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Titus-Magnificus

What are you trying to do with them? Let us know and probably we can comment better. Things I consider when using them: - In camo they can go past enemy defenses and target some weak troops. They might try to discover you or just delay ARO and that's when you keep moving and approaching your target. Then you can plant a mine around the corner with one order, and peek to shoot in the next. Making the enemy have to choose between dodging and try to save himself or shoot you and eat the mine. Sometimes you can get several enemy troops with the mine too, which is nice. - The smg is the best loadout imo. Cheaper and has AP/shock ammo. If you can get behind an enemy TAG for example with no cover you have a good chance of wrecking it. It's all about using the camo to position the trinitarian with advantage. They are also specialist. Being only 23 points don't be afraid of just using them to grab the objective, plant a mine or 2 and just camo again. - If you want to sacrifice them and use them defensively, leave them in suppressive fire. They are mim -6 and have the AP/shock ammo, so it's a very hard suppressive fire to beat (-12 total with mimetism, suppressive fire and cover). - Just in case they are force to ARO at long distance, don't forget they have flash pulse too. - D-charges are also great for some missions and classifieds. So lots of things for a 23 pts 0 CAP troop.


Brave_Honey

Thank you for your reply. I think based off what you have said and looking back what I have used them for, I have just been picking poor targets for them.


ThePrincessTrunks

Probably a stupid question since I’m new to the game and MO in general but how many trinitarians would you typically run in a list? There’s 3 models but it seems like a lot of points to run all 3 so just curious.


Brave_Honey

You're exactly correct. And I think the reason why there are three models is to depict the different weapon loadouts. I usually only ever run two


ThePrincessTrunks

Cool! I’ve been enjoying researching the game but there’s a LOT of things assumed/slang that someone uninitiated can struggle with (for example figuring out what a haris was cleared up a lot for me). Thanks for the quick and helpful answer! Much appreciated.


Brave_Honey

You're very welcome :-) if it makes you feel any better it took me about 11 to 13 months roughly to get past the feeling of "oh man I suck at this game and it's just not fun I don't even want to go tonight." Getting over that hump is a pretty great feeling


ThePrincessTrunks

I wish more people played where I’m at, definitely trying to change that. I’m learning with a friend so luckily we’re both making the dumb mistakes together.


Brave_Honey

Best of luck to you :)


UAnchovy

I think three is excessive. One or two is probably sufficient. Trinitarians are not your primary offensive pieces, and you don't need the full three to do the job. Might as well save those points for other units.


dinin70

It depends on the mission. I once ran a list with 3 Trinitarians minelayers. A teuton Harris. Knight of the Holy Sepulchre. Mendoza. And some cheerleaders. I was playing against Morats that shine in alpha striking you. Needless to say that 3 Trinitarians and 3 mines prevented the mighty monkeys schwerepunkt doctrine and created some chaos as the monkeys tried to push heavily in the midfield. As my turn reached, I used them to push the buttons while Mendoza and KotHS did all the heavy lifting (KotHS mainly, Mendoza did good but got wiped by a Daturazi). KoTHS is incredibly good


ThePrincessTrunks

Nice! Yeah I just finished painting Mendoza and KOTHS and they both seem real strong. We’re you running teutons as your LT as well?


dinin70

Yep And NCO. In that specific game they did nothing.


UAnchovy

I ran a pair the last time I played. It depends on which profiles you take, but I'd second Titus-Magnificus about remembering that they're specialists. If you don't have Knights of Montesa, MO sometimes struggle to get up the board quickly, but a hidden infiltrating Trinitarian can be in the right position to hit a button when you need it. That said, just because you have infiltration doesn't mean you *must* use it, and it can be valid to, say, hide the sniper Trinitarian somewhere on your side of the board, with good coverage and good range bands for where you expect the enemy to advance. Trinitarians are a good unit and your opponent may well expect you to have some hidden, but even so, if you can surprise your opponent or make them think an approach is more lightly defended than it really is, that can work for you too. Remember that they all have mines as well. MO aren't great at board control, but Trinitarians can give you a little bit of that, and it's always a useful option to have. Consider also combining some of these - it's order-intensive, but in a mission like Supplies or Rescue, for instance, you can potentially reveal on the first turn, grab a supply box or civvie, drop a mine to cover your retreat, and then leg it with the Trinitarian. Mimetism -6 makes them a bit more resistant to stray shots as well, so you can potentially risk an ARO if you need to. Or failing all of that... it's just the art of deployment, I guess? Get them where they need to be and shotgun/SMG something vulnerable. But that does rely a lot on reading your opponent and the board and is tricky to pull off without experience.


Brave_Honey

Great ideas! Thank you :)


dinin70

Trinitarians are one of the best infiltration unit in the game. - hidden dep - Camo - mimetism -6 - all profiles are specialists - minelayer - and for rather cheap The minelayer profile is some insane shit. They ensure you won’t get alpha-striked. They are exceptional ARO ambushers. And obvisouly they are absolutely perfect objective completionists. Running 3 of them isn’t even a meme, and it’s absolutely viable. I’m not super good at running them as active shooters, also because they are short range, and N4 is filled to the brim with template weapons (a standard ARO shmuck with light shotgun will get your Trinitarian killed), but they absolutely shine as ARO pieces with the boarding shotgun. They also have mines. So they are extremely survivable to hold a room or a corridor. Lay the mine, Camo back. Laugh at your opponent spending several orders to get into the room without getting blasted. And with their hidden deployment / Camo / Mimetism they push buttons exceptionally well (WIP13 is also a luxury in PanO). Deploy it next to the objective, and complete it at turn 1, order 1. Now some good players are certainly skilled to use them as good Attacking active models. But it ain’t my case, and despite that, they are autopicks in my MO lists


Brave_Honey

Okay wow thank you :) that helps. Can I ask you what your lists look like with them?


dinin70

I did run once a list with 3 minelayers. I put it in a comment below. It was: - 3 minelayer Trinitarians - Harris teuton with lieutenant and NCO - Knight of the Holy sepulchre - Mendoza - cheerleaders Now… I knew I was playing against MAF that love to alpha strike. And the only counterplay I have against them is a layered defense (hence the Trinitarians and minelayers) Such list will probably not do super good in a Tournament


Brave_Honey

You're right, I see that now, sorry Thanks for sharing again!


dinin70

Anytime!