Recovering from TAG shock!
April 1, 2011 by beerogre
Every new Infinity player is going to come across a TAG at some point and they will suffer from what we've come to call, "TAG shock".
TAG shock is when a new player feels blindsided by the powerful TAGs going "rambo" (receiving a lot of orders and mowing down your list). The player may loose the game because they haven't developed the tactical know-how to counter these things.
However, veteran players do and there is a long list of abilities, skills, and equipment a player can use to drop a TAG quickly and efficiently.
Going head-to-head with a TAG is rarely a good idea. It's like feeding your soldiers into a meat grinder. So you've got to employ some synergy, positional advantage and employ other subtle forms of board control to help mitigate a TAG's effectiveness.
It's also a good thing to keep in mind that TAG-hunting is a potent strategy. Not only are TAGs very big, very expensive targets, they will typically account for 30-50% of your opponent's force, when that TAGs goes down, yor opponent is a big step closer to the 60% retreat threshold. In some extreme cases, simply taking out a TAG and another low-point model, will be enough to force your opponent to retreat. It sometimes pays to take a minute to do the math.
Here are a few strategies that might help you to defeat an enemy TAG:
Use Coordinated Orders
These allow you to limit the number of AROs a TAG can level against your forces. You might increase the risk of loosing the one soldier, but the other guys will survive and more guns mean more chances of damaging that TAG.
Seize the Good Positions an Spread Out
If you can get one or two soldiers into the rear arc of the TAG, you can prevent it making an ARO against them, or at least your opponent has to change facing to allow the TAG to cover more of your troops. This has the potential to open the rear flank of the TAG to more of your forces.
Size Matters
Remember, TAGs are big and while their size makes it easier to hide and receive cover bonuses, it also prevents them from entering or maneuvering in certain areas. That's the place to retreat to when the TAG comes to get you.
Reduce the Order Pool
Many times, a player will simply ignore the TAG altogether and instead concentrate on removing the other models in the opponents force. This has the dual effect of limiting the orders that a TAG has access to and also eliminating those pesky additional (non-TAG) AROs that can whittle down your own forces.
Typically, when a TAG is present, players don't have a lot of models on the table and so aren't able to provide appropriate cover fire when you take the fight to their front line.
The solution that most players will resort to is to bring a TAG and then pack the rest of their list with cheap Light Infantry. However, this is risky as Light Infantry are reasonably easy to kill and vulnerable to template weapons. In most veteran players will try to identify and assassinate the opposing Leuitenant in the opening turns of the game. Without a Lieutenant, most opposing players will have limited orders severely impacting their effectiveness.
Adhesive Ammuntion
Nomad and Ariadna players rejoice! Adhesive may well be the single best weapon to counter a TAG. Most TAGs find it harder to pass the Physical (PH) roll needed to break the Immobilise effect, than passing BTS and Armor (ARM) rolls.
Once you've trapped your TAG, have fun sniping engineers (if your opponent brought y) and laugh as they fail to free their expensive, immobile order generator.
Hacking
Hacking is a great counter to a TAG assault as it doesn't require Line of Sight. If you use markers, REMs, and other repeaters to keep your hacker at a safe distance, you can create create a net of hackable zones, where a TAG risks an attack if enters.
Once a TAG receives an order and is either in your hacking zone or it passes through one, start hacking it. Better yet, bring an EVO repeater and during your active turn, use the Ice Breakerto reduce the TAG's BTS. Handy against the high BTS TAGs, like Szalamanders and Jotums.
Flamethrowers
Flame damage is highly underrated in this game. A model set on fire, continues to make ARM rolls until it passes. While most TAGs have a healthy ARM attribute, occasionally, you will see a TAG suffer a few structure (STR) points from a lucky flamethrower hit.
Flamethrowers are also very handy when combatting those sneaky TAGs, like the Cutter and the Avatar, as flamethrowers automatically hit and ignore any form of camouflage.
E/M weaponry
E/Maulers, E/M grenades, E/Mitters, Blitzens, Plasma, etc. A hit from any of them followed by a single failure on the E/M damage roll, shuts the TAG down. Then you can have fun sniping at incoming engineers!
Monofilament
I cannot explain the joy of having an Oniwaban pop out of TO camo and slash at the back of a TAG, then watch the TAG attempt an ARM roll with zero armor. Monofilament weapons are instant death. Cut those TAGs in half with ease. Goodnight!
Critcal Hits
Last but not least, critical results on your BS shots. Criticals deliver automatic structure damage. The more shots you fire the more chance of a critical hit. So get those high burst weapons trained on the TAG and pepper it with COMBI Rifle shots!
Author's note - the last 10 times I've faced TAGs, I've destroyed 8 of them. 7 of which, were simply with COMBI Rifle shots, in part due to critical hits.
That's all for now, but I think you'll agree that this is one of the beautiful things about the Infinity game and is, I think, a large part of what makes the game balanced. There are always multiple ways to deal with a threat, you don't always need to have "the right unit" to counter a threat... although that can help too.
Guillermo Hernandez (alias Magno)
Good article from an experienced player.
However I must said who was really TAG shocked it was me when I saw this entry in the page. With such a small picture, shown in the box displayed in the news bar located in the top, for a few seconds I thought it was the O yoroi’s miniature preview LOL T_T
I was kind of hoping that as well. 😉
Likewise!
Good article, though I wouldn’t put so much trust on critical hits, they may occur ot not…
Regarding the mono-weapons, armies which do not have access to obiwans or speculos should not despair…at least PanO and Aleph shouldn’t (and shasvastii, but they also have the speculo)- the mono-mines are equally effective at slicey-dicey, and auto-hit when they explode, unlike the risky CC attack.
Nice tips, will have to apply these once my friend and I escalate to that amount of models.
I was hoping we would be TAG-Shocked by the amount of new TAGs that were revealed in this article…. sadly, not the case… 🙁
But good article! 😀 Thanks!
That’s a great article, the bottom line is, when faced with a TAG, don’t despair and don’t panic, there are plenty ways dealing with it.
So I really don’t need to fear the big robot as long as I use my head.
More or less.
TAGs have more of a psychological impact than a actual impact, they sure deliver a big punch and can be a force to be reckoned with especially on a one to one fights, but this is not needed to be the case, the TAG needs extensive pampering to be effective, is a big investment and deprives the enemy from points and SWC that could be used elsewhere to augment the force with secondary attacking abilities and threatening units.
If one does not panic when facing one, he can exploit the inherent problems TAG has and deal with the problem.