Episode 12.4: Okay Broken Bones Are Pretty Rough (Road to LVO Part 1)

Ugh. Well if you've missed updates from me in the last month of so it's because there haven't been any. Fortunately as of the day I'm posting this I only have my cast on for one more week and then I should be able to get back into the swing of things as far as gaming goes.

I really haven't touched Infinity too much or thought about it too much during this time as I get frustrated when I can't play. Last week I finally got my home table up and running, although it still needs some love, and played one for fun game against Invincible Army with the Mission being Capture and Protect. Ultimately I lost by 2 Points as I ran out of tools to get to the Enemy Beacon and the table was still a bit too open for my taste. I was appreciative just to get a game but I decided not to Battle Report it because it's hard to hobble around, play, and take photos.

With me being back on two legs soon I've started looking forward to LVO. Many months ago I planned to attend LVO (Las Vegas Open) for 40K but anyone who has been reading this for awhile knows how that shook out. Instead I'll be playing Infinity, give a shout if you'll be in attendance as well!

Right now my goal for LVO is a record of 3-2 or better but it will be a long road to get there, hence my post. So how to prepare for a big, five-round tournament?

Your Mission, If You Choose to Accept It

Many Infinity players seem to agree that the best way to prepare for any event is to get the Mission list and test those Missions. That's certainly on my to-do list but until I'm no longer hobbled I have to look elsewhere. But the Missions remain the best place to start. The LVO Missions are as follows:

The Armory
Engineering Deck
Power Pack

Infinity has a fairly unique quality among the "bigger" games that use Missions in that you don't ever get more than two lists. While many games force you to take a one-beats-all army and Warmachine/Hordes up to three lists in large events Infinity just asks more of your armies when you play in a five round event. This is good and bad, the bad part being a TO has to choose Missions carefully or some Factions are at a severe disadvantage. If you pick three Missions which really require a tailored list the game gets pretty wonky. Fortunately the LVO Missions are all reasonably vanilla with Firefight and Power Pack being the two most off the beaten path.
So since I can't practice just yet it made sense to me to start brewing some lists and start figuring out the little things about the Missions themselves. Let's start with some grouping:
 5/5 Mission require Activating Objectives with Specialists
4/5 Missions require Controlling an Area at the End of the Game
5/5 Missions have a Classified Objective
3/5 Missions have a Xenotech
Let's just focus on that before we start spinning out of control. At a glance having abundant button pressers is an absolute requirement, to me that's a minimum of four models with three being highly deliverable (TO/Camo, Airborne Deployment, high MOV, etc.) So I'll need to keep that in mind moving forward.

Next we have a lot of area control Missions. 3/5 are only end of game scoring for the area so speed isn't required but because of other things going on it's very much a nice thing to have. It's also very important to be able to "shock and awe" in two of the Missions which means some mix of Templates, Durability, and Model Count. Model Count is most important for going first as you'll have to stuff the area with models and create an ARO death ball.

Lastly we have some Xenotech Missions which favor Orders, Speed, and whatever the bonus for the Mission is. In this case it's either a Hacker/Engineer and a Chain of Command.

With that in mind, what's the plan to make all that work in Tohaa? Well Tohaa are very good at pushing buttons and controlling space because of Triads, the Triad I normally run has a Specialist, is hard to kill off, has average speed, and can engage almost any threat in the game. Since my Faction is naturally good at the biggest commonalities among the Missions I can put more focus elsewhere.

Classified Objectives seem to be the first hurdle. Tohaa has easy access to Forward Observers so that's no issue, however we have poor access to Hackers/Engineers and mediocre access to Paramedics/Doctors. Each Mission also has an HVT so trading a Classified in will always be on the table, however that's a risky plan. This is where my initial focus on list splits come from, both Power Pack and Acquisition have Specialist Bonuses so I want to build a list that gets them both done. Therefore one list needs at least one Hacker/Engineer and one Chain of Command. For Specialists in the other list I'm likely to focus on Forward Observers and a Paramedic. This gets me all the bonuses, which is a huge deal for the WIP11 Xenotech, and gives my other list Paramedic/FO Classifieds which I believe is the second best combination for covering bases next to FO/Hacker.

Peeling the Onion Further

Based off the small amount of research I did above I've found an initial army list split and decided on my Specialist focus so we've made good progress, that being said let's dig deeper:

2/5 Missions Nerf Airborne Deployment
1/5 Missions Buff Airborne Deployment
1/5 Missions Nerf Infiltration/Forward Deployment
4/5 Missions Benefit from Going Second
2/5 Missions Benefit from a Living DataTracker

Now we're getting a bit more complex. I can write off Airborne Deployment as my Faction does not make good use of it, I'll benefit from the Missions which harm it and I'll deploy carefully in the one which buffs it. Not so bad. Similarly there's not enough Missions which play with Infiltration/Forward Deployment enough for me to care, I don't have any list builds which will rely on those abilities.

Planning for going first/second is a more complicated ask than it looks like. The obvious thing to do is have a high WIP Lieutenant so you have better odds at choosing but that's not a strong build for many Factions and Tohaa are certainly on the list. I also feel that Tohaa have a slight bias towards going second because of their durability and ARO prowess, that plays well with my preference to go second. My approach to this question is to make sure I have a few Active Turn pieces in case I am forced to go first.

Lastly we have the DataTracker which is mercifully not as annoying as it could be. In some Missions the DataTracker has to do very specific things like kill an HVT but in this packet they just need to live and be in the center of the board at the end of the game (one Mission only). This puts the focus on a survivable DataTracker that your army will not miss you Rambo'ing with OR who can be extracted very easily.

At this point I feel that I have enough information to build some lists, one for Acquisition / Power Pack and one for Engineering Deck / The Armory / Firefight. So let's take a look:

The Armory - Engineering Deck - Firefight

Combat Group 1

Kotail w/ Boarding Shotgun, E/M Grenades

Gao-Rael w/ Spitfire
Sukeul w/ K1 Combi Rifle, D-Charges (Forward Observer)
Makaul w/ Heavy Flamethrower, Eclipse Grenades, DA CCW

Kamael Paramedic w/ Combi Rifle, MediKit
Kaeltar (Chain of Command) w/ Light Shotgun, Flash Pulse, 2 SymbioMates
Kaeltar (Chain of Command) w/ Light Shotgun, Flash Pulse, 2 SymbioMates

Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower
Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower
Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower
Combat Group 2
Rasail Lieutenant w/ Viral Combi Rifle
Chaksa Peripheral w/ Heavy Flamethrower
Clipsos w/ Combi Rifle, Antipersonnel Mines (Forward Observer)

Liberto Minelayer w/ Light Shotgun, Chain-colt, Antipersonnel Mines
Kerail Preceptor w/ Submachine Gun, Smoke Grenades
Surda Symbiobeast w/ Pulzar

Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower

I focused on the list that would be playing into the most Missions first and foremost, luckily nothing really requires any huge changes over my "vanilla" list. But let's break it down:

The Armory 
 Probably the simplest of all five Missions because everything revolves around the center of the table. Going second is an insane advantage here because 7/10 Points are decided by holding the Armory at the end of the round and the game. The only thing first turn gives you is the ability to handle the Panoplies first and set the benchmark for that, however with a likely two stripped Orders it should be hard to deliver more than a few models forward while also opening the door. Failure to open the door on Turn 1 is also a huge step back as the second player then has all the momentum.

To that end I have the Kotail and/or Gao-Rael Triad in Group 1 and the Rasail/Clipsos in Group 2 ready to get involved. The DA CCW Makaul will likely get tapped as he almost certainly can break down a door in one Order (assuming the other members can base the door) which also crucially leaves my opponents door closed. That would free me to either put Mines in the room and guard it or leave a small force inside and guard the approach outside.

I'm also bringing quite a lot of models with Baggage which really helps to Dominate on a key turn. Since the Armory is only 8.1" from the Deployment Zone it's very viable to use a Coordinated Order and get them in, doubly nice as Tohaa often have 1-2 Command Tokens just freely laying around.

Overall for this scenario I just want a list that can go first or second comfortably and either take or hold the room. For holding I have a good amount of models that punch up (Chaksa, Liberto, Kerail, Makauls), defensive tricks (Clipsos, Liberto, Kerail), and good old fashioned kick the door in (Rasail, Templates). Tohaa are also very strong at breaching because of SymbioMates, if you don't get crit then a model can just focus on one enemy, kill it, then let the next SymbioMate peek in. Both the Kerail and Rasail are amazing at this because they can do two offensive actions for one Order. Do you Dodge and likely eat a bullet or two or do you shoot back and eat the Template?

Engineering Deck
In my opinion this is a better version of The Armory as it spreads armies out and isn't so punishing on going first. Once again I have the Liberto and Clipsos combo to deal with the side that I don't want to deploy in, the Libertos is a cheap deterrent with his Mines and Shotgun while the Clipsos grabs the Consoles. Actually taking the Consoles is a bit risky because I've shaved some Specialists, the goal would be to flip 1-2 with the Sukeul and then spring the Clipsos on Turn 2-3 to wrap up.

The general goal is to have both your Consoles and a strong force near the Armory by the end of Turn 2. With both the Armory and Consoles being worth a huge amount of points it will depend on the game which needs to be defended or attacked more. The Kerail is probably my best Xenotech carrier here as he is forward but often doesn't get involved in the action, even when he does it's usually the Surda Beast who can be 8" from the Kerail and the Xenotech can be 8" from him.
Because securing is quite a bit harder than dominating an area I think prioritizing the Consoles, Classified, and Xenotech is a safer bet on points. I also have numerous models which can despoil securing the room as either a TO Camo Marker or model with a SymbioMate can walk in, eat some AROs, and then just stand there and contest.


This is probably the worst of the three for my list and the one I would most expect to lose. I have quite a few Specialists so I soft expect to give that up, I also have a Lieutenant that gets in the thick of things whereas many armies just hide theirs all game. On the bright side I have several very agile models who can hunt priority targets down and my list is very good at defending a specific area so killing my DataTracker and Specialists isn't free. Ultimately this Mission forced the most changes.

The Kamael is in the list almost just for this Mission, with two Classifieds I need something besides a Forward Observer. Tohaa also do well with Medikits and getting a model up when 3 Points are decided by kills is a big deal. I would have preferred a Sakiel as the Paramedic but it's very hard to find the 6 Points unless I drop the Kerail (likely for a Makaul as one Smoke source is dangerous). I think overall the Kerail will do more for me as the Sakiel really only does well in this one Mission and as a niche shooter in the others.

My hope for Firefight is to get a normal army with quite a few cheerleaders and few actual business models as I think I can feast on that type of build. Something like Invincible Army or Steel Phalanx would be quite a bit harder.

Acquisition - Power Pack

Combat Group 1
Kotail w/ Combi Rifle, E/M Grenades (Forward Observer)

Gao-Rael w/ Spitfire
Sukeul w/ K1 Combi Rifle, D-Charges (Forward Observer)
Makaul w/ Heavy Flamethrower, Eclipse Grenades, Viral CCW

Kamael Hacker (White Hacking Device) w/ Combi Rifle
Kaeltar (Chain of Command) w/ Light Shotgun, Flash Pulse, 2 SymbioMates
Kaeltar (Chain of Command) w/ Light Shotgun, Flash Pulse, 2 SymbioMates

Makaul w/ Heavy Flamethrower, Eclipse Grenades, DA CCW

Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower
Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower
Combat Group 2
Rasail Lieutenant w/ Viral Combi Rifle
Chaksa Peripheral w/ Heavy Flamethrower
Clipsos w/ Combi Rifle, Antipersonnel Mines (Forward Observer)

Liberto Minelayer w/ Light Shotgun, Chain-colt, Antipersonnel Mines
Krakot Renegade w/ 2 Chain Rifles, Grenades
Chaksa Auxiliar (Baggage, Sensor) Heavy Flamethrower
But wait, that's the same list! Yeah mostly. Neither of the two Missions were different enough for me to have to switch up my list in a major way which is a huge help for me. Over a two-day event it can be very hard to keep lists straight and swap between them effectively so if I can I lean towards similar builds.


Overall this might be the Mission I feel best about as everything required is so easy for Tohaa. Clipsos camps the far Console with the Libertos, Gao-Rael Triad camps the other and the Kotail plays interference. I also have the Hacker for the Xenotech and to have amazing odds at grabbing a late Console if necessary. Tohaa also deliver multiple models to a Console better than most armies so controlling isn't bad.

While I don't have a single, stellar, DataTracker as usual I can just keep a model safe and push them up late since it doesn't have to actually do anything other than live and walk. I've also tried to keep the same amount of punch up models as my other list since they're super useful for clearing late. The Krakot is ideal for this as he can throw Grenades with his Impetuous Order and then go in with the Chain Rifles late.

Power Pack

Along with Acquisition I feel very good about this Mission, it feels built for the kind of list I like to play. With only being able to hold two Antennas at a time the center will likely be in contention but the Clipsos can flank for a surprise grab. I also have the Chain of Command Bonus which the vast majority of armies won't so my Xenotech is more reliable and I have models that want to move up anyways for it to tag along with.

Taking and holding areas is still reasonable for the army as I have all the Mines and disposable troops I've mentioned and the Kotail, Clipsos, or even Krakot to pick up the enemy Console. The most problematic part of the Mission is the huge Saturation Zone as this badly nerfs Triads in the Reactive Turn. That's just something that will have to be played around, I can get some models "through" the Zone to regain normal Burst. Oddly enough it makes CC a bit better in some instances and I have quite a bit of that.

Both lists are in what I'd call v1.0 right now and will almost certainly be iterated on as I move forward. This was a long post but I hope it shows my thought process for preparing for a large event, this will be the first of hopefully many for me this year. Unless I'm testing for a smaller, local, event you'll also be seeing these Missions non-stop over the next two months or so.

Episode 12: Broken Bones Can't Keep Me From My Fated Path (Tohaa vs. Invincible Army | Frostbyte)

I have returned, back to Infinity and back to Battle Reports! Last week I was in a motorcycle accident and broke my ankle so I was away from the tabletop for a bit, now things have stabilized enough that I can get to the shop at times for a game. I'm also finalizing my home table so hopefully I can put that to good use soon.

For this game I'm against one of my regular opponents and the person who helped get me into the game: Tim. Tim plays quite a few Factions to good effect, including ISS and Vanilla Yu Jing, but is trying out the newly released Invincible Army Sectorial. I had a look at them, and all the new stuff, before the game but I'm still not very familiar with Yu Jing and having not played in several weeks I'm out of practice in general. So for this game I was just hoping to get back on the horse and knock off some rust.

We also agree to play Frostbyte as there is a local Tournament in a few weeks with a winter theme, if you've been reading for a bit you probably remember the Crashed Sleigh Custom Mission I tested. While I'm not sure if I'll be able to attend (one leg makes it hard) I was happy to get Tim practice. I also think Frostbyte is one of the better designed Missions so it's always fun to play. Let's get into some lists!


Combat Group 1

Gao-Rael w/ Spitfire
Sukeul (Forward Observer) w/ K1 Combi Rifle, D-Charges
Makaul w/ Heavy Flamethrower, Eclipse Grenades, Viral CCW

Gao-Rael w/ Sniper Rifle
Kaeltar (Chain of Command) w/ Light Shotgun, Flash Pulse, 2 SymbioMates
Makaul w/ Heavy Flamethrower, Eclipse Grenades, Viral CCW 

Kaauri Sentinel w/ Submachine Gun, 2 Nanopulsers, Nullifier
Chaksa Auxiliar (Baggage, Sensor) w/ Heavy Flamethrower
Chaksa Auxiliar (Baggage, Sensor) w/ Heavy Flamethrower
Chaksa Auxiliar (Baggage, Sensor) w/ Heavy Flamethrower

Combat Group 2

Rasail Lieutenant w/ Viral Combi Rifle
Chaksa Peripheral w/ Heavy Flamethrower

Clipsos (Forward Observer) w/ Combi Rifle, Antipersonnel Mines

Kaeltar (Chain of Command) w/ Light Shotgun, Flash Pulse, 2 SymbioMates

Krakot Renegade w/ Submachine Gun, Chest Mine
Krakot Renegade w/ Submachine Gun, Chest Mine

This list is a bit of a blend of many other lists I've built. I don't know if I'd play it in Frostbyte, it's certainly not bad but there might be improvements to be made for that Mission. I am decent at getting Specialists into mid-field with the Clipsos and Sukeul but one more easy delivery would be appreciated, likely in the other Triad.

I'm still experimenting with Krakots, I really love them as either suicide pieces or just to hold back and make a Turn 2-3 run with. They very reliably trade and all but one MetaChemistry result is great for them so they are also quite reliable which I am a big fan of. I'm also taking a Kaauri instead of another Chaksa because I wouldn't have anything valuable to get with the extra two points and having an MSV1 guy around isn't that bad. Double Nanopulsers trades up well and also cleans up the back lines, people are waking up to how good Combat Jump is now so being able to hold that kind of stuff off is really valuable.

Invincible Army

Combat Group 1

Liu Xing (Specialist Operative) w/ MULTI Rifle, D-Charges

Shang Ji w/ Heavy Rocket Launcher, Light Shotgun
Pangguling FTO (Repeater) w/ Light Shotgun
Zhanshi (Forward Observer) w/ Combi Rifle
Zhanshi w/ Combi Rifle, Light Grenade Launcher
Zhanshi w/ HMG

Hulang w/ 2 Submachine Guns, E/M Grenade, D-Charges
Daoying Lieutenant L2 (Hacking Device) w/ Boarding Shotgun

Chaiyi Yaokong w/ Flash Pulse, Sniffer

Rui Shi w/ Spitfire

Combat Group 2

Liu Xing w/ Boarding Shotgun

Chaiyi Yaokong w/ Flash Pulse, Sniffer

Zhanshi Yishng w/ Combi Rifle


Pangguling (Minesweeper, Repeater)

Without knowing much about IA I can't give great commentary about Tim's list but overall I liked it. The new Hacker Lieutenant with two free Orders is great, you put up Marksmanship L2 on a REM and then can reposition her, hack something, etc. and it comes at no cost, a great buff-bot. I also like the two Liu Xing, one is very predictable but with their price I think two is less so. They clear chaff very well and are super survivable for a drop troop.

The Fireteam Core isn't as sexy as it could be, I'd be looking at a Paramedic more than a Forward Observer for this type of list. The HMG is pretty easy to remove when he's in the Reactive Turn which can leave just the Heavy Rocket Launcher guy. The LGL Zhanshi feels a bit out of place, he's a tertiary gunner at best and his only real use is Speculative Fire, often a last-resort. Overall the list has all the tools though, quite a few Specialists, all range bands covered with redundancy, and quite a few sneaky tricks for a face-punch Sectorial.

Deployment and Pre-Game Thoughts

Going into the game I felt that Tim would be advantaged as IA is the Heavy Infantry Faction and that plays very well into Frostbyte. Even with that I felt like I could win if I played well, the main focus was to keep hammering multi-Wound models until they were dead instead of just having them Guts behind Cover and live to shoot again. I was also very aware that there may be a Hac-Tao, I have the tools to kill it but if it's an HMG in Suppressive that gets VERY hard. With a Kerail for Smoke Grenades the Gao-Raels can do it but I don't have them in this build.

Tim won the Lieutenant Roll and took the First Turn, probably a good idea as his list is quite aggressive. That being said Frostbyte has some heavy advantages for going second, you get perfect information on where your models can survive the cold and you can go for some surprise Heating Unit kills.

Tim spreads out a bit, focusing his strength on the flanks with the Fireteam Core on my left and both Flash Pulse REMs, a Camo Token, and Doctor on my right. The Hulang went more central, hiding behind a building, while the Yaozao and Pangguling Minesweeper hid in the back center. At this point I asked how the Combat Groups were organized and Tim indicated 8 Orders in the main group so I knew there was something coming in off the table. In our meta we just ask each other to turn around and take pictures for Hidden Deployment, since that didn't happen I knew there wasn't a Hac Tao.

My Deployment was a bit all over, since I haven't played in awhile I figured I wouldn't do it in a way that makes me happy. The focus was to keep my back line clean which does require spreading out, otherwise the Combat Jumper can come in behind a building and start carefully moving through the army. I also saw no Template Weapons from Tim other than the Rocket/LGL and some Shotguns but nothing on models that can be thrown away easily so bunching up and hiding is viable.

Starting from my left I have a Chaksa, the Sukeul Triad, a Krakot a bit forward (6-4 Movement and Super-Climb), another Chaksa, the Gao-Rael Triad, spare Kaeltar, remaining Chaksa, Rasail, and Kaauri. My Clipsos Hidden Deployed to the second Heating Unit on my side, this is because I forgot how the Mission worked and what each Objective represented, horrible play on my part. Normally I would have put her onto the middle or left Console, with the Fireteam Core there hose will be the hard ones to reach.

Tim placed a Rui Shi as his last model, now having a more serious threat on the right hand side. I placed my last Krakot who also rolled up 6-4 Movement and Super-Climb, putting it a bit forward but outside the Exclusion Zone. After clarifying Order Pools I reduced Group 1 by two to prevent as much rush down as possible, with a Combat Jumper, Fireteam, and the REM all in Group 1 it won't be feasible to develop them all and have a run at my army.

Invincible Army Turn 1

Starting off the Daoying uses a Lieutenant Order and puts Marksmanship L2 on the Rui Shi, indicating that it's going to be his primary offensive piece for the Turn. The REM begins moving up the table and Tim starts checking Lines of Fire.

At this point I've made a few mistakes. For one I did not know that HVTs do not block Line of Fire which leaves me a bit more exposed from the far-right than I'd hoped. Also my Gao-Rael Sniper does not have arcs on him yet and the way I placed him does not give him LoF to the far-right, meaning the Rui Shi can shoot unopposed.

Tim opted for that line of play, swiftly taking off the SymbioMate and then reducing the Gao-Rael to Symbiont Inactive with another Order, I failed Guts behind Total Cover. In all honesty the Rui Shi had around a 75% chance of winning those Face to Face Rolls anyways but it would have been nice to have a try at it.

Switching gears the second Lieutenant Order from the Daoying, putting up Controlled Jump. A Liu Xing attempted to come down and after a lot of LoF checking Tim decided to drop right on my Gao-Rael Triad. With the PH Roll made I had three models that were taking a Damage 12 from Explosion LX and four AROs. My Makaul Engaged, the Gao-Rael Dodged, and both Kaeltars shot, one with a Flash Pulse and one with a Pistol. In hindsight I should have opted for two Flash Pulses, I'm not going to kill the Liu Xing before it can act in all likelihood but if it's Blind then there's not much to fear.

I get pretty lucky on the dice, Engaging the Liu Xing, landing a Wound with a PIstol, and Dodging with the Gao-Rael. Tim is now pretty pinned as it's very unlikely the Liu Xing can out-fight my Makaul and even with Bio-Immunity he's saving on 12's when you add my Martial Arts.

Tim decides to put that to the side and instead moves his Fireteam, getting the HMG and Heavy Rocket Launcher into very dominating ARO positions. This is because the table has multiple, long and open corridors, not something I normally like but Tim took good advantage of them.

To my surprise Tim brings in another Liu Xing, this time from Group 1, sticking the PH Roll and landing in my Deployment Zone. The placement was a bit off and I'd be able to ARO with my Kaauri and several other models, however since his intent was for the Kaauri not to see me I let him adjust that. This dropped a Template on my Kaeltar and the Rasail's Chaksa, killing the latter, but again I do a Wound with one of the Kaeltars.

The Liu Xing then gets an Order and Idles, I respond with the same AROs to shoot back. Tim spreads his shots, one into the Gao-Rael and each Kaeltar, putting the Gao-Rael Unconscious but losing the Liu Xing to my Light Shotgun.

Now Tim is in a rough spot, the second Group is all about the Liu Xing but it's stuck in Combat. Because my Triad is broken I can CC for "free" with the Makaul, likely killing the Liu Xing or worst case just keeping it stuck there. With that in mind Tim decides to CC me, which I win but he makes the ARM Roll.

Not wanting to do that again Tim goes back to the Rui Shi, moving up and killing my Krakot who fails to Dodge. I might have had a Chest Mine ARO looking back but I'm not sure it would have reached, I should have tried though as the Dodge was very unlikely to work. The Rui Shi continues on and decides to shoot into Combat, which is risky. Unfortunately for me Tim's dice roll perfectly, missing two shots and hitting the Makaul twice. As the Makaul was only being hit on 1-9 and the Liu Xing on 10-15 I was hoping for a trade at worst.

With the Liu Xing now free it gets an Order and Idles, I shoot back with both Kaeltars. I believe Tim again split his shots here but I win both Face to Face Rolls and remove the Liu Xing in a nice break after Tim's great dice. With the rest of Group 2 being relatively dead the Yisheng goes into Suppressive Fire and Tim passes the Turn.

Tohaa Turn 1

I start the Turn down two Orders in Group 1 and one in Group 2, I declined to use the Krakots Impetuous Order as he'd be mercilessly gunned down by the Fireteam Core the moment he leaves his little shack. I also have to remove the Rui Shi and take back my side of the table, unfortunately I'm lacking a solid model to do so. The Rasail is available but if I break cover to get LoF I'll also take shots from the HMG.

To that end I reveal the Clipsos in a Marker State and move into LoF, Tim Delays. I Surprise Shot the REM but it ignores my TO Camo as it has MSV2, which I knew but just forgot in the moment. I'm still favored though with more Burst and Surprise Shot but we end up just bouncing on dice.

Instead of using the Clipsos I use the Group 1 Kealtar, putting two Light Shotgun blasts into the REM. With me being on 17's and Tim on 12's I win the Face to Face and put the REM Unconscious.

At this point I was unsure of what to do. I'm pinned down by the Fireteam so to deal with them I'd have to throw at least one Eclipse Smoke and then start slicing the pie with either the Sukeul or Gao-Rael, however this would be pretty Order intensive from my starting position. I leave that on the back burner and instead start putting Orders into the Rasail. At this moment we realize we forgot about Data Trackers, I nominate my Rasail and Tim chooses his Daoying.

We now enter a very strange part of the game. I move the long way around the building to avoid the HMG's LoF but I will take multiple Flash Pulses on the way. The first is unopposed and lands, I risk it and just take the BTS Save which I pass. The next is opposed, which I lose, but I make the BTS Save again, at this point I've used my Lieutenant and Data Tracker Orders. I move forward again and have a third Face to Face which I win, putting the REM Unconscious. However I did enter the LoF for the Fireteam, I was hoping to just not get Crit which is what happened so I burned the SymbioMate.

With some additional Orders the Rasail continues on, killing the Yisheng and putting the other Flash Pulse REM Unconscious. With the right side being relatively cleared out I want to then hide my Rasail. Now I don't clearly remember my thought process with this last Order but I end up crossing the LoF again, both guns are at -3 overall and I have a Dodge so the odds aren't terrible, looking at the game now I should have just put him in a defensible location. In any case the Rasail takes two Wounds and goes Symbiont Inactive as I fail his Dodge.

Moving to Group 1 I leave the Makaul Prone and throw two Eclipse Grenades to cover the Triad's escape, landing both. I then start moving forward, hoping to nab a Console and maybe some kills after I was fortunate enough to scrap the Flash Pulse REMs. I start with the Hulang, incorrectly using my Sukeul to face off against him. Tim Dodge'd but took a hit, made the Save and failed Guts to go Prone.

After that I'm fairly short on Orders so I try to grab a Console with the Sukeul and fail, then I just resign myself to defensive positions. The Makaul books it and hides in some total cover while I position the Gao-Rael to cover facing up the table and the Sukeul covers the left. I also left a sliver where the Sukeul can see past the Gao-Rael, I'm not going to have cover against the Fireteam if they move out anyways so I'd rather get the additional shots against the Hulang.

Invincible Army Turn 2

With Group 2 in ruins Tim moves the Pangguling into Group 1, giving him 8 Orders. The Hulang starts to move out, I shoot back with the Gao-Rael and Sukeul as it does with Tim putting SMG shots into the Gao-Rael. I burn my SymbioMate but do a Wound in return.

The Hulang moves again, this time getting in close for the +3 Range Band. Tim intentionally peeks out from the corner so I ARO with both models again, the Gao-Rael using its Pistol this time. The Gao-Rael takes a Wound and the Hulang passes a Save, dipping out of LoF from the Sukeul.

Taking a break fro the center Tim sees an opportunity to kill my Data Tracker and also get his in the Exclusion Zone for what would be a massive Points lead. The Daoying Climbs down the building it's on and then uses the second Lieutenant Order to walk just shy of my Rasail. Now Tim was under the impressing the Daoying had a Combi Rifle when it actually had a Boarding Shotgun, we have a Face to Face Roll which I lose but pass the ARM Save, failing Guts out of LoF. Should Tim pursue my Kaauri will also have LoF, he'd be on -6 BS but it is a risk. Tim opts to just stay put and place the Daoying a bit more defensively.

Moving back to the Hulang it shoots my Gao-Rael without the Sukeul being able to see and finally puts him Unconscious. With the last Order the Hulang goes or my Sukeul but loses the roll and dies.

Tohaa Turn 2

With my Rasail somehow alive I look over the board but decide to start with him, if I kill Tim's Data Tracker I will effectively win because I'll have control of the Exclusion Zone and my Tracker would preserver the points for being alive. My Rasail moves so that both of us are out of cover but Tim crits and my Rasail dies.

Now I'm in a horrific position as the tables have completely turned. My only goal is to kill the Data Tracker now or I cannot win but I have nothing in the area. From here I do a few things that I don't have pictures of as we were trying to speed up the game: the Makaul moves and throws a few Smoke Grenades for the Sukeul who then hoofs it to the right. I'm able to get LoF on the Daoying but I'll take an HMG ARO, since I still have the SymbioMate I decide to risk that. The Daoying Dodges but I win the roll and put it Unconscious, had this failed I would have only had one more chance and it would have had cover on the next set of rolls.

For Group 2 I put the Clipsos back into Marker State and use a Coordinated Order to move a few models forward in Group 2. Tim Discovers the Clipsos as she goes but I end the Order Prone behind a crate, near the Consoles which is all I wanted.

Invincible Army Turn 3

Without much to do but play for Mission Tim is in Loss of Lieutenant, having three Command Tokens to work with. The Fireteam starts moving but leaves the Heavy Rocket Launcher behind as it would take too long to get him off the building.

After a few moves the Forward Observer gets near the Console, the HMG goes wide and the LGL runs interference. I believe the Pangguling got left behind as well so as not to risk its points but I don't recall. The HMG has a go at my Makaul but we bounce once and I make the ARM Save on exact dice for the second, moving out a bit with Guts. Tim also tries to use the Console but fails the first attempt and has to leave the Fireteam with the Forward Observer, making the second roll and choosing his furthest away Heating Unit so the Pangguling will live.

Tohaa Turn 3

So Tim is up by one Point and didn't get his Classified done. I also won't get my Classified done (Follow-Up) so I have to get a Console and get more Army Points.

My Extremely Impetuous Order goes to a Smoke Dodge against the HMG, which I win. I then throw another Smoke Grenade to cover my Sukeul so he can have as many attempts at the Console as he needs, eventually succeeding on the third try. I choose my forward Heating Unit as it'll be easy to get everyone into it's aura.

 The HMG is also in my Heating Unit so I do need to kill it in order to safely move some models up and have them survive the cold. I move the Krakot and Tim Dodges with the HMG, shooting with the other two Zhanshi. I opt to use the SMG as it has better odds but Tim makes the ARM Save and my Krakot dies.

With some a Coordinated Order in Group 2 I move the Clipsos just shy of seeing the HMG and also put some other models into the Heating Units range. I then have a go at the HMG who shoots back, I'm Burst 3 at -6 for Range/Cover, Tim is -6 for TO Camo and Range/Cover. I manage to win the roll though and the Zhanshi dies to the Combi Rifle.

From there I just Coordinated Order everything into my Heating Unit. At the end of the game I get more Army Points so we end with a 6-3 Victory for Tohaa.

Post-Game Thoughts

Frankly I'm embarrassed over this game as I played so terribly at nearly every turn that I don't feel comfortable winning. Let's start with Deployment, I clumped up way too much which gave Tim great Explosion LX targets, it was just lucky for me that they didn't do much. Tim could have failed some PH Rolls but on 15's it's quite in his favor, against Yu Jing and IA I need to spread out more in the future. Also while I did a good job of covering my back lines I was too spread out, Tim could have landed the Liu Xing in a hidden position and then started going through me. So a mutual mistake there, I deployed badly and Tim got greedy.

My Gao-Rael Sniper shoudl not have been watching the backlines at all, he can do it if he has a long LoF but that was not the case this game and I just flubbed his positioning. It's unlikely that would have stopped Tim from coming at my with the Rui Shi but it gives me a chance to stop him. As per usual I regret spreading throughout the board, it would have been best to focus on the right side, use Smoke to cover the lanes, and then go at the rest of the army.

On Tim's side he was too aggressive on Turn 1. We both agreed bringing in the second Liu Xing was a mistake, it had no upside and just gives me free models. Leaving the Rui Shi so exposed was also bad, it moved up to try and free the Liu Xing but that's a low odds play and it should have just been written off. Tim had the range advantage so moving back and holding the line makes me waste Orders on Smoke and Movement. Similarly the Hulang was badly misplayed, all it needed to do was kill the Gao-Rael in melee and then stop, or shoot it to death and stop, whatever worked.

I also think Tim's Deployment was poor, the Fireteam was on a flank alone which can be fine but the rest of his army had no support. Two Flash Pulse REMs will not stop an Active Turn attack and then the Lieutenant would be very exposed. If I'd deployed first that would be one thing but deploying into an unknown list I think there was a lot of risks taken there.

Back over to me I think I made so many mistakes on the first two Turns that I can't even cover them all. I never should have gone after the Hulang in the position it was in, I should have grabbed a Console and left. I also had general poor placement in several areas which made the game harder on me than it need to be. I won't dissect everything but I'm very unhappy with my play as I mentioned.

Going forward I noticed a few things that need to change. After numerous attempts with the Viral Combi on the Rasail I've come to the conclusion it's the incorrect loadout if you have SWC available. The Rasail needs the extra Burst, he has nothing to help win Face to Face Rolls except pulling models out of cover while he has Nanoscreen. The Rasail is also not fast so 8-24" is so much better than 0-16". The only selling point of the Viral Combi is lethality and skirting NWI/Shock Immunity/Dogged which I really don't care about. I have a Sniper for that against most models so I'll be going back to the Spitfire.

Overall I wasn't impressed with the Kaauri, he's not really in the list for any reason other than he's better than a Kamael and I had 12pts. I think instead I'll swap him and one Krakot out to pick up a Kamael Forward Observer and a Kamael Paramedic. Paramedics are great in Tohaa and I find myself missing them when I don't take one, my current list was also barren on backfill for the offensive Triads. Now I can try to get people up and I have a third Triad, which means better AROs, for the cost of a model I didn't care about and a Krakot. Having one Krakot feels correct because they're either standing around or trading. In the few games I've use them I got a bit too aggressive, their role seems to be removing obstacles that I can't get around with Smoke. For example if I can Smoke to cross a LoF but there's another model in the mid-field that will see me when I leave the Smoke I can send the Krakot in, remove the roadblock, and carry on.


That's all I have this time, I'm hoping I can get back into playing regularly by organizing some rides. Infinity skills do not stay sharp because of how complex the game is so I need to be playing at least one serious opponent per week. I also just missed the game as it's still super fun and there's new stuff out now, I'm pretty excited about the Libertos in Tohaa as it gives us something we never had before: a cheap, Camo Trooper who trades well. I think right now they're one of if now the best ARO model in Tohaa for avoiding armies that want to rush you. Thanks for reading!

Episode 11.3: How to Make AROs Work for Tohaa Without Playing Like Everyone Else

Well I had three games this week but for various reasons wasn't able to do Battle Reports for any of them, I'm hoping to sneak one more in so I can get a game up. For those interested I had a 4-3 win against Military Orders, a 7-3 win against Aleph, and a loss to JSA in a game where both me and my opponent were....inebriated. We'll pretend that one didn't happen. :P

While trying to rope someone into another game I've been continuing to play with lists between rounds of writing a primer regarding Camo/TO Camo/Airborne Deployment. I'll probably post that when I'm happy with it but no ETA for the moment. Instead I've been thinking a lot about how Tohaa interact with AROs compared to other Factions so that will be the topic as I ascend my soap box.

 AROs, to me, are the defining feature of Infinity's rule set. It's a powerful ability to be able to react to an opponent's actions during their turn but it also adds complexity to list building as well as testing your decision making. While I've gotten much better at recognizing what my ARO actions should be I still find it hard to effectively setup for my Reactive Turn, hopefully my delve into this will be useful to even non-Tohaa Players.

Our Paths Diverge

When I was first getting into Infinity and looking for a Faction I found a website by the name of The Lonely Artichoke. This is a pseudo-blog run by someone who seemingly has long been the authority on Tohaa and it was his writing which made me choose them as my army. While he seems to have left the game recently, and published some bitter articles, one thing that was mentioned quite a bit is that Tohaa are actually a hard army to play once you get into the game. I'm obviously applying my own experience to that but I think Tohaa are the most difficult army to play in the Reactive Turn.

Let's take a step back. AROs in Infinity are best looked at through the lens of a scorched earth policy. It is very hard to setup AROs to actually win Face to Face Rolls as you not only need multiple models which work well in the Reactive Turn but they have to be layered in such a way that they support in other. This is why the majority of games I watch and play seem to focus around a "bend but don't break policy". Let's take the humble Total Reaction REM as an example. Most Factions have access to one of these guys and they're a very popular inclusion for a list. At low cost you get a Burst 4, BS 11, Remote Presence REM that will create a risky proposition for even Fireteams. A Core will usually be shooting on something like 14's-15's with five dice and receiving four dice likely on 11's. Not a very attractive fight and it gets worse if the REM was buffed with Marksmanship Lvl 2.

Instead many lists have to pump additional Orders into solving the TR REM puzzle. Maybe MSV 2 and Smoke is used, requiring 1-2 Orders to get the Smoke down and in position. Maybe a TO Camo model has to move in close, eating up Orders and revealing its presence. The point is that the Reactive Player is rarely expecting the REM to make it through the turn, instead its job is to slow down the advance and leave insufficient Orders to get into the army proper during an opponent's Active Turn.

Tohaa has no such options and is one of the few things that a Player might look at longingly. The first stop that many players make is the "Total Reaction" Chaksa. This functions similarly to the REM but with very key differences that I'll illustrate.

  • The Chaksa can go Prone, the REM cannot.
  • The Chaksa cannot be Hacked, positively or negatively, the REM can.
  • The Chaksa dies to Shock/Viral, the REM does not.
  • The Chaksa has one level of Unconsciousness, the REM has two.
  • Some of the REMs have abilities such as Climbing Plus or Mimetism, the Chaksa does not.
  • The Chaksa Dodges on 12's, the REMs Dodge on 7's.
  • The REM can shoot at full Burst during the Active Turn, the Chaksa cannot.

 While that may not look so bad on the surface, the Chaksa benefits very little from the differences. Going Prone with an ARO model is not an advantage, its job is to stand there and delay. While going Prone can prevent it from being double-tapped and then picked up by a MediKit/Doctor this assumes you have such a model in the list and in position. Comparatively many other Factions have cheap Engineers who have no issue standing behind the REM to force additional shots into it or it may come back again.
Dodging is where the Chaksa wins but again, this isn't that useful. While it can shutdown some tricks to take down the model there are still dice involved and one on a 12 versus three to five on a similar number isn't great. Dying to Shock is also a huge deal because MSV 2 Snipers with Smoke are a very common answer to Total Reaction models whereas the REM likely has to be shot at least once more after going down to keep it down. Finally Hacking buffs are a huge gain for the REM but being hacked by an enemy is pretty rare due to the REM being in the back, setting up Repeaters is often not worth the Orders.

I've completely written off the HMG Chaksa and find it's most recommended by people who play other Factions and consider it just as good as their REM. Going even further down Tohaa does not access to 8 Point Flash Pulse models of any description and also lacks Fireteam Cores who can turn even the lowlilest Ghulam into a Burst 2, Sixth Sense Lvl 2, +3 BS defensive juggernaut. So where does that leave our friendly aliens during the Reactive Turn?

Layer. It. On.

Originally when I started Infinity I played how others played, putting models that I thought would be good at ARO on their own with a commanding Line of Fire. I quickly learned that anything put forth to ARO should be expected to die as even with SymbioMates and multiple Wounds a TAG, Core HMG, and so on do not stop unless you crit (at best).

While Tohaa do not have the raw brunt of hyper-specialized REMs, solid TAGs in Suppressive Fire, Fireteam Cores, etc. we do have Triads. Triads...and cheap, effective models to put in those Triads. As I found one game against Ariadna, opponents are very hesitant to engage 2+ models at once in ARO when they're in a Fireteam. Even a mighty HMG will have to split fire, making for a relatively even firefight among all participants, or focus fire and take unopposed shots. Since most models in Infinity have only one Wound this is not an attractive play, especially if the Tohaa models are packing multiple Wounds and/or SymbioMates.

With extra Burst even normal Line Troops can be a roadblock to the Active Turn Player and Tohaa have no shortage of effective models to dump into a Triad. Forward Observers/Flash Puls and defensive Eclipse Smoke are two of my favorites. Forward Observers are already welcome in Triads for ITS Missions and often come with a Combi Rifle or Light Shotgun so now your Specialist is an effective defender at multiple range bands. Makauls, possibly my favorite model in the Faction, are also happy to make a Smoke Dodge and conveniently obscure their friends. Should an enemy walk into the smoke an Engaging Makaul is likely to give them pause.

Layering AROs requires very careful model placement, failure to cover all angles will allow an opponent to engage you one by one instead of two by two (or more), negating the advantage. This is why I like to have a "backfill" Triad in my lists, their primary purpose is to jump into my combat Triad should a member fall but they can also cover angles that a sole Triad could not. While this forces much of the army to get involved in the game Tohaa happen to be the most mobile army in Infinity as they're able to move three models for one Order across most of a list.

Another unique point for Tohaa is their preference for close engagements. Multiple flavors of Combi Rifle are littered throughout the Faction so engagements between 0-16" are artichoke friendly. Many other Factions prefer to keep their distance with HMGs, Spitfires, Missile Lauchers, and Snipers, picking models off to enable an advance. As the table permits I can setup shorter ranged traps that an opponent may not be prepared for. Even if I have to surrender that position or lose models you can sometimes get an opponent so far up the board that it's extremely Order efficient to remove their stranded pieces when the turn passes.

Trading Up to Get Over

As I've said, AROs are not something Tohaa excel at compared to other Factions. We have to position more carefully and build lists in unintuitive ways to even have a chance of slowing the enemy down. Having said that, it's not all bad. Tohaa are particularly good at trading during the Reactive Turn by layering as I already discussed but we also have some deceptively cheap and powerful reactive models.


If you play Tohaa you probably already love these guys but they're great at AROs to boot. Heavy Flamethrowers, combined with luring an opponent in close, can force two Damage 14 saves with Fire to boot unless a model wants to Dodge (in which case the Makaul's friends are happy to try their luck). Get in too close and you might find yourself pinned in Close Combat by their 4" Dodge and fear of a protracted firefight can be ended with an Eclipse Grenade. I've found Makauls are the hardest models to position defensively but hit the hardest when properly applied.


TO Camo models make great Reactive Turn pieces for any Faction but Tohaa have some of the best. The Clipsos isn't flashy but it is cheap for what it brings, many players find themselves taking at least one 25pt Forward Observer. While the obvious play is to keep a TO Camo model in Hidden Deployment until the enemy comes thundering into the Line of Fire of another model and suddenly giving him two targets we have other options.

My new favorite is to take two Clipsos and leave a Console or other Mission appropriate piece of scenery undefended. Seeing an easy source of Points many Specialists will make a beeline for it, trying to avoid being exposed themselves if the Player is wise enough to suspect Hidden Deployment. Rarely do armies take more than one of these models though as most other Factions pay 30+ Points for undesired abilities which makes TO Camo cost prohibitive. When the Specialist comes in at least one Clipsos will be ready and with a bit of luck you can pickup a free kill. The cheap Sniper Rifle and Boarding Shotgun profiles can be even more effective with this as a dedicated role.

Rasail Boarding Team
These guys in Suppressive Fire, carefully put into a position where an opponent cannot see them and benefit from Cover, is a sight to behold. With either a Spitfire or Viral Combi Rifle the Rasail is deadly and hard to take out with a bucket of Wounds and the possibility of a SymbioMate. If they can be positioned to not give Cover there are very few models which can challenge the Rasail even in her Reactive Turn and creative Chaksa Peripheral placement just adds more problems for an opponent. It's very rare I don't end the turn with my Rasail in Suppressive Fire.
Krakot Renegades
Up until recently I hadn't given the Krakot much of a look but I now consider it one of the best trading pieces Tohaa has next to the Makaul. With Kinematika L1 and PH 13 (sometimes 16!) they're happy to Engage you as you round the corner and Chest Mines or Chain Rifles will trade with anything except the most heavily ARM'd of opponents. If they reach melee they're almost certain to trade thanks to Berserk putting fear into even the best Close Combatants. Better still they're Impetuous so they can get themselves into position at no cost to the broader army. Thanks Combined Army for pissing these guys off enough to help me out.

Putting This Into Practice

As a result of my never ending list tinkering I've put together what I feel like is not only a fairly balanced ITS Army but quite a competent Reactive Turn one as well. This matters a lot to me as I really like going second, you're advantaged in most Missions when you do and Tohaa take punches so well that it's much harder to alpha strike them than any other Faction.

 CLIPSOS Boarding Shotgun, Nullifier / Pistol, Knife. (0.5 | 23)
 GAO-RAEL Spitfire / Pistol, CCW. (1.5 | 33)
 SUKEUL (Forward Observer) K1 Combi Rifle, D-Charges / Pistol, Breaker Pistol, Knife. (0 | 32)
 MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
 SAKIEL (Forward Observer) Combi Rifle, Nimbus Plus Grenades / Pistol, Knife. (0 | 19)
 KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21)
 KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21)
 CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (0 | 10)
 CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (0 | 10)
 CHAKSA AUXILIAR (Baggage, Sensor) Heavy Flamethrower / Pistol, CCW. (0 | 10)

 RASAIL Lieutenant Spitfire + 1 Chaksa Peripheral / Pistol, Knife. (2 | 39)
  CHAKSA PERIPHERAL Heavy Flamethrower / Pistol, Knife. (- | 4)
 CLIPSOS (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 25)
 MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
 KRAKOT RENEGADE Submachine Gun, Chest Mine / Pistol, DA CC Weapon. (0 | 15)
 KRAKOT RENEGADE Submachine Gun, Chest Mine / Pistol, DA CC Weapon. (0 | 15)

 5 SWC | 299 Points

If you've caught some of my past games you might notice that I'm solidifying some things. I really love the Triad of Gao-Rael w/ Spitfire, Sukeul w/ K1 Combi Rifle/Forward Observer, and a Makaul. These guys can do literally anything you need except fight at over 24" which I have never wished they could. Forward Deployment L1 on the Gao-Rael has made them so much better when going first that I'm hard pressed to leave this trio at home.

The backfill Triad is sneakily competent at ARO with the Sakiel getting a SymbioMate and access to Flash Pulses all around. While Kaeltars are VERY valuable to the list I can almost always afford to lose one so the Sakiel and one Kaeltar can layer up for others while the last guy hides. I also love Nimbus Plus Grenades and their endless combinations with the Template Weapons Tohaa bring whether you want them or not.

Two Krakots are something I'm experimenting with. They're very strong at ARO against armies without sufficiently cheap Warband models and very strong trade up pieces in the Active Turn. I'm not sure if the full two is the correct choice but they're fun to play with and very Order efficient, with their own Impetuous and a regular Order it's easy to get them in melee if they roll up 6-4 Movement.

Lastly I'm experimenting with two Clipsos. I feel like the FO Profile works for the army by letting me Hidden Deployment it near a far Objective so the rest of my army can bunker up. The Boarding Shotgun profile feels heavily overlooked, while the Nullifier is crap it provides a great "gotcha" ARO model and can go on a rampage in the Active Turn. Again, being in Hidden Deployment let's me flank with it and do other fun things, I don't think most players expect multiple TO Camo models from Tohaa either.


As I've tried to illustrate, Tohaa are not your typical ARO army. They require more aggressive and precise positioning to work but can also get more out of a Reactive Turn than expected. I say put away your Chaksa HMGs, your Gao-Rael Snipers, and your Sukeul Missile Launchers. Make the enemy come to you, on your terms, and face your numerous rifles and blades. As with all things Tohaa belong up close and personal, can your opponent say the same?