I also wanted something that added to the agency of the game, and gave players more choice, and more tactical obstacles to overcome. I also didn’t want them to have a universal rule added, as that might throw out their balance. I wanted to keep TAGs in the role they currently occupy - aggressive pieces that specialise in neutralising the enemy - and not dip into utility too much. The only way to do that would be to assess each individual TAG and give it some rules-buffs beyond what it already has to bring them all up a little and make them all a little more desirable in competitive play. Adding MSV1 to all TAGs would be kind of a nerf for the Maruts, in a way. Plus, you can’t really add a blanket rule to everything as that might inadvertently weaken some TAGs. As cool as an unstoppable giant Mecha is, it’s pretty lame when you’re on the receiving end of one and there’s nothing you can do. First we have to decide what we actually want TAGs to do in game, and what can actually stop them from doing it. And let’s not mention the painfully poor reactive nature of TAGs in such a match-up.
#INFINITY BEST TAG MODS#
Instead, on the rare occasion they are taken, they tend to hide out of sight of missile-launcher toting fireteams, purely because of the BS mods that make that face-to-face roll a little one-sided. Such awesome models should be used more regularly, particularly on competitive tables, where the time spent building and painting these beasts can be proudly paraded as they wade into the enemy and cause a ruckus. It’s a shame, because, as stipulated above, TAGs are damn cool. Add the ease at which infantry models can stack mods, from fireteam bonuses, to a wide range of affordable skills (relative to the higher costs of TAGs), it’s very difficult to choose a point and SWC-heavy TAG in favour of a handful of models with a wider utility and a heavier bonus to your order pool.
Current metas often revolve around order-rich lists with lots of utility, allowing generals to apply whatever tool is needed for the job at hand, which often doesn’t leave much room for the destruction-focused TAG. However, I rarely see them in competitive games. They are, without a doubt, some of the greatest centre-piece models on the tables, and I honestly want to run them in every single list I play. TAGs are absolutely cool, from the mere idea of them, to the frankly stunning miniatures that Corvus Belli have produced for them. Who doesn’t like giant, ass-kicking future Mecha, working their way through a cyberpunk dystopia, unloading whole barrels of ammunition at the enemy? Ariadna, that’s who. One of the biggest draws of Infinity is arguably the inclusion of TAGs - tactical armour gear.