Saturday, January 28, 2012

Tactical Profiles - Dasyu Multi Sniper Rifle


Infiltrating Multi Sniper Rifles, or MSR, are generally a mixed bag. On the one hand, their Camouflage and powerful weapon make them a deadly threat. On the other, their relative squishiness and high cost can turn them into a liability. Fortunately for the Dasyu, its unique traits can minimize the drawbacks and emphasize the advantages.

When using the Dasyu the first thing you need to do is protect your investment. In a faction strapped for points like Aleph, dropping 48 points on a single model that (initially) won’t even be contributing to your Orders Reserve is a big deal, and you need to keep it safe. Too many new players make the mistake of setting up their sniper for a juicy kill only to have their Sniper die right after getting the initial shots. How did that happen? It got hit. While that sounds stupid, the Dasyu is perfectly capable of stacking negative BS modifiers to create a situation where your opponent would rather Dodge. -6 for TO Camo, -3 for Partial Cover, and -3 for Long Range add up to a quick -12. The MSR is especially suited for staying at a distance, and TO lets you dictate the terms of engagement.

What separates the Dasyu from every other Infiltrating Sniper in the game is its V: No Wound Incapacitation. Until you take that first wound, you are essentially invulnerable against any enemy ARO that cannot deal multiple wounds. This is every bit as powerful as it sounds. On the reactive turn you are considerably more vulnerable, but you should still be extremely difficult to hit with more than one shot. Mainly, you’ll need to watch out for units with Flamethrowers, and units equipped with MSV: 2 plus HMG. The former burns off your TO and has decent odds of outright killing you. The latter will likely negate all your defensive benefits, including the range advantage, and Burst 4 stands a good chance of putting you down.

These are all bad people.
Stay conscious of what enemies you go after if you want to get the most out of your Dasyu. Unless you have no other choice, play it safe and destroy targets that can’t properly fight back. Don’t be overly aggressive and don’t give them a fair fight. Just because Infiltration lets you deploy on top of that building at the center of the board doesn’t mean you should. Having such clear LOF with an MSR seems like it allows you to control the board, but what actually happens is that your opponent’s TO counter-unit has easy access to your Dasyu. Even if they don’t have such a unit, being that far up the board makes it much easier for them to get within their Medium Range, turning that -12 BS modifier into a mere -6. Leave that kind of play to your other units and instead use Infiltration to find the best defensive position.

Camping there isn't going to work out like you think.
Sometimes, however, you don’t have the luxury of choice. The MSR is not a very good weapon when forced outside of its comfort zones due to its low Burst and wide range bands. If this happens, remember that the Dasyu still has amazing stats for a Skirmisher and that Double Action rounds at Damage 15 are still very damaging. If your opponent forces the fight into close quarters, the Dasyu is equipped with a Nanopulser which is very deadly against most units and is more flexible than the Mines that most other Infiltrating Snipers have.

Among Infiltrating Snipers the Dasyu is clearly one of the best, even taking its high cost into consideration. Its drawbacks have less to do with the unit itself and more to do with its overall function both within the game and within its faction. As long as you remember the role of a Sniper, the Dasyu will never disappoint.

Big thanks to Penemue for proofreading.

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