I wrote this up for a friend who was asking for help , hope it can help .
Well Start Hoffman in base to base with the peacekeeper , everyone else close by . The Mech attendant although cool , has a hard time keeping up with Hoffman and the peacekeeper , the mobile tool kit has "always available " which puts him in base with Hoffman at all times . Usually UI start with the watcher and Cycle the top 2 cards , ( let me see where they start to move there crew ) than I send Ryle up to cover a nice 12 inch area ( also another activation which lets me see where things are going to go ) . by this time I have an idea where I will end up with Hoffman , so I activate the guardian 1 action to protect Hoffman , than send him a walk in the direction where Hoffman will most likely end up . Now I activate a second guardian ( the hunter although looks awesome and has some uses in a 35 ss game I would rather the second guardian every time ) He protects the peacekeeper than moves .
Than Hoff goes . Hoffman is a great gathering mission crew ( plant or destroy evidence , dynamite .... ) I send the peacekeeper dragging hoff and the tool kit around , dump a card to get free move , than move again , and has an action to interact with an objective . than I wait ( this is where hoff is most open But can usually handle 1 activation from the other side ) . Than hoffman if your lucky you can walk the tool kit over to another objective and interact , than Hoffman casts reactivate on the peacekeeper , than links in to have him go after Hoffman is done maybe give the toolkit slow and open circuit if needed or puppet the peacekeeper . Than the peace keeper goes able to move around 15 inches to grab more objectives and ending as close to the guardians as you can , end phase the guardians move 6 to Hoffman and your turn one is done .
So on turn one you moved around 30 inches with Hoffman grabbed at least 2 objectives and have all your bits close for protection . Turn 2 kinda goes the same I ignore the other crew and gather my objectives in the first 2 turns which gives me free reign for the rest of the game to stop them from doing what they have to do .
The key to Hoffman is to run around on the arachnid mover , but don't wonder to far from the guardians . Ryle the whole time is running interference and threatening with his long range . Ryle makes a nice turret for Hoffman , he shoots 3 times , than Hoffman can puppet him once , reactivate him for a total of 7 shots ! . I usually take body guard and stake claim . Ignore the other crew whole you do what you have to do than set up your open circuit , or peacekeeper assassination runs .
any questions please ask . hope this helps .