Infinity/N3 Tactics/Jurisdictional Command of Bakunin: Difference between revisions

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==Why Play Bakunin==
==Why Play Bakunin==
Tunguska is the money. Corregidor is the labour. Bakunin is the soul. For the Nomad Nation, Bakunin is the center of culture, radical ideas, and freedom of identity. Each individual brought together only by their refusal to conform to the established society puppeted by the EI, ALEPH. Freedom of thought without any legal restriction makes Bakunin the leader of technology, and the core of bio modifications in the Nomad Nation. They deal in luxuries both exotic and illegal.
Tunguska is the money. Corregidor is the labour. Bakunin is the <s>trade</s> soul. For the Nomad Nation, Bakunin is the center of culture, radical ideas, and freedom of identity. Each individual brought together only by their refusal to conform to the established society puppeted by ALEPH. Freedom of thought without any legal restriction makes Bakunin the leader of technology, and the core of bio modifications in the Nomad Nation. They deal in luxuries both exotic and illegal.


Play Bakunin if you want a variety of aesthetics from the sexy nuns of thr Observance to even troopers with drastic bio mods like the Uberfallkommandos.
Bakunin has a variety of aesthetics from the sexy nuns of the Observance to even troopers with drastic bio mods like the Uberfallkommandos.


==Faction Features==
==Faction Features==
===Special Skills===
*'''The Observance:''' This is a religious group absolutely dedicated to the eradication of ALEPH. Troopers from the Observance -Reverend Moiras, Reverend Custodiers, Reverend Healers, Cassandra Kusanagi, and the Sin-Eaters- all have the Religious rule making them unflinching in firefights but potentially to their detriment.
*'''Biofreaks:''' Bio modifications is just another Tuesday for the citizens of Bakunin. In the Bakunin forces, troopers like the Uberfallkommandos and Morlocks come with some of these enhancements.
*'''Get Fighty:''' Though Bakunin Jurisdictional Command is not known for Close Combat, they have some interesting close combat counters throughout the list with troopers with high CC,  Martial Arts, and even Natural Born Warrior.  
*'''Get Fighty:''' Though Bakunin Jurisdictional Command is not known for Close Combat, they have some interesting close combat counters throughout the list with troopers with high CC,  Martial Arts, and even Natural Born Warrior.  
*'''The Toychest:''' Befitting of the Nomads' engineering branch, Bakunin has access to a lot of different weapons and gear throughout as well as an interesting selection of REMs and multiple types of Hacking Devices.
*'''The Toy Chest:''' Befitting of the Nomads' engineering branch, Bakunin has access to a lot of different weapons and gear throughout as well as an interesting selection of REMs and multiple types of Hacking Devices.
*'''Fireteams:''' You get Core, Haris and Duo fireteams with interesting configurations depending on the unit.
*'''Fireteams:''' You get Core, Haris and Duo fireteams with interesting configurations depending on the unit.


===Special Skills and Equipment===
===Equipment===
*'''Pitcher:''' Use gun to deploy repeaters. These are important for Bakunin as your hackers are squishy and/or slow. It also greatly increases your hackers' influence on the battlefield.
*'''Pitchers:''' Use guns to launch out repeaters. These are important for Bakunin as your hackers are squishy and/or slow. It also greatly increases your hackers' influence on the battlefield.
*'''Hacking Device Plus:''' A gem of a toolbox kit, the HD+ is a straight upgrade over a standard HD and Bakunin has access to units that can take them. Especially of note is the White Noise program - as it counters MSVs, and Cybermask.
*'''Hacking Device Plus:''' A gem of a toolbox kit, the HD+ is a straight upgrade over a standard HD and Bakunin has access to units that can take them. Especially of note is the White Noise program - as it counters MSVs, and Cybermask.
*'''Crazy Koalas:''' Troopers with Crazy Koalas offer a whole lot of board control. Be sure you read up on the rules for '''Perimeter Weapons''':.
*'''CrazyKoalas:''' Troopers with CrazyKoalas offer a whole lot of board control. Be sure you read up on the rules for '''Perimeter Weapons''':.
*'''Biofreaks:''' Bio modifications is just another Tuesday for the citizens of Bakunin. In the Bakunin forces, troopers like the Uberfallkommandos and Morlocks come with some of these enhancements.
*'''Camo and ODD:''' Lots of troopers with Camo, Mimetism, or ODD.
*'''Camo and ODD:''' Lots of troopers with Camo, Mimetism, or ODD.
*'''NO MSV2 or higher:''' Riot Grrls have MSV1 and that's it. But there are many ways to deal with Camo/ODD.
*'''NO MSV2 or higher:''' Riot Grrls have MSV1 and that's it. But there are many ways to deal with Camo/ODD.
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==Unit Overview==
==Unit Overview==
===Light Infantry===
===Light Infantry===
*'''Moderators:''' Yes, there are cops in the JC where anything goes. They're a fairly bog standard LI with Fireteam: Core; of note, they have shock immunity and are fairly cheap. You're pretty much better off picking anything else to be a core, but if you don't have the points for anything else, take a core filled with paramedics and watch your opponent flip out as he burns orders trying to wipe a shitty LI core-team. Of note is their access to Pitchers and 0.5 SWC Spitfires – while Moderators have shitty BS, Burst 5 is still a hard to dodge volume of fire.
*'''Moderators from Bakunin:''' Moderators are the bulk of the law enforcement on Bakunin. They have very low stats compared with other basic troopers. However, that is reflected in their LOW costs. Their equipment is mostly standard; However, instead of HMGs and MLs, they can bring a Spitfire or Combi Rifle+Pitcher. There are two Specialist choices: Hacker or Paramedic. Don't forget that they're also immune to Shock! Individually, they're best for cheerleader roles, Pitcher support, or ITS Specialist.
**'''Core:''' Moderators can link up for a very inexpensive Core fireteam. They also happen to have access to one of the most inexpensive Spitfire profiles in the game, however their crappy BS makes this a last resort and stick to a MULTI-Sniper as a defensive option. In a 5-man team their crappy BS10 goes to BS13, but still it's probably better to keep them away from firefights.
 
*'''Bakunin Clockmakers:''' They are very competent WIP15 Engineers with D-Charges, so you should take one especially if you're playing TAGs or Remotes.
**'''Zoe and Pi-Well, Special Clockmakers Team:''' For 47pts, you get both Zoe and her AI friend, Pi-Well! Remember that they are NOT a G:Synchronized unit, so they don't have to follow coherency rules and Pi-Well does not deactivate if Zoe falls.
***'''Zoe:''' Zoe is a Clockmaker character with Engineer as well as a Hacking Device. Her Hacking Device is upgraded with '''Stop!'''. WIP15 makes her very competent for both skills, and for ITS, she's got it all covered - especially in Highly Classified or other missions get can benefit either Hackers or Engineers. She's a very soft target in gunfights, so it's a good idea to keep her safe from harm. As a hacker Zoe can buff REMs like Pi-Well with Supportware.
***'''Pi-Well:''' Pi-Well is basically a S2 Stempler Zond, but with ODD. His ODD gives him a much better edge in firefights, and his Repeater allows Hackers like Zoe to buff him with Supportware. For ITS, he is a WIP13 Forward Observer.


*'''Daktaris:''' Daktari is the cheap, backline Doctor option especially compared with the Reverend Healer or Avicenna.  
*'''Daktari (Daks, Campaign Doctors):''' Daktari is the cheap, backline Doctor option, especially compared with the Reverend Healer or Avicenna. However, the speed and WIP of Avicenna leaves her overshadowed.


*'''Avicenna, Mercenary Doctor:''' if you really need a fast moving Doc, take Avicena instead. She also has Doc Plus, a 6" move value and NWI. Worth the points for a singular doc.
*'''Warcors, War Correspondents:''' 3pts Irregular Flash Pulse ARO piece with 360 visor. Don't underestimate that WIP13 Flash Pulse.


*'''Clockmakers:''' They are Engineers so you should take one if you're playing TAGs or Remotes. WIP 15 is pretty amazing for the "cheap" option.
*'''Avicenna, Mercenary Doctor:''' If you really need a fast moving Doctor, take Avicenna instead. She also has Doc Plus, a 6" move value and V:NWI. Worth the points for a singular doc. In combat she's very short ranged and lack any defensive skills like Mimetism. Keep her out of LoF from enemy snipers and other troopers with Shock or Viral.
**'''Zoe and Pi-Well:''' For more than twice the cost of a Clockmaker you can get Zoe and Pi-Well, and all things considered, it's a sweet deal! Zoe's an Engy and a Hacker with an HD and the ''Stop!'' upgrade program. On top of that, she comes with her own Repeater drone (Pi-Well) that can fit anywhere she can, has ODD, Forward Observer, Sat-lock and Sensor. Take if you can spare the points and give her zondbots to maximize her effects.
*'''WarCor:''' 3 pts Irregular Flash Pulse ARO piece with 360 visor. Not very useful, but if you have 3 spare points and all your Doctors and Engineers already have G: Servants, why not.


===Medium Infantry===
===Medium Infantry===
MI is generally where Nomads shine and Bakunin arguably has most of them from the main list.


*'''Prowlers:''' Camo infiltrating bio-immunity problem solvers. Two profiles have D-charges (one with a spitfire, the other with a boarding shotgun) while the other two pack a combi-rifle/LFT and an adhesive launcher. If you didn't bring an AHD, the ADHL is your go-to TAG stopper; this guy can also be made a Spec Op for a point and half an SWC.
*'''Reverend Moiras:''' Reverend Moiras are a high-end <s>sexy nuns</s> Medium Infantry. 4-2MOV makes them pretty slow, but ARM3 protects them. In firefights, ODD gives Reverend Moiras a huge advantage over their foes especially with their good BS12. They also have a good PH12 though with no Throwing Weapons, and WIP14 makes the Assault Hacker a capable specialist. Though ARM3 in cover is strong against incoming shots, Moiras completely lack BTS. Individually, there's not much to offer especially in comparison to other troopers in the same price range like Prowlers, Custodiers, and even Riot Grrls.
**'''Core:''' The Moiras can form a Core Fireteam of <s>sexy nuns</s> dangerous troopers with ODD. In a Core team, their slow MOV is greatly mitigated by the movement bonus. The Moiras are also incredibly scary to go up against in gun fights; In a 5-man team, they have an increased BS of 15, and with ODD they're super hard to contest. The increased BS is also very useful when Speculative Firing with the E/M Grenade Launcher(a very rare weapon). Add an Assault Hacker to make them ITS ready. Despite all the positives, this fireteam has a hefty toll on both points and SWC (if you want to include more than just a HMG).
**'''Reverend Superior Cassandra Kusanagi:''' Kusanagi is the Reverend Moira character. She has similar stats except for a higher BS14 and PH13, and she's got V:NWI and is a Specialist Operative. Kusanagi really has 2 weapon options with a LT option for both: Spitfire and the other that brings a Multi Rifle+LFT with E/M Grenades. Both options have good potential and the Multi Rifle LT even increases the SWC allotment. However, she is super expensive costing as much as high-end Heavy Infantry.
***'''Core/Haris:''' Cassandra Kusanagi can join a Core Fireteam of Reverend Moiras. In this team, her Multi Rifle+LFT can be put to good use. Her high PH and Fireteam bonuses allows for decent Speculative Fire with her E/M Grenades. Though her Multi Rifle is short ranged, a Moira with a HMG can cover those long range support. Cassandra can also join a Haris team of Reverend Custodiers. In this team, her Spitfire becomes far more relevant because Custodiers lack any high burst weapons. This team is a great little Specialist team that can take on gunfights. For either team, Kusanagi is a WIP14 Specialist Operative, and, though Moiras and Custodiers are expensive, ODD fireteams can be super deadly.


*'''Reverend Custodiers:''' l33t haxors du jour. ODD, WIP 14, ARM/BTS 3, Religious Troop and Fireteam: Haris. Otherwise, always always always take the pitchers to extend your hacking area. In terms of hackers, you either get the option of the HD+ for the problem solving hacker (and potentially your Lieutenant) and the AHD which is for taking out gear. Of note, the AHD Custodier also gets the Icebreaker upgrade program, which is hilariously dangerous as it bypasses the targets BTS.
*'''Reverend Custodiers:''' Some of the best hackers in the Nomads army outside of Tunguska. They have access to either an HD+ or AHD, the latter with the Icebreaker upgrade. WIP14 and BTS3 makes them really good hackers, and they have BS12, ARM3, and ODD for gunfights. They have 3 weapon options, but the most best choice are the Combi Rifle + Pitchers - which makes her a rare Hacker that bring her own hacking support. Custodiers also makes for an excellent -though somewhat obvious- LT option.
**'''Fireteam: Haris:''' Taking three Custodiers is a bit much though, but there are other options to round out that Haris. For instance, an AHD Custodier and an HD+ custodier with a Reverend Healer gives them even better survivability. Taking Kusanagi and two Custodiers gives the team extra shooting power, but it's pricey. Every option is however a hard to take out Specialist fireteam.
**'''Haris:''' Though they have the Haris skill in their profile, there isn't much of a point to have three hackers in a single team albeit it could be good for ITS specialist roles. They lack a strong point man with a high burst gun unless you add Kusanagi as a lead this team. Otherwise, they can add a healer to their team with a MULTI-rifle to gain the burst bonus as a TL and patch up any wounds.


*'''Reverend Healers:''' They're MI medics, making them slow, but curiously pack CC19 and an EXP CCW. They're also pretty decent at shooting but their guns aren't anything to write home about. Unlike other reverends have only Mimetism rather than ODD. All-in-all the are a doc that you want and they can join fireteams of their reverend brethren, making them damn near auto-take. If you don't put her in a fireteam (why?), make sure to take a zondbot.
*'''Reverend Healers:''' Healers are yet another high-end MI from Bakunin. As their name would suggest, they are all Doctors and with WIP14. Unfortunately, they only have Mimetism which in itself is not bad, but certainly not at the same level of protection as ODD like on the Moira and Custodier. They only have 3 weapon options -Boarding Shotgun, Multi Rifle, Combi Rifle- and they're all short ranged. They also carry an EXP CC weapon; paired with CC19 and their short range weapons, Healers are a pure defense unit for your <s>Sisters of Battle</s>warrior nuns.
**'''Fireteams:''' The Healer does not have either Core or Haris skill in their profile, but 1 can join either a Reverend Moira Core or Custodier Haris. Traditionally, filler troopers for Fireteams are taken with the cheapest option just to get all of those bonuses. The Reverend Healer is less in cost than most of the main team options, but still pretty pricey. Though only armed with a rather short ranged gun, her doctoring adds to the survival of the team as well as being a ITS Specialist.


*'''Reverend Moiras:''' Who wants an ODD core of Religious Troops with MULTI-rifles? Whoa, that's a lot of hands. The downside is that they're slow, being MI, and all and have no BTS whatsoever. Not to mention they're quite expensive for 1-Wound models. But again, core religious troops with ODDs and MULTI-rifles. Take MULTI-Snipers for long-range heavy hunting or an AHD to counter problematic units. Just make sure to stay away from Direct Template troops and MSV2.
*'''Sin-Eater Observants:''' Sin-Eaters are some of the most deadliest ARO troopers in the game with their high BS, Mimetism, Neurocinetics, and their array of great weapon options. They only need to move to get into better positions; mimetism gives the Sin-Eater a big advantage over the target especially in Partial Cover. The HMG is the most widely used for the longer rangebands and the Burst, but the other weapon options are good too; The Sin-Eater wields them at a very good BS13. The Sin-Eater IS Religious, however - which can be good or bad.
**'''Fireteam: Core:''' Not only do they core, but you can add a Reverend Healer to give your girls even better staying power. [[Awesome]]! What's that? Want more firepower? Add Kusanagi...
**'''Reverend Superior Cassandra Kusanagi:''' In addition to being the top Moira, she gets NWI, Multiterrain and specialist operative. You can take her with a MULTI-rifle, LFT and E/M grenades or a spitfire. If you take her with the former as a lieutenant, she gives your army +1 SWC - mint!
***Note that Spitfire Kusanagi gains no benefit from being a Lieutenant, especially if she's in a fireteam. So she can actually act as an Lt. decoy.


*'''Sin-Eater Observants:''' Another religious MI but with mimetism and neurocinetics. They're iffy as hell because they only get full B when in ARO, and that's only against the model that attacked them. If you do take one, you're using it as a harassment tool, [[Troll|constantly prodding your opponent to try and take a shot at him.]] If you do take one, use the shootier guns (HMG, Mk12 or Spitfire) and keep your distance.
*'''Prowlers:''' The Cable to Corregidor's Deadpool (Senor Massacre) in the form of a high cost Medium Infantry with Bioimmunity, camo and Infiltration. The Spitfire options makes for a brutal shock trooper, but the Combi Rifle+LFT with ADHL option is a fantastic toolbox unit especially with the Specialist Operative option for 0.5 SWC.


===Heavy Infantry===
===Heavy Infantry===
*'''Riot Grrls:''' BLATANT MISANDRY! Okay, they're a fairly bog-standard HI unit and one of the few sources of MSV's in the list. Also fairly cheap due to Frenzy. To sweeten the deal, they have stun and/or E/M grenades and okay PHS for throwing them and a good array of weapons to choose from. They can either be taken as Haris or Core fireteams.
*'''Riot Grrls:''' Anarcho Feminists with pretty good profile BS, PH and WIP. They are your only source of MSV and even then, it's only MSV1. Hyper-Dynamics L1 allows them to dodge with a +3MOD to PH. They have the usual standard weapon options many HIs (Combi Rifles, Multi Rifles, ML, Spitfire, BSG), but the most intriguing would be the Stun Grenades, hitting more reliably even from Speculative Fire thanks to their PH. The Combi Rifle option also comes with a Blitzen which is dangerous versus enemy TAGs and HI as well as Isolating any other targets. They have a single specialist option in the form of a Specialist Operative. Watch out! because these bitches have Frenzy which mean they will Impetuous the following turn after they've caused a Wound.
**'''Fireteam: Core:''' The to-go fireteam for Bakunin, since it's more survivable than Moiras. Gets around their Frenzy problem. Now there's a Specialist Operative profile to let them be console-clickers as well.
**'''Core:''' It's a good idea to take a Spitfire as the point <s>man</s>person, a Specialist Operative, and a BSG with a TinBot B to bounce assault hackers. If you want some more range there is the ML or Blitzen options as well. Stun Grenades suddenly become more potent in Speculative Fire, and, with SSL2, they can dodge on PH16. These girls can dominate the midfield.
**'''Fireteam: Haris:''' a neat and tidy fireteam whose only drawback is that it competes with the Custodier/Healer Haris.
**'''Haris:''' Tidy, low-cost team. There is a Haris option for a fireteam with a smaller footprint. They can be a great little team for fire support, and/or even escort a Specialist Operative to the Objective leaving you another CORE option elsewhere. You obviously get the combi/Blitzen; take the BSG tinbot for defense and either the spitfire or missile launcher for a TL.
 
*'''Taskmasters:''' Overall, the biggest surprise of the Bakunin list. [[Orks|Dead 'ard, killey, and armed to da TEEF!]] They come with Free Agent, Fireteam: Duo, CC19, Martial Arts 1, ARM 5 and BTS 6. In terms of guns, they all get a heavy pistol and a DA CCW. In terms of loadouts, the HMG is arguably the weakest (which is saying a lot), but it's still takeable; if you really want long-range D15 power, consider the HRL guy as he also comes with a light shotgun, a pulzar and a pair of CrazyKoalas. Every other config has at least 3 BS weapons including CrazyKoalas. They will kick pretty much everything's ass right up until they have to face a TAG.
**'''Fireteam: Duo:''' What's better than one Taskmaster? Why not two moving at the same time? Yes, very yes. Be sure to take the Red Fury guy for the Tin Bot.


===Tactical Armoured Gear===
*'''Taskmasters, Bakunin SWAST Team:''' [[Orks|Dead 'ard, killy and armed to da teef!]] S5 heavies with great BS13, PH14, WIP13, and strong ARM5/BTS6. Not only do they have imposing stats and excellent weapons (especially that Red Fury but the HMG choice is somewhat underwhelming), they also offer board control with CrazyKoalas. Martial Arts L1 gives them Stealth and V:Courage, and Free Agent can be a useful skill as well. They are high cost troopers, but there isn't much competition in the price range and tabletop role. The only thing that these bruisers will struggle against are things with high armour saves - TAGs are their hard counter.
*'''Lizard Squad''' Lizard is a no-nonsense frontline TAG: BS14, ARM8, armed with a MULTI HMG and a choice of Heavy Flamethrower or a Heavy Grenade Launcher. Speculative shot anyone? With the amount of engineers and hackers to keep it alive and cheap cheerleaders in form of Moderators it is easy to build a list around this thing. Not to mention it has the single sexiest pilot model in the range.
**'''Duo:''' In a Duo, a pair of beastly Taskmasters will march down the field to take on just about anything. They have NO specialist options, so these guys are solely for fire support and board control.


*'''Scarface & Cordelia, Mercenary Armoured Team''' Now that Scarface & Cordelia are everywhere, Nomads can take them too. With twin Mk12, 3 Structures and an Engineer it is a good package if you want to try something different. But usually a Taskmaster will outperform Scarface and you're not exactly starved for Engineers.
===TAG===
*'''Lizard Squad:''' Fairly standard TAG stats and armed with a Multi HMG and either a Heavy Grenade Launcher or a Heavy Flamethrower. While expensive, with the higher than average WIP on Nomad Engineers like the Clockmaker they become more effective compared to similar models in other factions. Use the HGL option if you plan on doing some Speculative Fire. HFT is great for crowds and Fire sensitive targets.
**'''Lizard Pilot:''' She carries a SMG on her supple ass, making her a lot more dangerous than before, especially with the ability to use Suppressive Fire. She is also a Specialist Operative with WIP13.


===Remotes===
===Remotes===
Nomads are known for their Remotes, partially due to their fancy Hackers. Who makes the REMs? We do!
Nomads have a fantastic selection of REMs to choose from each out offering something different. They also have some of the best Hackers, so it's a good idea to include a basic Hacker or HD+ for Supportware.
*'''Zond Remotes:''' Basic S3 REMs.
**'''Stempler:''' Standard issue toolbox (Forward Observer, Sat-Lock, Sensor, Repeater) REM, but with Climbing Plus.
**'''Reaktion:''' Total Reaction, 360 Visor HMG REM, but with Climbing Plus.
**'''Vertigo:''' Standard remote with Smart Missile Launcher. Bakunin has access to a whole lot of hacking support as well as Forward Observers, so guided strikes may come in handy.
**'''Transductor:''' Super cheap 8pt Flash Pulse bots with Mimetism and Repeater. Great for order generation, Flash Pulse coverage, and Repeater influence.  


*'''Zond Remotes:''' Standard issue S3 Remotes, but with Climbing Plus. Which is important considering Remotes cannot Climb without it.
*'''Meteor Zond:''' The same as a Stempler Zond but, instead of Climbing Plus, it gets +1PH and '''AD:Combat Jump'''. It's easy to walk in on a board edge for ITS Objectives, increasing hacking influence, and/or harassment.
**'''Reaktion:''' The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.
**'''Stempler:''' The Forward Observer Remote.  A fast and cheap specialist and a mobile Repeater. Sensor makes for a good Camo hunter, but there's another that does it one better...
**'''Meteor:''' A Nomad specific S3 Remote. Basically a Stempler... But with AD: Combat Jump. Combat Jumping sensor with sat-lock, FO and a repeater? Now things are getting interesting!
**'''Transductor:''' The Repeater/Flash Pulse Remote. Very good to have in vanilla Nomads and useful in Corregidor, but Bakunin has other means of spamming repeaters.
**'''Vertigo:''' The Smart Missile Launcher Remote. With an easy access to WIP 13/14 Forward Observers, Hackers and a Meteor Zond you may be tempted to form an SML list. It might work.


*'''Salyut Zonds:''' Standard issue S4 Baggage Remotes. Come with Minesweeper, EVO Hacker and TR Combi profiles. EVO Hacker is pretty much exclusively for Overclocking Tsyklons; they're just better in Corregidor.
*'''Salyut Zonds:''' Standard issue S4 Baggage Remotes with Minesweeper, EVO Hacker, or Combi Rifle/Total Reaction options. EVO Hacker is fantastic for Overclocking some of the best REMs like the Lunokhod or Tsyklon Sputniks and even the Transductors.


*'''Lunokhod Sputniks:''' Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper. Basically Lunokhods guard your Deployment Zone from enemy infiltrators, but can make a good push to mid-field if needed or play freeze-TAG with an Akrylat Kanone. Uncharacteristically of Remotes Lunokhods have quite heavy armour.
*'''Lunokhod Sputniks:''' Lunokhods are tough Nomad Combat REMs with ARM3 and BTS6. There are only 2 options, but both offer a TON of board control: 6-4MOV and Climbing Plus lets them get just about anywhere, Heavy Shotgun for close encounters especially versus Camo/ODD, Minesweeper to take enemy deployables and AI Beacons, Repeater to extend hacking influences, D-Charges for the Sabotage Classified, and even a pair of CrazyKoalas! The only difference is Heavy Flamethrower or the ADHL (even more utility!).


*'''Tsyklon Sputniks:''' Also Nomad-specific, these are long range combat Remotes for both offence and defence. 360 visor + X-Visor is a hellish combo and the update to Feurerbach makes Tsyklon a veritable TAG-hunter. And comes with its own Repeater. Uncharacteristically of Remotes Tsyklons have quite heavy armour.
*'''Tsyklon Sputniks:''' Tsyklons have the exact same chassis as the Lunokhods, but they drop Minesweeper in favor of both 360 Visor and X-Visor. Tsyklons also benefit from the fast 6-4MOV with Climbing Plus, robust ARM/BTS, and Repeater. However, they're built for more longer ranged fights with either Spitfire or Feuerbach. Both come with Pitchers which can help dominate with infowar even further.


*'''Zondbots:''' Nomad regular G: Servants. Come in Support Pack with the units that make the best use of them.
*'''Zondbots:''' Keep your Doctors or Engineers safe by giving them a Zondbot. They are possibly far more useful for your Engineers depending on how many REMs there are in your list.


===Skirmishers===
===Skirmishers===
*'''Zeros:''' The other camouflaged infiltrator, they're cheaper and squishier than Prowlers but have a few more tricks. Namely, they can be hackers taking either an AHD or KHD; the latter may be preferable as there are better sources of AHDs in the army and you might just come up against another hacker that needs killing. Your other options are to deploy mines or repeaters.
*'''Zeros:''' Zeros are a bare bones CH:Camouflage Infiltrator. For a cheap price, Zeros have average profile stats, but a plethora of options. Side for the one E/Mauler option, all loadouts include Antipersonnel Mines. There are 3 specialist choices: Assault Hacker, Killer Hacker, and Forward Observer. With AVA 3 and their low cost, they're an easy include for any army list. In missions without exclusion zones, cheap infiltrating camo specialists are nigh auto-includes regardless of faction, and the price of Zeroes makes them a very good choice.  
**'''Bran Do Castro, Triple Zero:''' The Japanese think they're so cool with their cat-samurai? Well, we have a monkey-monk! With Superior Infiltration and Martial Arts 3, CC 22, Camo, Super Jump, Climbing Plus AND Multiterrain. He even wore underwear and has better armour than regular Zeros (by 1). Take him as a Specialist Operative and sneak out those objectives or slip into enemy DZ on turn one to destroy his Order supply.
**'''Bran Do Castro (Triple Zero):''' Bran Do Castro is effectively a character Zero with several bio-modifications. Firstly, his CC rockets up to CC22 and and physique goes to PH13. He has Superior Infiltration (though the infiltration roll may not be worth the risk even with +3MOD), Martial Arts L3, Super Jump, AND Climbing Plus; Bran can go anywhere! There are 2 options: He just average BS, so the BSG can greatly increase his accuracy in the short range. But the other option is a Specialist Operative with a Combi Rifle+E/Mitter - which doesn't have the great +6 shotgun range, but can go into Suppression Fire. Even though Bran's got a strong CC stats, his best targets are basic bitches as opposed to more dedicated enemy CC troopers. He is an excellent choice if you are expecting an enemy to have a specialist, sniper, or Lieutenant model hiding on a rooftop somewhere.
 
===Warband===
*'''Bakunin Uberfallkommando:''' Generally considered one of the best close combat units in the game. Their unique skill combination makes them an extremely effective infiltrator denial tool, good at not only protecting a large area of the table due but also being extremely effective at discovering CH:Camouflage markers and removing Mines through the Dodge Skill. The Chimera is the team's weakness, because if she dies her G:Synchronized Pupniks go inert. Thankfully, she's got PH13 for her Eclipse Grenades and Total Immunity in case she takes a hit. The team is also Extremely Impetuous and Irregular, which is reflected in the rather low cost. Despite some of those drawbacks, the team is fast and very mobile with 6-4 MOV and Climbing Plus. The Pupniks will dodge on a PH19 thanks to Hyper-Dynamics L2. Eclipse Grenades can isolate their target(s), allowing you to engage only one or two models at a time. In CC, the Chimera wields a Viral CCW at CC21, and gets Burst and PH bonuses for each Pupnik in the brawl. Her Natural Born Warrior is the ultimate counter to enemy CC specialists as well.
**The Chimera can take 0-3 Pupniks, but should always take the full complement of three unless you really, really need an extra point somewhere.
 
*'''Der Morlock Gruppe:''' Standard warband infantry, Irregular and Extremely Impetuous, with high PH13, a Chain Rifle, a variety of close-combat weapons and Smoke Grenades. They also have a Bakunin twist in the form of MetaChemistry. The two most noteworthy profiles are the 6pt Chain Rifle Smoke Grenade choice and the 8pt with the same loadout only with an Assault Pistol in place of the normal sidearm, allowing you to surprise your opponent with a large amount of dice in close ranges.


===Warbands===
==General Army Strategy and List Building==  
Here be Furries. You've been warned
The Jurisdictional Command of Bakunin has a mixed bag of troopers each with a different role of method of getting things done.  


*'''Uberfallkommando:''' simply put, ''the'' counter-ninja. Deploy them where you figure your opponent might be hiding a hidden infiltrator and tear that fucker apart when you activate in its zone of control. The Chimera of the group is silly dangerous with a Viral CCW, eclipse grenades, Natural Born Warrior, i-Kohl 1, Total Immunity and Climbing Plus. Then on top of that, she brings 1-3 pupniks that are synchronized with hyper-dynamics 2 (perfect for soaking up AROs), climbing plus and DA CCWs. Just don't let them get caught in the open with their frenzying (use those eclipse grenades).
*Particular strengths lie in above average warband troops like the Morlocks and the Uberfall Kommando
*Access to cheap CH:Camouflage troops that can Infiltrate, in the Zero
*ODD and CH:Mimetism through the Reverend Moira, Reverend Custodier and the Reverend Healer
*Cheap line infantry in the Moderators
*A decent heavy infantry choice in the Riot Girls


*'''Die Morlock Gruppe:''' More German furries. Frenzied irregulars like the above, but with more straight up attack power via Martial Arts 2 and MetaChemistry. Most carry an AP CCW but there are options for a DA and E/M weapon, as well as an assault pistol. Do note that their BS isn't actually that bad for frenzying irregular warbands so taking one with a decent close range gun isn't a terrible idea.
Because of all the tools and tricks available to them, there is a strong temptation to pull off wacky -but order intensive- tricks and combos. Don't. Even in previous editions, those tactics are considered traps. The most notorious is the Guided Missile Strike which on average takes 5-6 orders to accomplish. There are very few times when this is even worth it, and it is almost always a bad idea to build your list around this sole tactic, and is usually only viable if gets you a Classified Objective for Telemetry AND gets you closer to you overall goals).


==Building Your Army==
Bakunin may struggle against any form of CH:Camouflage and ODD, as they lack access to MSV2 or MSV3 to deal with these threats as other factions do. However, there are several ways to deal with these troopers.
As revealed on GenCon, there is a new Bakunin Starter pack coming and in general Bakunin is getting a lot of attention from CB. Current one has the standard 3 Moderators, a Sin-Eater, a Moira and a Zero. The next one is shaking things up with a Riot Grrl and a Morlock replacing the Zero and one Moderator. A few of the basic units are likely bound to be resculpted, so current ones are likely to go on sale then.
*Most obvious is to mitigate these negative MODs, with MSV1 from Riot Grrls. Though only MSV1, it still helps to nullify those penalties, especially if they are in a full Core fireteam.
*Zeros are also good counter threats thanks to their Antipersonnel Mines, especially on the Minelayer profile. If your opponent is forced into declaring a Dodge, his Camouflague is cancelled, saving you the effort of having to try and Discover him. This also lends to gaining board control.
*In a similar fashion, Lunokhods and Taskmasters both have access to CrazyKoalas which can be used to bait opponents into declaring a Dodge.  
*Your very own Camo and ODD, both of which are common in this faction.
*Uberfall. Probably the best close combat unit in the game, Pupniks Dodge on a 19 allowing you to clear minefields with ease. Four models also means four dice for your Discover rolls.
*Direct Template Weapons such as Flamethrowers and Chain Rifles. The user will likely take a free hit, but these weapons don't require rolling on BS with penalties.
*Sensor. Stempler Zonds can Sensor in the home side, while Meteor Zond can Sensor just about anywhere else.


What to get:
==Tactics==
* The starter: obviously, regardless which one.
*'''Hacking Device PLUS:''' HD+ has everything you need for your Custodier to kick ass. ODD is completely negated by MSV2, but White Noise can block MSV. A Custodier can also Cybermask herself to avoid mines and/or move up safer.
* Custodier: at least one, two if you're going for the Haris.
* Moira box or Riot Grrl box: if you're not taking the TAG, this is your main brute force.
* Support pack, Zeroes and Remotes, for objective grabbing.


==Hints and Strategies==
*'''Supportware and REMs:''' Nomads are notorious for having some of the best REMs. Buff them with Supportware: Assisted Fire, Enhanced Reaction, Overclock, etc etc
The quick take-away is you have a lot of weird combos at your disposal but the biggest difference is know the difference between your harassers and your beatsticks and use them accordingly. Keep in mind, there is a serious blind spot (aha!) for Bakunin and it's their lack of Visors. You will either have to take Grrls, hackers or REMs to try and spot the fidgety bastards and if they have distance on you? You're fucked.
**'''Overclock:''' This is a EVO Supportware available only to the Salyut Zond EVO Hacker. Most Nomad Remotes have a built in Repeater, but Nomad Remotes are also some of the best in the game. By spending a single full order, Overclock will give every REM with that Repeater B2 in ARO - especially common with Tsyklons with Feuerbach and those EXP rounds, and even the humble Transductor Zond and it's B2 Flash Pulse.


===Tactics===
*'''Board Control:''' There are a lot of troopers with CrazyKoalas, Mines, and even REMs with Supportware as well as plenty of hacking support with great Hackers to dominate in infowar.
*'''MULTI-pass:''' Moira core with a Healer. EVERYONE with either a MULTI-rifle or a MULTI-sniper. Find a good position while the snipers provide cover  and then set the rifles to suppression fire at the end of your turn. Drink your enemies tears in ARO and in your active turn, shoot the shit out of pretty much everything. AP for tough armour like TAGs and the heaviest infantry, DA for mid-range targets and shock for the squishies.
**'''Alternative:''' Give the Healer a boarding shotgun instead. Choose between AP or teardrop to help with threats that get too close for comfort.


*'''Freeze TAG:''' You will need a Prowler with an ADHL, a Lunohkod with an akrylat kanone and at least one AHD (plus REMs, pitchers, repeaters, etc.). You may not be busting them apart, but at least they stop moving! If you freeze a TAG closer to the other side of the board, move an infiltrator close to it to ARO when the enemy engineer or helper bot tries to fix the IMM-2. Bonus points for using a zero with mines to booby trap the enemy TAG.
*'''No MSV and Smoke:''' Though Smoke Grenades are easy to come by in Bakunin, there is no MSV2 or higher in the army list - which is odd considering Bakunin develops much of the Nomad tech.


[[Category:Infinity Tactics|Nomads]]
[[Category:Infinity Tactics|Nomads]]

Latest revision as of 10:50, 21 June 2023

The unit overview and tactica for Nomad Jurisdictional Command of Bakunin sectorial.

We all know why you're here

Why Play Bakunin[edit]

Tunguska is the money. Corregidor is the labour. Bakunin is the trade soul. For the Nomad Nation, Bakunin is the center of culture, radical ideas, and freedom of identity. Each individual brought together only by their refusal to conform to the established society puppeted by ALEPH. Freedom of thought without any legal restriction makes Bakunin the leader of technology, and the core of bio modifications in the Nomad Nation. They deal in luxuries both exotic and illegal.

Bakunin has a variety of aesthetics from the sexy nuns of the Observance to even troopers with drastic bio mods like the Uberfallkommandos.

Faction Features[edit]

Special Skills[edit]

  • The Observance: This is a religious group absolutely dedicated to the eradication of ALEPH. Troopers from the Observance -Reverend Moiras, Reverend Custodiers, Reverend Healers, Cassandra Kusanagi, and the Sin-Eaters- all have the Religious rule making them unflinching in firefights but potentially to their detriment.
  • Biofreaks: Bio modifications is just another Tuesday for the citizens of Bakunin. In the Bakunin forces, troopers like the Uberfallkommandos and Morlocks come with some of these enhancements.
  • Get Fighty: Though Bakunin Jurisdictional Command is not known for Close Combat, they have some interesting close combat counters throughout the list with troopers with high CC, Martial Arts, and even Natural Born Warrior.
  • The Toy Chest: Befitting of the Nomads' engineering branch, Bakunin has access to a lot of different weapons and gear throughout as well as an interesting selection of REMs and multiple types of Hacking Devices.
  • Fireteams: You get Core, Haris and Duo fireteams with interesting configurations depending on the unit.

Equipment[edit]

  • Pitchers: Use guns to launch out repeaters. These are important for Bakunin as your hackers are squishy and/or slow. It also greatly increases your hackers' influence on the battlefield.
  • Hacking Device Plus: A gem of a toolbox kit, the HD+ is a straight upgrade over a standard HD and Bakunin has access to units that can take them. Especially of note is the White Noise program - as it counters MSVs, and Cybermask.
  • CrazyKoalas: Troopers with CrazyKoalas offer a whole lot of board control. Be sure you read up on the rules for Perimeter Weapons:.
  • Camo and ODD: Lots of troopers with Camo, Mimetism, or ODD.
  • NO MSV2 or higher: Riot Grrls have MSV1 and that's it. But there are many ways to deal with Camo/ODD.

Unit Overview[edit]

Light Infantry[edit]

  • Moderators from Bakunin: Moderators are the bulk of the law enforcement on Bakunin. They have very low stats compared with other basic troopers. However, that is reflected in their LOW costs. Their equipment is mostly standard; However, instead of HMGs and MLs, they can bring a Spitfire or Combi Rifle+Pitcher. There are two Specialist choices: Hacker or Paramedic. Don't forget that they're also immune to Shock! Individually, they're best for cheerleader roles, Pitcher support, or ITS Specialist.
    • Core: Moderators can link up for a very inexpensive Core fireteam. They also happen to have access to one of the most inexpensive Spitfire profiles in the game, however their crappy BS makes this a last resort and stick to a MULTI-Sniper as a defensive option. In a 5-man team their crappy BS10 goes to BS13, but still it's probably better to keep them away from firefights.
  • Bakunin Clockmakers: They are very competent WIP15 Engineers with D-Charges, so you should take one especially if you're playing TAGs or Remotes.
    • Zoe and Pi-Well, Special Clockmakers Team: For 47pts, you get both Zoe and her AI friend, Pi-Well! Remember that they are NOT a G:Synchronized unit, so they don't have to follow coherency rules and Pi-Well does not deactivate if Zoe falls.
      • Zoe: Zoe is a Clockmaker character with Engineer as well as a Hacking Device. Her Hacking Device is upgraded with Stop!. WIP15 makes her very competent for both skills, and for ITS, she's got it all covered - especially in Highly Classified or other missions get can benefit either Hackers or Engineers. She's a very soft target in gunfights, so it's a good idea to keep her safe from harm. As a hacker Zoe can buff REMs like Pi-Well with Supportware.
      • Pi-Well: Pi-Well is basically a S2 Stempler Zond, but with ODD. His ODD gives him a much better edge in firefights, and his Repeater allows Hackers like Zoe to buff him with Supportware. For ITS, he is a WIP13 Forward Observer.
  • Daktari (Daks, Campaign Doctors): Daktari is the cheap, backline Doctor option, especially compared with the Reverend Healer or Avicenna. However, the speed and WIP of Avicenna leaves her overshadowed.
  • Warcors, War Correspondents: 3pts Irregular Flash Pulse ARO piece with 360 visor. Don't underestimate that WIP13 Flash Pulse.
  • Avicenna, Mercenary Doctor: If you really need a fast moving Doctor, take Avicenna instead. She also has Doc Plus, a 6" move value and V:NWI. Worth the points for a singular doc. In combat she's very short ranged and lack any defensive skills like Mimetism. Keep her out of LoF from enemy snipers and other troopers with Shock or Viral.

Medium Infantry[edit]

  • Reverend Moiras: Reverend Moiras are a high-end sexy nuns Medium Infantry. 4-2MOV makes them pretty slow, but ARM3 protects them. In firefights, ODD gives Reverend Moiras a huge advantage over their foes especially with their good BS12. They also have a good PH12 though with no Throwing Weapons, and WIP14 makes the Assault Hacker a capable specialist. Though ARM3 in cover is strong against incoming shots, Moiras completely lack BTS. Individually, there's not much to offer especially in comparison to other troopers in the same price range like Prowlers, Custodiers, and even Riot Grrls.
    • Core: The Moiras can form a Core Fireteam of sexy nuns dangerous troopers with ODD. In a Core team, their slow MOV is greatly mitigated by the movement bonus. The Moiras are also incredibly scary to go up against in gun fights; In a 5-man team, they have an increased BS of 15, and with ODD they're super hard to contest. The increased BS is also very useful when Speculative Firing with the E/M Grenade Launcher(a very rare weapon). Add an Assault Hacker to make them ITS ready. Despite all the positives, this fireteam has a hefty toll on both points and SWC (if you want to include more than just a HMG).
    • Reverend Superior Cassandra Kusanagi: Kusanagi is the Reverend Moira character. She has similar stats except for a higher BS14 and PH13, and she's got V:NWI and is a Specialist Operative. Kusanagi really has 2 weapon options with a LT option for both: Spitfire and the other that brings a Multi Rifle+LFT with E/M Grenades. Both options have good potential and the Multi Rifle LT even increases the SWC allotment. However, she is super expensive costing as much as high-end Heavy Infantry.
      • Core/Haris: Cassandra Kusanagi can join a Core Fireteam of Reverend Moiras. In this team, her Multi Rifle+LFT can be put to good use. Her high PH and Fireteam bonuses allows for decent Speculative Fire with her E/M Grenades. Though her Multi Rifle is short ranged, a Moira with a HMG can cover those long range support. Cassandra can also join a Haris team of Reverend Custodiers. In this team, her Spitfire becomes far more relevant because Custodiers lack any high burst weapons. This team is a great little Specialist team that can take on gunfights. For either team, Kusanagi is a WIP14 Specialist Operative, and, though Moiras and Custodiers are expensive, ODD fireteams can be super deadly.
  • Reverend Custodiers: Some of the best hackers in the Nomads army outside of Tunguska. They have access to either an HD+ or AHD, the latter with the Icebreaker upgrade. WIP14 and BTS3 makes them really good hackers, and they have BS12, ARM3, and ODD for gunfights. They have 3 weapon options, but the most best choice are the Combi Rifle + Pitchers - which makes her a rare Hacker that bring her own hacking support. Custodiers also makes for an excellent -though somewhat obvious- LT option.
    • Haris: Though they have the Haris skill in their profile, there isn't much of a point to have three hackers in a single team albeit it could be good for ITS specialist roles. They lack a strong point man with a high burst gun unless you add Kusanagi as a lead this team. Otherwise, they can add a healer to their team with a MULTI-rifle to gain the burst bonus as a TL and patch up any wounds.
  • Reverend Healers: Healers are yet another high-end MI from Bakunin. As their name would suggest, they are all Doctors and with WIP14. Unfortunately, they only have Mimetism which in itself is not bad, but certainly not at the same level of protection as ODD like on the Moira and Custodier. They only have 3 weapon options -Boarding Shotgun, Multi Rifle, Combi Rifle- and they're all short ranged. They also carry an EXP CC weapon; paired with CC19 and their short range weapons, Healers are a pure defense unit for your Sisters of Battlewarrior nuns.
    • Fireteams: The Healer does not have either Core or Haris skill in their profile, but 1 can join either a Reverend Moira Core or Custodier Haris. Traditionally, filler troopers for Fireteams are taken with the cheapest option just to get all of those bonuses. The Reverend Healer is less in cost than most of the main team options, but still pretty pricey. Though only armed with a rather short ranged gun, her doctoring adds to the survival of the team as well as being a ITS Specialist.
  • Sin-Eater Observants: Sin-Eaters are some of the most deadliest ARO troopers in the game with their high BS, Mimetism, Neurocinetics, and their array of great weapon options. They only need to move to get into better positions; mimetism gives the Sin-Eater a big advantage over the target especially in Partial Cover. The HMG is the most widely used for the longer rangebands and the Burst, but the other weapon options are good too; The Sin-Eater wields them at a very good BS13. The Sin-Eater IS Religious, however - which can be good or bad.
  • Prowlers: The Cable to Corregidor's Deadpool (Senor Massacre) in the form of a high cost Medium Infantry with Bioimmunity, camo and Infiltration. The Spitfire options makes for a brutal shock trooper, but the Combi Rifle+LFT with ADHL option is a fantastic toolbox unit especially with the Specialist Operative option for 0.5 SWC.

Heavy Infantry[edit]

  • Riot Grrls: Anarcho Feminists with pretty good profile BS, PH and WIP. They are your only source of MSV and even then, it's only MSV1. Hyper-Dynamics L1 allows them to dodge with a +3MOD to PH. They have the usual standard weapon options many HIs (Combi Rifles, Multi Rifles, ML, Spitfire, BSG), but the most intriguing would be the Stun Grenades, hitting more reliably even from Speculative Fire thanks to their PH. The Combi Rifle option also comes with a Blitzen which is dangerous versus enemy TAGs and HI as well as Isolating any other targets. They have a single specialist option in the form of a Specialist Operative. Watch out! because these bitches have Frenzy which mean they will Impetuous the following turn after they've caused a Wound.
    • Core: It's a good idea to take a Spitfire as the point manperson, a Specialist Operative, and a BSG with a TinBot B to bounce assault hackers. If you want some more range there is the ML or Blitzen options as well. Stun Grenades suddenly become more potent in Speculative Fire, and, with SSL2, they can dodge on PH16. These girls can dominate the midfield.
    • Haris: Tidy, low-cost team. There is a Haris option for a fireteam with a smaller footprint. They can be a great little team for fire support, and/or even escort a Specialist Operative to the Objective leaving you another CORE option elsewhere. You obviously get the combi/Blitzen; take the BSG tinbot for defense and either the spitfire or missile launcher for a TL.
  • Taskmasters, Bakunin SWAST Team: Dead 'ard, killy and armed to da teef! S5 heavies with great BS13, PH14, WIP13, and strong ARM5/BTS6. Not only do they have imposing stats and excellent weapons (especially that Red Fury but the HMG choice is somewhat underwhelming), they also offer board control with CrazyKoalas. Martial Arts L1 gives them Stealth and V:Courage, and Free Agent can be a useful skill as well. They are high cost troopers, but there isn't much competition in the price range and tabletop role. The only thing that these bruisers will struggle against are things with high armour saves - TAGs are their hard counter.
    • Duo: In a Duo, a pair of beastly Taskmasters will march down the field to take on just about anything. They have NO specialist options, so these guys are solely for fire support and board control.

TAG[edit]

  • Lizard Squad: Fairly standard TAG stats and armed with a Multi HMG and either a Heavy Grenade Launcher or a Heavy Flamethrower. While expensive, with the higher than average WIP on Nomad Engineers like the Clockmaker they become more effective compared to similar models in other factions. Use the HGL option if you plan on doing some Speculative Fire. HFT is great for crowds and Fire sensitive targets.
    • Lizard Pilot: She carries a SMG on her supple ass, making her a lot more dangerous than before, especially with the ability to use Suppressive Fire. She is also a Specialist Operative with WIP13.

Remotes[edit]

Nomads have a fantastic selection of REMs to choose from each out offering something different. They also have some of the best Hackers, so it's a good idea to include a basic Hacker or HD+ for Supportware.

  • Zond Remotes: Basic S3 REMs.
    • Stempler: Standard issue toolbox (Forward Observer, Sat-Lock, Sensor, Repeater) REM, but with Climbing Plus.
    • Reaktion: Total Reaction, 360 Visor HMG REM, but with Climbing Plus.
    • Vertigo: Standard remote with Smart Missile Launcher. Bakunin has access to a whole lot of hacking support as well as Forward Observers, so guided strikes may come in handy.
    • Transductor: Super cheap 8pt Flash Pulse bots with Mimetism and Repeater. Great for order generation, Flash Pulse coverage, and Repeater influence.
  • Meteor Zond: The same as a Stempler Zond but, instead of Climbing Plus, it gets +1PH and AD:Combat Jump. It's easy to walk in on a board edge for ITS Objectives, increasing hacking influence, and/or harassment.
  • Salyut Zonds: Standard issue S4 Baggage Remotes with Minesweeper, EVO Hacker, or Combi Rifle/Total Reaction options. EVO Hacker is fantastic for Overclocking some of the best REMs like the Lunokhod or Tsyklon Sputniks and even the Transductors.
  • Lunokhod Sputniks: Lunokhods are tough Nomad Combat REMs with ARM3 and BTS6. There are only 2 options, but both offer a TON of board control: 6-4MOV and Climbing Plus lets them get just about anywhere, Heavy Shotgun for close encounters especially versus Camo/ODD, Minesweeper to take enemy deployables and AI Beacons, Repeater to extend hacking influences, D-Charges for the Sabotage Classified, and even a pair of CrazyKoalas! The only difference is Heavy Flamethrower or the ADHL (even more utility!).
  • Tsyklon Sputniks: Tsyklons have the exact same chassis as the Lunokhods, but they drop Minesweeper in favor of both 360 Visor and X-Visor. Tsyklons also benefit from the fast 6-4MOV with Climbing Plus, robust ARM/BTS, and Repeater. However, they're built for more longer ranged fights with either Spitfire or Feuerbach. Both come with Pitchers which can help dominate with infowar even further.
  • Zondbots: Keep your Doctors or Engineers safe by giving them a Zondbot. They are possibly far more useful for your Engineers depending on how many REMs there are in your list.

Skirmishers[edit]

  • Zeros: Zeros are a bare bones CH:Camouflage Infiltrator. For a cheap price, Zeros have average profile stats, but a plethora of options. Side for the one E/Mauler option, all loadouts include Antipersonnel Mines. There are 3 specialist choices: Assault Hacker, Killer Hacker, and Forward Observer. With AVA 3 and their low cost, they're an easy include for any army list. In missions without exclusion zones, cheap infiltrating camo specialists are nigh auto-includes regardless of faction, and the price of Zeroes makes them a very good choice.
    • Bran Do Castro (Triple Zero): Bran Do Castro is effectively a character Zero with several bio-modifications. Firstly, his CC rockets up to CC22 and and physique goes to PH13. He has Superior Infiltration (though the infiltration roll may not be worth the risk even with +3MOD), Martial Arts L3, Super Jump, AND Climbing Plus; Bran can go anywhere! There are 2 options: He just average BS, so the BSG can greatly increase his accuracy in the short range. But the other option is a Specialist Operative with a Combi Rifle+E/Mitter - which doesn't have the great +6 shotgun range, but can go into Suppression Fire. Even though Bran's got a strong CC stats, his best targets are basic bitches as opposed to more dedicated enemy CC troopers. He is an excellent choice if you are expecting an enemy to have a specialist, sniper, or Lieutenant model hiding on a rooftop somewhere.

Warband[edit]

  • Bakunin Uberfallkommando: Generally considered one of the best close combat units in the game. Their unique skill combination makes them an extremely effective infiltrator denial tool, good at not only protecting a large area of the table due but also being extremely effective at discovering CH:Camouflage markers and removing Mines through the Dodge Skill. The Chimera is the team's weakness, because if she dies her G:Synchronized Pupniks go inert. Thankfully, she's got PH13 for her Eclipse Grenades and Total Immunity in case she takes a hit. The team is also Extremely Impetuous and Irregular, which is reflected in the rather low cost. Despite some of those drawbacks, the team is fast and very mobile with 6-4 MOV and Climbing Plus. The Pupniks will dodge on a PH19 thanks to Hyper-Dynamics L2. Eclipse Grenades can isolate their target(s), allowing you to engage only one or two models at a time. In CC, the Chimera wields a Viral CCW at CC21, and gets Burst and PH bonuses for each Pupnik in the brawl. Her Natural Born Warrior is the ultimate counter to enemy CC specialists as well.
    • The Chimera can take 0-3 Pupniks, but should always take the full complement of three unless you really, really need an extra point somewhere.
  • Der Morlock Gruppe: Standard warband infantry, Irregular and Extremely Impetuous, with high PH13, a Chain Rifle, a variety of close-combat weapons and Smoke Grenades. They also have a Bakunin twist in the form of MetaChemistry. The two most noteworthy profiles are the 6pt Chain Rifle Smoke Grenade choice and the 8pt with the same loadout only with an Assault Pistol in place of the normal sidearm, allowing you to surprise your opponent with a large amount of dice in close ranges.

General Army Strategy and List Building[edit]

The Jurisdictional Command of Bakunin has a mixed bag of troopers each with a different role of method of getting things done.

  • Particular strengths lie in above average warband troops like the Morlocks and the Uberfall Kommando
  • Access to cheap CH:Camouflage troops that can Infiltrate, in the Zero
  • ODD and CH:Mimetism through the Reverend Moira, Reverend Custodier and the Reverend Healer
  • Cheap line infantry in the Moderators
  • A decent heavy infantry choice in the Riot Girls

Because of all the tools and tricks available to them, there is a strong temptation to pull off wacky -but order intensive- tricks and combos. Don't. Even in previous editions, those tactics are considered traps. The most notorious is the Guided Missile Strike which on average takes 5-6 orders to accomplish. There are very few times when this is even worth it, and it is almost always a bad idea to build your list around this sole tactic, and is usually only viable if gets you a Classified Objective for Telemetry AND gets you closer to you overall goals).

Bakunin may struggle against any form of CH:Camouflage and ODD, as they lack access to MSV2 or MSV3 to deal with these threats as other factions do. However, there are several ways to deal with these troopers.

  • Most obvious is to mitigate these negative MODs, with MSV1 from Riot Grrls. Though only MSV1, it still helps to nullify those penalties, especially if they are in a full Core fireteam.
  • Zeros are also good counter threats thanks to their Antipersonnel Mines, especially on the Minelayer profile. If your opponent is forced into declaring a Dodge, his Camouflague is cancelled, saving you the effort of having to try and Discover him. This also lends to gaining board control.
  • In a similar fashion, Lunokhods and Taskmasters both have access to CrazyKoalas which can be used to bait opponents into declaring a Dodge.
  • Your very own Camo and ODD, both of which are common in this faction.
  • Uberfall. Probably the best close combat unit in the game, Pupniks Dodge on a 19 allowing you to clear minefields with ease. Four models also means four dice for your Discover rolls.
  • Direct Template Weapons such as Flamethrowers and Chain Rifles. The user will likely take a free hit, but these weapons don't require rolling on BS with penalties.
  • Sensor. Stempler Zonds can Sensor in the home side, while Meteor Zond can Sensor just about anywhere else.

Tactics[edit]

  • Hacking Device PLUS: HD+ has everything you need for your Custodier to kick ass. ODD is completely negated by MSV2, but White Noise can block MSV. A Custodier can also Cybermask herself to avoid mines and/or move up safer.
  • Supportware and REMs: Nomads are notorious for having some of the best REMs. Buff them with Supportware: Assisted Fire, Enhanced Reaction, Overclock, etc etc
    • Overclock: This is a EVO Supportware available only to the Salyut Zond EVO Hacker. Most Nomad Remotes have a built in Repeater, but Nomad Remotes are also some of the best in the game. By spending a single full order, Overclock will give every REM with that Repeater B2 in ARO - especially common with Tsyklons with Feuerbach and those EXP rounds, and even the humble Transductor Zond and it's B2 Flash Pulse.
  • Board Control: There are a lot of troopers with CrazyKoalas, Mines, and even REMs with Supportware as well as plenty of hacking support with great Hackers to dominate in infowar.
  • No MSV and Smoke: Though Smoke Grenades are easy to come by in Bakunin, there is no MSV2 or higher in the army list - which is odd considering Bakunin develops much of the Nomad tech.