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Assassinorum Execution Force - Tactics


Kilofix

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Hope it's ok if I place this here even though it involves "Assassins" and also "Tactics".

 

Anyway, been playing AEF and have overall been successful but was wondering if anyone had better tactics on the following:

 

1. How to take out rooms with multiple Renegades that have just been revealed, without them going on Alert.

 

So far we've been using Assassin pairs to tag team rooms since each Assassin can really only take out 1 Renegade per turn (barring some special circumstances). The problem is that that then slows us down. Usually we only make it to the Sanctum past Turn 10 and sometime just barely take out the Sorc on Turn 15.

 

 

2. How to use the Vindicare effectively.

 

We been trying to Move him into position as his second action in order to allow him to Shoot as his first action but it's tricky even with his Stealth past range 6.

 

 

3. When to use the Callidus Polymorphine.

 

Since Sprinting is randomly slow. Also, do Renegades become Stunned and then Alerted when a Ploymorphined Callidus reveals a Room?

 

 

4. How to even begin to tackle the Achievement where you use only 1 Assassin.

 

Any thoughts on which Assassin might be best?

 

 

Thanks for the opinions!

"1. How to take out rooms with multiple Renegades that have just been revealed, without them going on Alert."

 

I missed it on my first read through of the rules, but one of the guys I played with pointed out that the assassins have both a "fight" and "shoot" action rather than an "attack action" where you can pick one or the other.

 

If you start adjacent to/behind and out of LoS you can stab the guy next to you. Presuming you kill him, you can use your second action as a shoot to take down another.

 

Edit: punctuation.

Well spotted. I hadn't realized it before but I do believe you're right!

 

I think Eversor is by far the best simply because of his Hypermetabolism. The ability to move 6*2 means he can get where he needs to be, 2 attacks helps thin cultist numbers and 2 attempts at Heal keeps him alive.

 

The Vindicare is situational. So far the best spot I've found for him is sitting on one of the entry points in the wide cross corridor where he blocks one entry and can take down enemies arriving through 2 others.

I still have problems when revealing a room. Even with the Eversor, it means that he's already moved to get Line of Sight, which means he's only got 1 attack left. I think the only way to safely clear a room without Alerts is to pair the Assassins up.

I managed to get in a couple more games. For me the Eversor remains top. I now rank Culexus second due to immunity to psychic event cards. The Vindicare has gone up in my estimation - he's very situational but his ability to outright kill a chaos marine with a single shot before it can attack or alert others is very powerful. For me the Callidus is the weakest - very mobile but lacks the outright killing power of the others. Polymorphine isn't great because as I read it cultists still end up On Alert after she has revealed a room and you can't afford to leave cultists wandering round On Alert.

 

In one game every assassin died in the sanctum by turn 9 except the Callidus who made it to the Temple but couldn't slay Drask.

 

In another, all 4 assassins made it to the temple leaving just one cultist alive in the sanctum and in a single turn they inflicted 7 wounds on Drask (2 from the Vindicare's stationary shot, 1 from Psyk Out grenade, 1 from Animus Speculum, 2 from Frenzon enhanced Eversor's Neuro Gauntlet and 1 from the Callidus's Poisoned Blade). Even Ascendent Drask was well and truly dead!

 

This game reminds me of Space Hulk in that it's tense because even when it looks easy you're only ever a couple of bad dice rolls from disaster.

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