I’ve noticed that a lot of JSA lists use the bikes
(not Yojimbo mind you, usually just the regular dude with a spitfire). They can
wreak havoc in a backfield if you’re not careful, but it seems to me that they
should only be effective against someone who doesn’t know what they’re doing.
Let me explain.
First off, let’s just list out the bike’s key stats.
MOV 8-6, BS 12, mimetism, spitfire, impetuous for 26 points and 1 SWC. That’s
pretty bloody good. Assuming it deploys towards the front of your DZ the bike should
get a +3 range bad and 4 dice when attacking, and will very quickly be able to
reach any target. If it can get to a clump of cheerleaders the bike will eat
them.
So what’s the problem?
My first concern is that a bike will often die to most
of the game’s better snipers. I’m thinking of Nises, Atalanta, Daysus, Hexas, Intruder,
Noctifer with a missile launcher. Hell even a Guilang will give it trouble. Why
is that? Think about the face to face. The bike can’t get cover because it is
impetuous and the sniper will definitely be in cover, but the bike has mimetism. Both will have good range
bands. This means the bike is shooting, to start, at 12s on 4 dice while the
sniper is shooting at 12+ on 1 dice (assuming it doesn’t have an MSV). So far
so good. But then you stick the TO camouflage in there and all of sudden its 6
on 4 dice against against 12 on 1 dice. The spread is the same for MSV1/camo, but a touch better for the bike because the actual chance to hit improves.
If the sniper happens to get range, which shouldn’t be hard if the bike is
going first and the snipers could therefore be deployed to counter it, then you’re
basically buggered. You drop to 3s on 4 dice against 12 on 1 dice. Even if the
sniper misses there’s still no guarantee the bike will hit. Things are even worse against Atalanta because she will be on 20 to hit you pretty much no matter what, while you'll be 12 to hit her and 9 if she has range. She's got a 40% chance to beat you before you've even rolled!
When I think about attack pieces I typically consider
how they go against Atalanta or an intruder sniper in cover. If it’s no-good
then I don’t usually bother. There are some exceptions. AD troops and
infiltrating TO camouflaged units can often go around a sniper or otherwise don’t
become active until the sniper is long dead from your primary attack piece. But
if the unit has to move out of your DZ and you really want it to be the
spear-tip of your attack, it needs to go alright against a mad sniper, or have
some other massive utility, like throwing smoke. Hence why Yojimbo is, I think,
a better bike choice than the spitfire Arogato, even if he does just have a
contender. This is the case largely because he makes the Rui Shi awesome
because of smoke/MSV antics. As such, I would rather the Yojimbo/Rui Shi combo
than the 2 Aragoto set-up (and I would rather an Oniwaban lt. than a 3rd bike).
Another thought experiment I do is to think how the
piece would go against a total reaction bot. People love TR bots. I can’t
believe how many of them I see in lists, even though they’re about as useful as
a water pistol against smoke shooting or a proper attack piece like a TAG or Hac Tao. If your attack piece doesn’t go at least
75/25 against one then you’re going to get shut down by a 28 point model. Let’s
look at the numbers. Assuming both have good range and the bot has cover you’ve
got 12s on 4 dice for the bike against 12s on 4 dice for the bot. I think this
shows that both the bot and the bike are shit. Spend a few more points and get
a sniper if you want a defensive piece, and get something that synergises with
smoke for your attack piece. Once again, Yojimbo and his mate the Rui Shi do a
better job here (remember that the Rui Shi is 6-4, which is nearly as fast as
the bike). A Rui Shi through smoke against a bot, assuming both are in cover, is 12s on 4 dice against 6s on 4 dice. We have a winner. As a general rule, when your to-hit goes below 10 you're in big trouble no matter how many dice you're rolling.
My second concern is with ARO reception parties. The
point of the Aragoto is to charge forward and take out some weak units. This
should only occur if your opponent is bad at defensive set-ups. Defensive
deployment (which you will always do against the kamikaze JSA), involves
placing everyone behind thick cover (like behind a building). As such, the bike
has to go quite far to reach a target. When it gets there it should have 4
targets waiting for it. 4 line-infantry with combi-rifles are actually pretty
scary on ARO in this context because they have a good range band. 4 ARO shots
on 11s is going to kill the bike with its 4 ARO shots on 15s. There will
certainly be trades, but I don’t think it’s the best way to approach attacking
in Infinity. This is also assuming that some TO camouflaged dickhead with a
boarding shotgun doesn’t pop out behind the bike and smoke it. It is also
assuming that the first thing the bike runs into isn’t a link team of shotguns.
Bikes must shine against Ariadna because everyone is
cheap and nobody is packing an MSV, but only if the Ariadna player hasn’t built
their list properly. The top Ariadna lists typically have about 5 cheerleader units
visible in a bunker on turn 1. Everything else is a camo marker or currently
floating down on a parachute. With WIP13 I don’t expect the bike to be making
many discover rolls. And having to discover-shoot reduces the speed that makes
the bike really threatening. Camo markers also effectively have 360 visors, so
if you drive past them hoping to reach the juicy cheerleaders you might just
find yourself getting shot in the back. This can be a boon because it reveals
markers that you can then pick off with the rest of your list (like that
Oniwaban just waiting for a reveal), but it’s a costly trade. Mix in the fact
that mines kill bikes real good (lol@ your mimetism) and I don’t think bikes
are actually much chop against Ariadna. Again, Yojimbe with his smoke bullshit
is more likely to wreak havoc because Ariadna can’t see through smoke.
Bikes, like many units in Infinity (e.g. most TAGs),
seem to me to be exceptionally deadly against someone who hasn’t got a really
good list and/or doesn’t really know what they’re doing, but otherwise become very lacklustre. Someone who tries to
use their Hsien’s single HMG shot to beat the bike’s 4 is in for a bad time.
Someone who reveals their camo tokens as the bike drives past is in for a bad
time. Someone who doesn’t bunker down in deployment against bikes is in for a
bad time. But anyone packing smoke defence, a good sniper and who deploys deep
in cover is just going to knock it down on the way in, set up a welcoming party
or obscure the bikes shots before destroying it on the active turn. Don’t get
me wrong, the spitfire bike is pretty bloody nasty, but the Yojimbo/Rui Shi
combo is deadlier, and gives you the MSV2 unit that you should never leave home
without.
Speaking of TAGs. I’ve played against 4 TAGs in my
life—1 scarface, 1 Iguana, 1 Anaconda and 1 Avatar. None of them made it past
my first turn and none of them killed anything. The first 3 got covered in
smoke and then shot by my Hsien’s HMG. The last one got killed in a pincer move
where my Ninja got behind it and starting shooting it in the back while a Rui
Shi was within a move of its front. If he uses his ARO to turn I move the Rui
Shi and start firing. If he doesn’t turn the boarding shotgun will get the job
done eventually, cover or not. It took 6 orders but he lost half his points.
That said, the Avatar is fucking scary because of ODD and AR10 (if you keep it
at long range so it can’t be pincered). The TAGs without ODD or MSV2 though—leave
them at home.
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