Switch Theme:

Mines - tactics and applications  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut






Not enough true "tactics" advice in this forum. I understand that much of Infinity is situational, but there are some tactical invariants that you can put to use. That said: Landmines!

When it comes to Infinity, I love me some landmines. The tactical possibilities are nearly endless. One well-placed landmine can really cripple your opponent - whether it's taking out a link team, forcing your opponent to burn orders to get rid of it, protecting camouflaged Minelayers by forcing them to play the shell game, or otherwise impeding his plans. I wanted to start a tactics thread discussing some potential ways of employing landmines.

Mines come in a few varieties (regular antipersonnel mines, e-maulers, monofilament and viral mines...others?) with antipersonnel mines being the most common, followed close behind by E-maulers. While the targets may differ slightly, employment strategies will likely be largely similar.

Some things about the rules for mines:

1) Mines are deployed as camo tokens.
2) Mines deployed using the Minelayer skill are also camo tokens with a silhouette that makes them indistinguishable from a Camo trooper.
3) Mines explode when an enemy unit activates or AROs within their "trigger area." The trigger area is loosely defined as an area where the mine could hit the enemy, but would not hit a friendly. This means that they will react to enemy camo tokens, but not to Impersonators.
4) Deploying mines is an Attack that places the mine in B2B contact with the equipped trooper.

Some tactical considerations arising from those rules:
1&2) Mines can serve as decoys for camo troopers (if you don't tip your hand during deployment). If doing so, vary the sequence of placing your camo tokens so that you don't place one, check ZOC, then place the other, as your opponent will know that one must be a mine. Place one, then deploy another unit, then go back and place the other.
3) You can use a friendly model who has placed a mine to block a mine from triggering in a direction that you don't want (i.e., to prevent your opponent from detonating a mine with a chaff model). This is especially effective if the blocking model is either an Impersonator or in a Camo state.
4) You can place mines in positions to attack enemy models around corners (note that if an enemy camo marker lies within the trigger area of the mine, you must pass an Intuitive Attack roll to do so). This allows you to either (a) prevent the models in the trigger area from doing an action without taking the mine hit, (b) force them to dodge and hopefully avoid being hit, or (c) place then mine, then pop out and shoot them, discouraging them from shooting back at you.

Please share your own tactical advice on the creative and timely use of landmines!

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in ca
Plastictrees





Calgary, Alberta, Canada

You can place mines during the deployment phase?
   
Made in us
Zealous Sin-Eater



Chico, CA

 plastictrees wrote:
You can place mines during the deployment phase?


If the unit profile has the Minelayer Skill, you can.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in ca
Plastictrees





Calgary, Alberta, Canada

Neat. I've been doing most of my rules exploration through Army, so I've overlooked some of the skills as they aren't linked on my phone.
Will look forward to using some more Muyibs when we hit 300 pts!
   
Made in us
Longtime Dakkanaut






 plastictrees wrote:
Neat. I've been doing most of my rules exploration through Army, so I've overlooked some of the skills as they aren't linked on my phone.
Will look forward to using some more Muyibs when we hit 300 pts!


Yeah Muyibs are an interesting unit because they come with Minelayer but they don't allow Infiltration, like Chasseurs or many other Minelayer units.

Examples of uses for them include things like denying AD combat drop zones in your deployment zone. While you could use them as decoys for a camo'ed unit, most of the Haqq camo units infiltrate.

This message was edited 1 time. Last update was at 2016/01/16 23:32:59


Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Regular Dakkanaut





Minelayer is an easy way to make a combat group bigger by 1, so you can hide AD or TO when you have 9 models in a combat group on the table.

The -3 PH to dodge mines is always in effect even if the mine is discovered, and it also applies to E/Maulers.

Sometimes it's worth holding a minelayer back to play shell games with your killer MI. Like Tank Hunters, Scots Guards or Intruders. A few weeks ago I played a JSA player who hid a Raiden HRL under Yuriko Oda's "mine" deployment.
   
Made in dk
Infiltrating Prowler






 4rgfvsw6p wrote:
Minelayer is an easy way to make a combat group bigger by 1, so you can hide AD or TO when you have 9 models in a combat group on the table.

The -3 PH to dodge mines is always in effect even if the mine is discovered, and it also applies to E/Maulers.

Sometimes it's worth holding a minelayer back to play shell games with your killer MI. Like Tank Hunters, Scots Guards or Intruders. A few weeks ago I played a JSA player who hid a Raiden HRL under Yuriko Oda's "mine" deployment.


How so? Isn't it only -3 when you don't have LoF to the template? Did I miss something?
   
Made in be
Kelne





That way,then left

You must have missed something, it's in the mines rules
   
Made in dk
Infiltrating Prowler






Jesus Christ.. So it does, in plain sight even. How the feth did me and my local group miss that rule? Thanks for the info.
   
Made in de
Hacking Interventor





Germany

Always bear in mind to deploy mines staggered so that the opponent can't trigger them all in just one short order

   
Made in us
Longtime Dakkanaut






 Tristan228 wrote:
Always bear in mind to deploy mines staggered so that the opponent can't trigger them all in just one short order


This is good advice, especially since successful Dodges will counter all of the mines. One way of staggering them is to place them around corners so they don't trigger (through Total Cover).

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Longtime Dakkanaut





Mines are especially good against REMs/Motorcycles/TAGS

ontop of the -3 dodge from the mine, rems and motorcycles have -3 to dodge, and TAGS have -6. This makes MONO mines very good at killing TAGS, as they have a total of -9 to their dodge roll.

Mines are deployable weapons, as such they have a profile and can be destroyed, although it is often easier and does not waste orders to try and dodge through them- or avoid them. If a player clusters a lot of mines together, firing a large template at them to try and remove them is a possibility.



   
Made in gb
Fresh-Faced New User





If you can lay a mine so it affects a normal model and a cammo token at the same time then you don't need intuitive attack, a nice opportunity that comes along now and again.

Mines are shock ammo so are a real threat to Dogged and NWI models.

Placing a mine against a target before giving it an ARO forces it to either dodge with that ARO or chance an ARM roll on top of anything else.

 
   
Made in us
Longtime Dakkanaut






 Groundworks wrote:
If you can lay a mine so it affects a normal model and a cammo token at the same time then you don't need intuitive attack, a nice opportunity that comes along now and again.

Mines are shock ammo so are a real threat to Dogged and NWI models.

Placing a mine against a target before giving it an ARO forces it to either dodge with that ARO or chance an ARM roll on top of anything else.


Could you explain your last point? My understanding was that placing a mine, then generating an ARO from a model that can see you, will never detonate due to that ARO, during that order, because it all happens simultaneously.

In other words, the AROing model could declare BS Attack without the mine going off, unless you were to provoke an ARO on the next order.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in de
Hacking Interventor





Germany

You place the Mine in LOF to the enemy while being OUTSIDE the enemy's LOF yourself. With the next order you're moving in the enemy's LOF and force him to ARO.


Automatically Appended Next Post:
 NuggzTheNinja wrote:
[...] My understanding was that placing a mine, then generating an ARO from a model that can see you, will never detonate due to that ARO, during that order, because it all happens simultaneously.


Actually the Mine is placed during the order's conclusion which means after all rolls are resolved, would it happen simultanously the mine could be triggered through an ARO during the placement order.

This message was edited 2 times. Last update was at 2016/01/23 21:05:37


   
Made in us
Longtime Dakkanaut






Got it. Ok I've been playing it correctly.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Regular Dakkanaut





Another one, Mines don't declare AROs, they have specialized triggering text. That leads to some interesting interactions such as cautious move still setting off mines.

This message was edited 1 time. Last update was at 2016/01/24 17:50:07


 
   
 
Forum Index » Corvus Belli (Infinity)
Go to: