine Guns. In particular, take note of Climbing Plus as both an offensive and defensive tool. Offensively, Climbing Plus is a fantastic asset for orchestrating the firefights that you want. By allowing the Zayin to climb over or past intervening terrain, as well as enabling the REM to quickly reach elevated positions, Climbing Plus can allow the Zayin to achieve Line of Fire with enemy models who previously thought themselves safe. With such extreme mobility, the Zayin can often stack the odds in its favor, partially offsetting its low Ballistic Skill by catching enemies in their Rear Arc or outside of Cover. This mobility allows the Zayin to use the full burst and advantageous range bands of its Heavy Machine Gun very effectively, despite its otherwise low combat stats. In defense, Climbing Plus allows the Zayin to cling to vertical surfaces and stay there, allowing it to use the sides of buildings or other terrain as firebase from which the Zayin can react. If you are particularly nervous about hidden threats such as Airborne Deployment or Hidden Deployment units, the Zayin can maneuver to any high vantage point, scale a wall that provides good lanes of fire throughout your table half, and have a good vantage point to engage any threat that reveals itself.

•27, 1 SWC: HMG, Electric Pulse.
The standard, no-frills loadout, the Zayin is a cheap way to get some backline protection. Remember that the Heavy Machine Gun works equally well in the Active Turn as it does in Total Reaction, so consider using the Zayin as an offensive threat as well.

•Monofilament, 34, 1 SWC: HMG, Monofilament Mines, Electric Pulse
Ultra-lethal Monofilament Mines accompany the standard HMG in this loadout. As described in the Naga unit summary, Monofilament Mines are one of the best weapons to be found in Infinity. The Zayin, with quick 6-4 Movement and screened with Myrmidon smoke grenades, can easily run into forward positions to ambush tough enemies with those mines, or lay a protective minefield to protect objectives or close off lanes of approach. Climbing Plus is also a notable advantage on this configuration, allowing the Zayin to run up the table to lay mines or ambush enemy units without having to use open streets or fire lanes that might be covered by an opponent's defenses. By taking shortcuts over or through densely packed terrain, a Zayin can potentially trap an enemy TAG or other high-priority threat without ever exposing itself to hostile fire. This configuration is the ultimate defensive asset for an ALEPH list, but comes with a notable Point and SWC cost.

•E/M LGL, 36, 1 SWC: HMG, E/M Light Grenade Launcher, Electric Pulse
Unique in ALEPH, the E/M Light Grenade Launcher provides some electromagnetic damage capable of disabling high-tech weaponry and equipment, and immobilizing REMs, Heavy Infantry and TAGs. Note that this weapon is something of a challenge to properly utilize; it is weak in ARO compared to the impressive Burst 4 HMG, and the Zayin's low Ballistic Skill makes it unreliable and risky in Speculative Shot. For those looking for the highest mileage from the E/M LGL, pair it with ALEPH Forward Observers to remove that -6 Speculative Shot penalty.

samekh_rebots_logo_zpsdcab54bc.png
Samekh

Pros
•Source of Guided Missiles
Cons
•Not useful for anything but Guided Missiles
Recommended Role
•Guided Missiles!

•Samekh, GML, 34, 1 SWC: Guided Missile Launcher, Electric Pulse.
The Samekh is an ALEPH player's one-stop shop for guided missile use. It exists to launch guided missiles once an ALEPH player marks a target with a Forward Observer or an Asura's Hacking Device Plus. While it can fire the missile as an unguided shot, the modest BS11 and Burst 1 make this a modest threat unless the range bands are stacked heavily in your favor. Note that guided missiles should really be the focal point of any list that includes them; it takes a lot of support infrastructure or multiple Forward Observers to use guided missiles to maximum effectiveness, so the Samekh will not properly deliver without those necessary support choices.

TAG

maruts_logo_zpsd895245f.png
Marut

Pros
•Very strong Lieutenant option
•Highest Ballistic Skill in the faction besides Achilles
•High ARM and BTS
•Broad spectrum of lethal weapons
•Only TAG in Infinity with Multispectral Visor Level 2
•Capable of extremely accurate Speculative Shots at long range
Cons
•Expensive
•Requires full list support for maximum effectiveness
•Vulnerable to dedicated anti-TAG weaponry
Recommended Role
•Serving as army Lieutenant
•Stepping on people's throats

The Marut's is an extension of ALEPH's Will, a premier combat TAG with a number of assets unique among all TAGs present in Infinity. With a steep point cost, and with steep killing power to match, any list including a Marut should also include support troops, Engineer(s), and a deep order pool to allow the Marut to function at maximum effectiveness. The notable advantage of the Marut is its MSV2 (the only TAG to posses one). With the ability to threaten Mimetism, Camo, To Camo and ODD models, as well as ignoring Smoke fields, the Marut is capable of threatening any model on the table without suffering extreme Ballistic Skill penalties. In addition, the Marut can interact with Smoke Grenades to gain "first strike" abilities on unsuspecting targets. What makes this option particularly interesting for the Marut is the Explosive Ammunition of its MULTI HMG, which becomes much more useful. Normally, the MULTI component of the HMG is eschewed by players because high burst is almost always better; not only does high Burst allow you to roll more dice in Offense, increasing your likelihood of a hit, but it also allows you to roll more dice to negate your opponent's ARO in face-to-face. Since using specialty ammunition halves the burst of the HMG, it often is not a popular choice! With a smokescreen, however, the Marut can comfortably fire EXP rounds without a face-to-face roll, and is even protected with a -6 Zero Visibility Zone when the enemy returns fire in ARO. If you want to demolish an enemy before they can duck back into Total Cover, then use a Myrmidon to throw down a Smoke Field, and use the Marut to light them up with Explosive Rounds. The good likelihood of forcing a full 6 Saves on the target from two EXP hits, versus a mere 4 hits from a standard HMG that can be contested in face-to-face, can provide some fun surprise stopping power against tough targets.

In addition to offense, the Marut's excellent ARM8 and stellar BTS -9 keep it well protected from conventional attacks and Infowar. As always, be on the lookout for AP, EXP, Adhesive, Monofilament and other specialty TAG-hunting ammunition types. The Marut comes equipped with a broad spectrum of weapons with which to defend itself (do not forget the Nanopulser as an effective point defense weapon against nearby models), but remember that the Marut (like most TAGs) is not a specialized melee combatant. Without assets like 6th Sense Level 2 or Martial Arts ability, it is vulnerable at extreme close range bands, especially to dedicated CC specialists with assets like Camouflage or Smoke Grenades. Watch out for those dedicated melee threats with E/M or Monofilament Close Combat Weapons.

•Lieutenant, 122, 3 SWC: Lieutenant, Strategos L3, MULTI HMG, Heavy Flamethrower, Nanopulser, AP CCW
The Marut's Lieutenant configuration is strong in a number of ways. First, as a supreme combat threat, a Marut Lieutenant is perfectly happy using the LT order to fuel itself in combat. This allows it up to 11 Orders per turn that it can use to rampage through the enemy. Strategos Level 3, however, also allows the ALEPH players to hold two models in Reserve during Deployment, denying the enemy their own Reserve choice, and lets any ALEPH model on the table use the Marut's LT order as if it were a standard Regular order from the order pool. This makes the Marut an ideal Lieutenant choice, capable of influencing the game beyond mere face-stomping combat. In terms of armament, this configuration packs the MULTI HMG, Heavy Flamethrower and the ever-present ALEPH-brand Nanopulser. This allows the Marut to act as a strong Gunfighter with its BS15, perform devastating AROs with EXP Ammunition, as well as call upon two different Direct Template Weapons to threaten clustered opponents.

•MULTI HMG, HGL, 126, 3 SWC: Heavy Grenade Launcher, MULTI HMG, Nanopulser
While this configuration lacks the strategic flexibility and fiery Heavy Flamethrower death of the LT loadout, in many ways it is a much more direct and deadly combat threat. The Heavy Grenade Launcher is a rare and potent weapon, capable of delivering a blast template with accuracy out to 32 inches. Coupled with the the Marut's impressive BS15, this means the Marut can perform Speculative Shots needing 12s to succeed. The result is that the Marut can function like an artillery battery, raining grenades from the sky into the enemy deployment zone. Any model not protected by overhanging shadow zones is a potential target, since Total Cover provides no protection against a Speculative Shot. This configuration can provide easy wins against unprepared opponents, and any enemy model that avoids the grenade templates can still fall victim to that lethal MULTI HMG and Nanopulser. This option, while lacking Strategos L3, is easily as potent as the LT choice since it trades versatility and flexibility for long-range indirect fire killing power.

Special thanks to Santa Barbara Wargaming (especially Plebian and Ara989), and to Dude and Penemue whose JSA and Ariadna tacticas, respectively, were very helpful to me when I started playing Infinity.
User avatar
Barakiel
 
Posts: 31
Joined: July 14th, 2014, 7:30 pm
Has liked: 3 times
Been liked: 8 times

Re: The Operations and Assault Subsections: ALEPH Tactica

by Arachas » August 23rd, 2014, 1:34 pm

So apparently I forgot to sticky this one. Fixed!
Skirmish Wargaming - small-scale wargaming blog
User avatar
Arachas
Master Hacker
 
Posts: 1637
Joined: January 3rd, 2013, 5:22 pm
Location: NeoTerra
Has liked: 206 times
Been liked: 109 times
  • Website

Re: The Operations and Assault Subsections: ALEPH Tactica

by The Revanchist » August 23rd, 2014, 11:57 pm

Great write up, I'm glad to see it over here as well. You may consider amending Paramedic/Doctor options to include their Specialist value, but it may be worth waiting for N3 to drop to see what else will need to change. Either way, thanks for transferring it!
User avatar
The Revanchist
 
Posts: 8
Joined: December 22nd, 2013, 9:59 pm
Has liked: 6 times
Been liked: 4 times

Re: The Operations and Assault Subsections: ALEPH Tactica

by ewok40k » December 26th, 2015, 12:00 am

can we get 3,0 version?
-I have no qualms about accepting a useful idea merely because it wasn't my own.
-I Want Them Alive if possible. If not? if not, I'll understand.
-Infiltrators have access to the main ship's computer. Shut it down.
quotes from:Grand Admiral Thrawn
User avatar
ewok40k
 
Posts: 114
Joined: July 15th, 2014, 12:45 pm
Has liked: 4 times
Been liked: 5 times

Re: The Operations and Assault Subsections: ALEPH Tactica

by Errhile » December 26th, 2015, 12:40 pm

Not from Barakiel, I'm afraid: he hasn't been around since mid-October, I think.

Then again - what stops you folks from gathering some experience on your own and writing a 3.0 Aleph Tactica yourself? :)
They say there will be Heaven and the Fount of Kausar,
That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


- Rubayyat of Omar Khayyam, but it is a shoddy translation :(
User avatar
Errhile
 
Posts: 3748
Joined: July 14th, 2014, 4:42 pm
Location: Szczecin, Poland
Has liked: 1818 times
Been liked: 413 times


Post a reply
7 posts • Page 1 of 1

Return to ALEPH

  • Board index
  • The team • Delete all board cookies • All times are UTC [ DST ]
Powered by phpBB® Forum Software © phpBB Group

Who is online

Users browsing this forum: No registered users and 1 guest

Contact Us

contactdatasphere@gmail.com
 

View new posts

  • Re: Wyzwianie malarskie - marzec 2026 by kashper
  • Re: Wyzwanie malarskie - kwiecień 2026 by Errhile
  • Re: Wyzwianie malarskie - marzec 2026 by kashper
  • Wyzwanie malarskie - kwiecień 2026 by Errhile
  • Re: Wyzwianie malarskie - marzec 2026 by Errhile
  • Re: Wyzwianie malarskie - marzec 2026 by Errhile
  • Re: Wyzwianie malarskie - marzec 2026 by Errhile
  • Re: Wyzwianie malarskie - marzec 2026 by kashper
Designed by RocketTheme
Reset
  • Data Sphere
  • Corvus Belli