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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Been playing a lot of infinity lately, but I'm having trouble using Van Zant and my link teams. It seems every time I play aggressively, I just die horribly. But if I play conservatively I lose scenario and get picked apart. And I can't figure out how best to use Van Zant, or my Paratroopers.

Group 1: 8 orders
Marauder Lt: Heavy Flamethrower and Rifle
3 Paramedic Grunts
HMG Grunt
2 Grunts with Heavy Flamethrowers and Shotguns
Grunt with Sniper and Marksmanship Level X

Group 2: 8 Orders, 2 irregular orders

Van Zant
2 Forward Observer Airborne Rangers(SMGs)
Foxtrot Forward Observer
Dozer with MUL control device
2 MULs(Uragan MRLs)
2 Hardcases with shotguns and tactical bows
112 with light shotgun


Is it best to save Van Zant till turn 3 and use his as a last pusher or use him early on to gain the initiative. Same with the Airborne, though they need to prepick where they arrive so that makes them more static.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in de
Hacking Interventor





Germany

A good way to get more potential in your army is to put some of the Grunts in the 2nd combat group. In exchange put the most order hungry units in the first combat group because you seldomly use all orders provided by the link team for the link team itself especially with long ranged weapons in it thus the other units will benefit form these spare orders, like, well, Van Zant

And regarding Van Zant and his Paratroopers:
I personally think the Mavericks are more efficient than the Airborne Rangers you basically get two orders more per Maverick and Smoke. But don't wait to use Van Zant! If your opponent has vulnerable, and expensive, or annoying troops in his DZ kill them with him.

   
 
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