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==Army List Building== ALEPH is a very elite army. Even their basic troopers have a skill or equipment making them harder to deal with. A very elite army will often be outnumbered. If an Ariadna commander looses 5 troopers there could still be a full combat group and a half worth of troopers to deal with. If ALEPH loses 5 troopers, that could be a little over a third of the army. Even though ALEPH's soldiers are well equipped and well trained, a higher level of strategy will be required to play this army. Model count-wise, a 300pt army shouldn't play with less than 10 regular orders to start; ALEPH does well with about 13-14 orders. The Lieutenants of ALEPH are somewhat obvious. Asuras, Devas, and the Marut are the most common. Devas are the easiest to hide, but even then they cost significantly more than basic troopers of other factions. If Loss of Lieutenant scares you, there is a Myrmidon Officer with Chain of Command you can take. However, it's best to just to learn to play with this issue in mind and apply it to your strategy. Discourage your opponent from taking the risk of Lieutenant hunting OR let them waste all their orders trying kill the LT. Majority of ALEPH's troopers are tough soldiers: With enough strategy and planning, they can handle Loss of Lieutenant and still get stuff done. If this is not your playstyle or you're not confident yet, get the aforementioned Myrmidon Officer. With the introduction of OSS, you now have a cheap(er) CoC unit profile in the Shukra. The Myrmidon Officer is still more useful, but the Shukra can be helpful if you often face impersonators. *For any army, try NOT to go into LoL during your last turn. *'''Posthumans:''' Posthumans are possibly the best unit in the OSS. The Jumper is nigh invincible, because she can jump into any Proxy body during her activation, ARO, or even when the host Proxy goes Null. Even when all of those bodies are Null, she'll jump into a Netrod and produce Orders for that Netrod's Combat Group. Keep the the 1 Wound Proxies away from Shock or Viral! There are 5 Proxy types to choose from and a list may only take 2 or 3 different Proxies. They only count as a single trooper. Generally player take the minimum 2 to save points, but 3 is very viable considering how inexpensive they already are. Also each one fills a very different role: **'''Mk1:''' The standard base for all of the Proxies. Every option is a WIP15 Specialist: Hacker, Doctor, or Engineer+D-Charges. **'''Mk2:''' TO Infiltrator. Assault Hacking option with a Boarding Shotgun if you need more infiltrating specialists. MSR for long ranged sniper support with the standard Proxy's BS13 plus TO modifers. **'''Mk3:''' A fast 6-2MOV Heavy Infantry for fast midfield strikes with her BS13 Spitfire. **'''Mk4:''' A tough ARM5 Heavy Infantry for long ranged support with either HMG or HRL. **'''Mk5:''' Forward Deployment L1, ARM/BTS3. 17pt Mk12 for extra midfield gun fighting or 10pt Forward Observer with dual SMGs and E/M Grenades. The only FO in the Posthumans. *Pick the whatever combination you want or need. 2 Proxies can be a very good duo. 3 can add that extra punch and an extra body.
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