Survival Guide - Hard and Soft Counters (Part Three)
~The Problem~
The problem for this week is the AD/Infiltration surprise attack. Surprise attacks are the order of the day in Infinity. After all, how can you react to threats you don't see coming? You already have to deal with multiple possible attack vectors because of the order system, and things just get trickier when you have to deal with models that have actual surprise capability. That's right, we're talking about Infiltrators (chiefly TO and those kept in Reserve) and AD units.
Time for some unorthodox diplomacy... |
~Why is it a problem?~
Simply put, these units combine the
element of surprise with a drastically more efficient order-to-action
ratio. Your opponent could spend three to four orders moving his
attacker into position, or he could spend one to bring down an AD
troop. Infiltrators start further up the board – in some cases,
much further than normal – saving the orders required to move a
normal model towards the enemy. Because these troop types save on
orders for movement, they can now spend all those orders on killing –
and that is what makes rushes so deadly. It's true that there's only
so much you can do to stop these rushes, but when your opponent has a
lot of orders and a perfectly-placed model, you'll want every
advantage you can get.
~Hard Counters~
Infiltrators and AD troops are similar
in their order efficiency, but the counters to deal with them are
actually pretty different. What works as a hard counter to an
Infiltrator rush may not work as a hard counter to an AD insertion,
and vice versa. I initially hesitated to write on this topic because
I don't think it's necessarily an issue of hard versus soft counters,
but I think there's enough here to merit at least a few hints that'll
help you survive these rapid assaults.
Total Reaction/Neurocinetics:
These are hard counters against non-Camo surprises. Every ARO your
opponent doesn't want you to have is a good one, and they get even
better when you get full burst. It's true that your opponent can use
the active turn to set up a confrontation that's beneficial to him,
but it's taking him orders to do this, which means that he'll have
fewer orders to do everything else.
It's especially fun to see a wayward
AD3 unit scattering and landing in full view of a Total
Reaction/Neurocinetics model, only to be ripped to pieces by a full
unopposed burst.
Let's be honest, though: your opponent
is not going to let this happen very often. To get the most use out
of your units, you need to place them in such a way that they cover
possible entry zones. This is something we'll talk about later in
the Model Positioning section.
Mines: Mines serve as hard
counters to Camouflage of all kinds. In a game where reactions are
key, models that limit reactions – like Camo units - are
super-powerful. More powerful, though, are the pieces that trump
this ability. Because Mines can react to Camo tokens (whether they
move or shoot), they rob most Infiltration rushes of the element of
surprise in two ways: first, they utterly bypass the “first
strike” ability of combat camo; second, they force your opponent to
spend orders bypassing the problem, which means fewer orders for the
attack. Mines are just as capable dealing with AD as they are Camo,
too: just place a Mine in a potential drop zone, and render it
off-limits to most surprise attacks.
~Soft Counters~
Camo/TO: Use your opponent's
advantages against him with Camo and TO Infiltrators of your own.
The more you muddle the battlefield, the harder a time your opponent
will have with what was supposed to be a simple surprise
murder-death-kill. As I mentioned in a previous article, Camo
versus Camo matchups are awful affairs – and this is exactly the
kind of defensive position what you want your opponent to run into.
TO is extra-fun because you can use
your hidden positions to throw a wrench into your opponent's surprise
attack plans. While it's true that you might not want to reveal your
TO on your opponent's turn (to give your opponent full burst against
it in a situation of your opponent's choosing), sometimes it comes
down to the simple fact that your opponent has not spent nearly
enough orders for your liking and you have to do something
about that. For example, they might be about to claim an objective
or within range to kill one of your key pieces, and making them spend
one or two more orders on a new target is just enough to make them
think twice about their original plans.
As an aside: even though non-Camo
Infiltrators seem a lot less dangerous, they can also soak up the
orders your opponent was planning to spend on something else. Simply
by being in the way, your infiltrators can provide a screen that
makes your opponent burn orders on targets that simply aren't his
priority.
Model Positioning: Since every
ARO counts, you have to make sure that you maximize your number of
AROs at every turn. Even if your reacting model is facing a very
certain future as thin red mist, it's worth it if you can keep your
opponent's surprise model from stomping all over the rest of your
minis. This can be achieved as easily as having your models cover
corners and watch each other's backs, but there's a bit more nuance
to putting up a real resistance to AD and Infiltration pushes.
First, it's not just about covering
angles. It's about covering angles in such a way that maximizes your
bonuses while minimizing those of your opponent. If I have a very
strong feeling that my opponent is going to drop an AD HMG unit
somewhere, I want to position my defenders in such a way that they
force a 0-8” confrontation – ideally with 0-8” +3 weapons of
their own. CC ability comes into play here, because models with good
PH may be making their Dodge FtF roll against a much higher target
number than they would if they were shooting. Once your model gets
into CC, the surprise rush
suddenly needs to spend a lot more orders – and take a lot more
risk – to be effective.
Second, you want to force bad firing
positions. Most Infinity players will not be shooting at you from
outside Cover unless they have no other choice, so your goal is to
try to change this. Set up at angles that force your opponent to
choose between firing without cover or taking multiple AROs. Make
your opponent spend that extra order to turn the sharp corner to open
fire, because it means a retreat (if your opponent is so inclined)
will also take an extra order they may not be willing to spend. This
obviously comes down to how cautious an opponent you are facing, but
reading your opponent is all part of the game. If I know, for
instance, that my opponent is going to go balls-out with his
Infiltrator and not really care if it survives, I know that this
particular order-drain tactic probably won't have much effect. If I
know that my opponent is really careful about each model and wants
them all to survive (ideally), then this tactic suddenly becomes more
useful.
Third, you want to surround your
biggest threats with layers of ablative armour. In other words, make
it a pain in the ass to get to them. Maybe you've got Mines in the
way. Maybe there's a sacrificial lamb that'll make your opponent's
Infiltrator de-Camo before he wants to. Maybe it's something as
simple as forcing your opponent to answer every ARO, no matter how
trivial, so that it's just impossible to reach your key models with
the orders he has left. In short, make your opponent spend so much
time peeling the onion that by the time they get to the centre, the
centre has readied its fully-automatic weapons and has developed a
thirst for blood.
Fourth, you want to cover possible
entry zones. Maybe there's an open area that looks like a juicy
landing zone, or maybe a particular table edge looks like it might be
really handy for launching surprise attacks. Hell, maybe there's
even a conspicuously empty part of table that might just be the nest
of a TO Infiltrator.
If you can learn to pick up on these
clues, you can place your models in such a way that surprise attacks
are either stopped altogether (though this is rare) or are forced to
surprise your lookout model rather than the model they actually
wanted to gank. Think of how you
would wage a war of surprise, and look out for locations that your
opponent could use to do the same.
Fifth - and I cannot stress this enough
– don't let your opponent get the chance to surprise you. Many
players are so concerned with initial deployment that they forget
about maintaining the integrity of their line as the game progresses.
Preventing surprise attacks is not just a measure of good
deployment: it's also a measure of how well your minis play as a team
throughout the game. Cover each other's backs. Be within 8” to
allow a Change Facing if your friend get shot. Drop Mines to cover
key angles of approach. And, most of all, punish your opponent by
crippling his order pool more than he cripples yours. After all, an
AD surprise attack with 3 orders backing it is a lot less scary than
the same attack with 8 orders behind it.
Admittedly, the best way to stop a
surprise attack is to cripple its fuel in your active turn. This
isn't always possible, though, and even if you follow the ideas laid
out above, there are many times where your line will crumple under
the violent onslaught of a well-placed Infiltrator or AD unit. AROs
are nice to have, but when it's 4 dice against your one in a
situation your opponent (not
you) has chosen, they are often foregone conclusions.
Critical hits certainly help, but they're not something to rely on.
~Final Notes~
I don't want to leave off on a negative point though, so here's some parting advice on how I view defending in Infinity. My very first rule of defence is this: make your opponent pay for each and every inch of ground. If he wants to pull a surprise attack, make sure that you make him spend as many orders as possible performing it, because that'll leave him with few orders to do anything else. There have been times where I've felt the wrath of an AD troop, and it was only the sacrifice of my dodging line infantry that left my opponent with one too few orders to accomplish his actual objective in the end. The brutal truth is that Infinity is a game of losses, and one of the best places to hit your opponent is his order economy, even if you're not actually killing his models.
As always, I hope that there was at least something little in this article for everyone. I apologize for the lack of visuals this time, but hopefully there will be more the next time around. Stay tuned for the next article, coming in a week or two! In the meanwhile, I'll be working on padding the previous articles with some suggestions from Infinity forumites. :)
Great series, enjoying these, thanks.
ReplyDeleteHow would you tackle the new Aleph AD with super jump, the Eko'?
I've never played against it. :( I imagine that it's much like the Combined Super-Jump AD unit, though: basically, make sure that there aren't many places for the damn thing to land. I think that the key to preventing AD attacks is to spot them well before they arrive, which means keeping a mental tally of what your opponent has on the board, how they're deployed (weaker deployments with first turn might indicate the presence of AD/TO; stronger turtles when going second might indicate AD/TO, because they need to keep orders to use these things).
ReplyDeleteI generally think the same advice applies, though. Super-Jump makes their attack vectors harder to predict, but not impossible.