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Darvanus

Getting the most out of our Nyx

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Our Nyx "light" (yeah light lol) infantry are frankly amazing, But what load out do you think is best for them?

 

I have been toying with the idea of Breacher teams x2 Gun teams x2 as a flexible do anything unit. For units I know I will want to use storming CQB I am thinking Breacher x3 and officer.

 

What are your thoughts on one of the best infantry units in the game?

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Breacher teams imo are definately a good choice for Nyx light infantry, as whilst those guys are pretty hardcore compared to other infantry they have less in terms of numbers, where most people field infantry of 5 bases you guys can only get 4. For those 4 bases you get a lot of hurt, but when one of them dies it would be a greater loss in hitting power than if someone else lost a base, so my initial assessment would be I would rather have them sticking around longer than hoping to try and find some oppourtune moments to use gun teams. That said, depends how you intend to use 'em really, will they be dropping and securing objectives or will you use them to actually drop and hunt down targets of oppourtunity, since those guys definately have the hitting power potential to do such.

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With the Leto light tanks also being amazing, I feel like I really need to be using the Nyx and Letos to pressure my opponent wherever I can so my Tanks can get in to effect range and start putting the hurt on enemy units.

 

With the option to only add 3 breachers to a unit we have one option left to that last stand;

 

1 gun team is almost useless at killing anything, but 8 AD to the sides or rear of even a heavy tank  can peel off a point of damage, especially after having eaten a 12 AD CQB.

 

Officer is only 1 DR and Hit and Run is a great rule on almost any other unit, its not so effect on a unit with only a 4 inch range.

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My thinking is have  3 of the 4 teams either fully breacher or Gun team and then have the last team officer. That way you can have dedicated Objective holding teams  or dedicated fire support teams both of which have hit and run

I agree. Specialisation looks to be the key, with the Officer being useful to both (Bonus DR for the Breaching teams, Hit and Run for the Gun Teams). And is it just me, or do Breaching Teams in an Objective building look like an absolute NIGHTMARE to dislodge? :P

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It's difficult to make accurate comments without having played them in game, however I think if I upgrade my Infantry, I will always upgrade them to the max with the same upgrade so they all do the same thing (or support the others in the Squadron doing their thing).

 

The officer upgrade is obviously only worthwhile for the Gun Teams, really, and you'd be silly not to make use of it to the full potential by buying less than the full 3 upgrades for the Gun Teams. Even then, I feel it will have very limited worth. Having Hit and Run on a slow moving unit with extremely short range weaponry is pretty useless normally, but could be worthwhile in a lighting attack from Sky Drop. I can see some other application for it, but not much. In fact, I don't really see a lot of worth in upgrading Infantry units to have Main Ordnance Attacks, I think they should come with them by default, perhaps 1AD or maybe 2AD for shooty factions, out to maybe 12"-16". Infantry are such a valuable asset in this game with their ability to Take and Hold, I'd rather not make them specialise in shooting when I can upgrade them to work better in CQB with the extra DR.

 

The Breacher Teams will be solid and likely be my first choice upgrade. These guys will be the best for taking and defending objective buildings. It may even be better to take 4 x units (of 3 stands) with full Breacher upgrades as opposed to 3 x units (of 4 stands) with full Breacher upgrades and an Officer upgrade. Dropping the 4th stand and Officer upgrade will buy you another completely upgraded Breacher unit.

 

I suppose if I was vehicle hunting, I might choose the Gun Team upgrades with an Officer upgrade, as this would allow me to Shoot and then move into CQB (using Hit and Run). This would require good positioning of the unit though, as well as good luck on your Sky Drop roll if you were coming in hot to use the Assault Vehicle MAR to activate the Infantry Immediately.

 

So in summary, at this early stage I think I will likely go upgraded Breacher Teams most of the time, and occasionally utilise the Gun Teams and Officer upgrade together.

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Anyone got tips for dropping in the Nyx?

 

Obviously placing the nexus markers in a flanking position of the enemy or near buildings are key. But I've found that I struggle to zero the markers in and they scatter like sticks in the wind...

 

I'm still not sure what team is best to go with atm aswell. had mixed results with both formations: I tend to go for 1 squad of each type with the gun team having an officer so they can soot and follow up with CQB. 

 

Wondering if it's my deployment method that leaves them a bit underwhelming (if not damn near impossible to move).

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Last game I played I used 2 gun squads and 2 breacher squads. I had terrible luck with my designator so ended up dropping most of them mid field with 2d6 scatter (I did use the tac card that allows me to reroll deviation). While they did inflict heavy damage but they also died rather quickly. They cost about the same as a heavy tank to deploy but don't give away as much tv.

Remember that din aren't cheap and all of our infantry (at the moment) drop so we are likely to have less activations than our opponent. You can therefore expect dropped units to be reacted to before you can support them. If you are bringing them in close to the enemy it will quite often be a suicide strike... which leaves us with a take and hold deficiency. If you are attacking a held objective I would have to recommend dropping in 2 squads. The first one to soak up overwatch and soften the enemy up and the second (probably a breaching team) to storm the building.

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It's so tempting to just bang the sky drops on the objectives but I've found I can't get in support range quick enough before the rest of my force has been depleted beyond repair or just seem to far away. Maybe that's because I've only used half a core helix so far?

 

However every time my Nyx have dropped, something dies pretty fast.

 

What I am thinking is the best way is to hopefully have your opponent keep some infantry guarding a building so you can pull a storming CQB. That way you can come out of the pod and get in a building all in one go. The only way to do such a thing since the change to FAQ. This gives us a bit more survivability I guess.

 

I'm sure with future units being sky dropped that supporting one another should be a little bit easier. Hyperion Leviathan sky drops, designates Nyx, Nyx come in your next activation after. That's gotta hurt.

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I was Pa11adin's opponent that game. What I can say is I purposefully did not capture the secondary objective close to the most sky drop markers with infantry. This makes storming CQB a null point. The primary I had a unit of sorylian heavy infantry on overwatch guarding so would not have been fun to take.

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