Tactics: Shaltari Tribes – Infantry
We
took a break from our Tactics segment for the past few weeks while we worked to
expand some other aspects of Enter the Maelstrom. The Facebook page is live
now, and our YouTube videos are rolling out as we had hoped. The gaming room is
nearly finished, and the to-do list shrinks with each passing day. With all
that in mind, let’s jump right in and begin our discussion on the Shaltari
infantry!
In
Dropzone Commander, infantry are the most essential units for an army to be
successful. An occasional scenario will come along that allows the player to
focus more on destruction, but at its essence the most basic missions simply
cannot be won without infantry on the table.
However,
the infantry are not necessarily exceptional in an offensive capacity. They will
suit the purpose of defending a position and gathering objectives, but they
don’t do much else besides. Since they must be taken for success, it is
important that we analyze their capacities to the fullest, so that we are
getting the best mileage for their investment.
Braves
are the bread and butter of Shaltari infantry, and as such they must be
discussed first. Many of the principles discussed in this section will apply to
both Braves and Firstborns, but since Braves are the required unit in any
Shaltari Tribes force we will begin with them.
Braves
are by far the most expensive basic infantry unit, when considered on a
per-unit basis. Immortals, the second most expensive, clock in at roughly seven
points per soldier, but the Braves are nearly eleven points each. While they
come with the survivability necessary to mitigate this increased cost, they
must also be protected to keep the investment ticking as long as possible.
So
what do we get for this increased points cost? We get infantry that can only
ever sustain 1 DP per hit, along with some seriously buffed resilience to
Falling Masonry. These two pieces of resilience are essential due to their
limited numbers.
When
coupled with the Totem Warspire, this can make their removal incredibly difficult
for enemy forces. A good amount of damage points will be saved, especially when
Demolisher weapons are considered. This gives the elite infantry time to get
into the tight spots and survive to get out once more.
A
good battle plan will also leverage gates that maneuver Fine Mass, as the
limited numbers of Shaltari infantry must be able to get anywhere quickly.
Plans must be made two turns in advance, to ensure the fulcrums will be ready
to transfer the infantry. You absolutely cannot have them pinned in one place
for long.
Braves
also bring one of the best infantry weapons in the game, in the form of the
Gauss Rifle. With infinite range against targets with no countermeasures, this
weapon is amazing against buildings when there is nothing else to target. This
also means that it serves as a devastating piece of offensive equipment against
those cheap Resistance junkers. With 18” against Active Countermeasures, it
still has a real potential to reach out and touch someone.
Their
Discus Launchers are nothing to sniff at, either. Enemy infantry are taking
their lives into their own hands by manning walls within 18” of a building
occupied by Braves. Scourge Infantry can quickly be melted down if they decide
to try their luck with Energy 11 shots, and if the threat of such action can
dissuade them from fire, then it was worth it in the end.
With
all of this in mind, it is important to position Braves early to extract
objectives or score Intel points. Once this has been done, they can quickly
reposition to either move on more objectives or to cause damage to enemy
skirmishers. The massed firepower of a couple of squads can defend an area
against all but the heaviest assaults, and they are not easy to defeat in CQB.
The big thing to keep in mind is where they need to be in the next few turns.
This is a rule with the Shaltari in general, but it is doubly true with the
infantry.
Another
thing to keep in mind is that our infantry are much easier to keep in the fight
than the infantry of other factions. Whereas UCM Legionnaires must embark on
their Raven-A to get an objective off the table, we can simply teleport through
a gate. This frees the gate to leave the table with the objective, and the
infantry can still rematerialize through another gate in the same turn. This
makes us much faster at consolidating gains, and also gives us a reprieve from
waiting for our guys to show back up from reserve.
Firstborns
These guys are concentrated nastiness on a stick. Take all of the advantages of Braves in the resiliency department, and then strap on a microwave gun and a lightsaber!
When
I’ve fielded Destroyers in my Scourge army, I’ve always felt worried that they
were about to be shot down. I stressed over positioning, knowing that my
opponent would be watching to see what they were doing before they pounced.
With the Scourge’s limited AA quantity and range, I also knew that there was
little I could do to force the issue.
None
of these factors matter as much with the Shaltari. Firstborns can confidently
wait as multiple areas are approached with Spirit Light Gates and Haven
Terragates, until there is a significant saturation. No matter where the enemy
jumps, there will be a gate waiting to unload the CQB specialists on target.
Of
course, you must have adequate AA to protect these gates, and that is where
Yaris and Kukris come in. Yaris in particular are useful, as they can use the
Spirit Gates on the first turn to position themselves at the middle of the
table. At that point, the opponent has no choice but to either abandon the area
or go ahead and commit, making the placement of your Firstborns that much
easier. If he does decide to wait it out, you can simply use the Yaris to
dismantle his light dropships.
Conclusion
Shaltari
infantry are difficult to use, but when played properly they can mean serious
trouble for the opponent. Patience and timing are key, and they can be used to
fulfill a wide variety of roles that other infantry may not be capable of
completing. Use the Shaltari’s superior technology, and the enemy will know
better than to underestimate the diminutive little aliens in the future.
What are your thoughts on the Shaltari foot soldiers? Anything I
left out? Leave your thoughts in the comments below!
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