Infinity/N3 Tactics/Imperial Service: Difference between revisions
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*'''SWC:''' This army can be costly on SWC. If you find yourself exceeding the SWC allowance, consider taking the Hsien Multi Rifle LT for his +1SWC | *'''SWC:''' This army can be costly on SWC. If you find yourself exceeding the SWC allowance, consider taking the Hsien Multi Rifle LT for his +1SWC | ||
*'''Smoke Pulse:''' Aside from being expensive, the Hsien/Zhanying Haris can be a great ranged threat. However, they have a nifty little ace against large link teams: hurl some nimbus grenades from your Zhanying riiiiight in front of the offending link team, walk your dudes into the smoke and use the Hsien's nanopulser to blast them with near impunity. | |||
*'''Hyperaggressive Moral Hazard:''' Wanna know why you'd take two Pheasants? Chain of Command. You can REALLY throw down an aggressive Rambo/CC lieutenant if you have a backup in case he eats it. Having two allows you to get frisky with the Pheasant Duo itself. | |||
[[Category: Infinity Tactics|YuJing]] | [[Category: Infinity Tactics|YuJing]] |
Revision as of 16:40, 31 May 2018
A Unit Overview and Tactica for Yu Jing's Imperial Service Sectorial
Why Play the Imperial Service Sectorial(ISS)?
The Imperial Agents of ISS are judge, jury, and executioners. Justice must be served and weaboo terrorists must die. To dispense the Jade Empire's justice, the ISS hires Authorized Bounty Hunters as well. The ISS also has support from a few ALEPH troopers.
The ISS are an elite force that does not suffer from lack of models or orders. They have a high level of tech and plenty of tricks up their sleeves.
Faction Features
- Kuang Shi: Kuang Shi are AVA8 in this sectorial.
- Bounty Hunters: ISS hangs wanted posters and these guys answer. Normally ABHs are exclusive to vanilla lists; However, they are fully available to the ISS.
- REMs: The ISS has a high AVA of REMs and the best specialist in the game, the Sophotect. She is both Doctor AND Engineer. A Remote heavy list is VERY viable for the army.
- Fireteams: ISS has options for Core, Haris, and Duo fireteams in the army list, and many unique fireteam compositions.
Special Skills and Equipment
The ISS focuses heavily on detection and anti-camo.
- Sensor: There are 3 units with the Sensor option. After passing a WIP+6 roll, this skill automatically reveals camouflaged markers and models in Hidden Deployment within Zone of Control of the user.
- Multispectral Visor: MSV helps nullify penalties for shooting at camouflaged and ODD equipped enemies. The sectorial has a single MSV1 unit, and 3 MSV2 units.
- Biometrics Visor: BMV ignores the -6 penalty for discovery against Impersonation-1 State; L2 adds a +3 to the WIP to discover. It also ignores Surprise Shot and Surprise Attack from both Impersonators and Holoprojectors.
- Kuang Shi Control Device: So what does the Imperial Service do to some of those captured criminals? They turn them into brainwashed mindless zombies. The Kuang Shi Control Device (KSCD) lets you bring them on the field. The Kuang Shi must be in the same Combat Group as the control device user.
- Biolocator: The bearer of this skill can spend a short skill to voluntarily go to the Unconscious state. The user in the unconscious state becomes BOTH Targeted and a Repeater. Entering the dead state, V:Dogged, or being revived will cancel this. Biolocator can only be used ONCE.
- MadTraps: Mad Traps are basically Crazy Koalas, but using Adhesive ammunition. Be sure to read the rules for Perimeter Weapons.
Unit Overview
Light Infantry
- Celestial Guard: The Celestial Guard are the basic troopers. They are more expensive than most basic troopers; Though the BS11 and ARM1 is average, they have a very high WIP14 and BTS3. The CG also has some options generally not available to basic infantry like the Spitfire and Boarding Shotgun. There are only 2 specialist options: Hacking Device and Forward Observers. The Hacker is expensive (expensive for a basic line troop) at 21pts, but it's the cheapest regular Hacking Device in the sectorial; The Forward Observer has a Boarding Shotgun, but remember they can Flash Pulse with WIP14 if they don't have good shotgun range. The most unique weapon/equipment is the KSCD which opens the option for Kuang Shi; That option also comes with the coveted Smoke Light Grenade Launcher.
- Fireteam:Core: The Celestial Guard have the Core skill benefiting from all the bonuses. However, they have some special options. Up to 3 Crane Agents may join a Celestial Guard team, or a single Celestial Guard KSCD may link with up to 4 Kuang Shi.
- Gui Feng, Xi Zhuang: Xi Zhuang brings quite a lot for his 20pts. He's only armed with a Combi Rifle+LFT -so very short ranged-, but he's a WIP14 Forward Observer which also makes him a very good Flash Pulser in ARO. He's got Shock Immunity, so Marksmanship L1 and Shock ammo will not insta-kill him, and has the Number 2 rule which only works in a fireteam. However, Xi Zhuang also brings a pair of Madtraps which offers a lot of board control, especially with other troopers with Madtraps.
- Core:Celestial Guard: In a team of Celestial Guards, Xi Zhuang adds a lot of defensive measures with his Madtraps. It means that a HI, TAG, or even a lousy WB with a DTW will have to think twice about making their way to templating your fireteam and risk getting glued down. The Number 2 rule becomes far more relevant especially if the point man with the Spitfire dies. Though his Combi+LFT isn't very useful until he gets into short ranged firefights, he's got a WIP14 Flash Pulse for mid ranged blinding. And of course, he's a Forward Observer Specialist for ITS Objectives/Classifieds. The Celestial Guard is already a versatile fireteam with Smoke, KSCD, high burst Spitfire, long ranged MSR, and WIP14 FOs. Xi Zhuang brings some extra fireteam integrity, LFT, and board control/fireteam defense to the team of Celestial Guards.
- Zhanying Imperial Agents: The Zhanying are the lowest ranking for Imperial Agents. They are another Light Infantry, but they have Medium Infantry stats and similar premium costs. They have Bioimmunity and SSL2, and a ton of weapon options including MadTraps -which can be very useful in defending the solo Zhanying or a Fireteam. Breaker Combi Rifle is the standard gun which is deadly against low BTS opponents, but they have options for HMG and ML; There is also a Lieutenant choice, Sensor option, and an option to take a Haris team. Zhanyings have 2 specialist options: Hacker and Forward Observer.
- Core: The only Core option for Zhanying is with the Wu Ming, and only 1 may join that team.
- Haris: This team must have the Zhanying with the Haris option (the Haris option also comes with Sensor). They can only be in a 3-man team, but already have SSL2 which is a skill normally granted in a 4-man team. Sensor will reveal markers and markers in hidden deployment. With a specialist, a small unit of Zhanying can be used to capture ITS Objectives. A single Hsien may join the team (1 Hsien + 2 Zhanying). Adding a Hsien will focus the team around the better BS14 and MSV2 of the Hsien, but in combination of SSL2 and Sensors of the Zhanying.
- Bao Troop, Judicial Watch Unit: Bao Troop are the standard MSV2 troopers. They are very light with only ARM1, 1W, and no defensive measures like mimetism, but they have V:Courage and very high BTS6 which will be great against Breaker, Flash, and Viral. The Bao are the only ISS unit with Biometric Visor L2. Though the Multi Sniper Rifle option generally steals the show, Combi Rifle+Light Shotgun with X-Visor can be very good; The X-Visor helps bring those negative range bands down, which also make the LSG's impact template very deadly. Unfortunately, the Bao are also a premium trooper. Not quite as expensive as the Zhanying, but still pricey. They also lack a dedicated mid-ranged weapon.
- Core: The only way to link the Bao into a Core Fireteam is to include a single Pheasant Agent. The Pheasant Rank can offer that mid-ranged weapon in the form of a Red Fury. They can also be specialists with Chain of Command or Hacker. A 5-man Core fireteam would be a very expensive and squishy team. They would be a dedicated camo hunting team. However there are better Core options than these guys.
- Haris: The other option is to form a Haris fireteam using a single Pheasant Rank with Haris + 2 Bao Troop. Thankfully, the Pheasant Rank with Haris is armed with a Red Fury and also has the Chain of Command skill. With a much smaller silhouette than the larger Core team, this Haris fireteam can be a nice little firing platform to take on Impersonators, Holoprojectors, and generally 1 Wound infantry. The Bao provides anti-camo/impersonation and the Pheasant does the shooting. Chain of Command is also a Specialist for ITS
- Imperial Agents, Pheasant Rank: The Pheasant is one of the most hotly argued troopers in the game. The new HSN3 update finally made them useful...Somewhat. Besides the sniper and Hacker, all of them have the Chain of Command skill. The Hacker is just way too expensive and the sniper has a very situational and mostly worthless skill, Marksmanship LX. Keep Free Agent in mind when list building.
- Core: The only possible Core team that includes a Pheasant is with 4 other Bao Troop. The Pheasant + 4 Bao Troop is expensive, squishy, and not worth the trouble.
- Haris: The Pheasant with the Haris skill also happens to have a Red Fury, a nasty mid-range weapon. She'll likely be the cornerstone of the team. Unfortunately, the Pheasants are expensive, and a 3-man team will cost quite a bit. However, A Pheasant with the skill may be accompanied by 2 Bao Troop instead dramatically decreasing the cost. A Pheasant with the Bao assistants can make a small anti-infantry strike team: The Bao takes care of Camo and Impersonators, while the Pheasant blasts bitches with the Red Fury (which has Shock ammunition).
- Duo: The Fireteam:Duo skill is the in the profile; Therefore, all Pheasants have the Duo skill. This can be an interesting combo of 2 Pheasants especially since Martial Arts L2 grants Stealth. These two can be a sneaky team...for whatever reason makes you bring 2 Pheasants.
- Kuang Shi: Kuang Shi are the best 5pts you can spend in ISS. They are 5pt extremely impetuous regular troops with Chain Rifles, Biolocator, V:Dogged, and Explode L1. Extremely Impetuous means you have to spend a Regular order to cancel it, but it's also a free order for the Impetuous phase. If they are wounded, they can either go into V:Dogged and continue fighting until the end of the turn OR they can fall unconscious and Explode; This happens at the end of the movement which means a Kuang Shi could possibly move+move and explode into a crowd (The Kuang Shi MUST be able to fall unconscious to explode so taking too many wounds and going straight to dead would not work). Biolocator is a very interesting tool. It lets the Kuang Shi to voluntarily fall Unconscious. However, the unconscious body becomes both Target state and a Repeater (Target state from Biolocator only works for your troopers and NOT the enemy). Additionally that Kuang Shi may be shot by your troopers such as guided missiles. These guys are incredible just to send out and generate orders for the army.
- A Celestial Guard with KSCD must be in the same combat group to field Kuang Shi. That's hardly a tax, because that Celestial Guard also has a valuable Smoke Light Grenade Launcher.
- Core: The only Core fireteam is with the Celestial Guard KSCD + up to 4 Kuang Shi. This kind of team is generally taken to cancel the Extremely Impetuous and generate orders safely. In a Fireteam, don't underestimate how useful a Kuang Shi Boarding Shotgun can be.
- Sophotect: Sophotects are one of the best specialists in the game. She's able to accomplish any healing, engineering, and Sabotage classifieds. She's expensive at 31pts. Unfortunately, the Sophotect is the only Doctor and Engineer in the entire sectorial and only AVA1. Keep her safe and use Yudbots.
- Authorized Bounty Hunter: The ISS can employ Bounty Hunters to help take down criminals. The ABH are all irregular troops, and they all have Booty L2 and Stealth (except for the characters). The Sniper and Spitfire are the most noteworthy especially since they're not bad with BS12 and may bring extra toys with the Booty L2 roll.
- Father Lucien Sforza: Lucien Sforza trades in Booty and Stealth for Holoprojector L2 and X-Visor and he's armed with a Viral Rifle+ADHL. He's a VERY scary unit to deal with. Holoprojector L2 projects 2 Holo Echoes (which can be replenished at the beginning of the next reactive turn assuming no one has LoF), playing a shell game and in Face to Face Lucien imposes a -3 Surprise Shot. Though it's only rifle range bands, his X-Visor mitigate those negative range bands especially if Lucien gets up into midfield and drops into Suppression Fire. And if the target is too tough, the Viral Rifle has an underslung Adhesive Launcher! It's also worth mentioning that Lucien Sforza is a crack shot with BS13. The best part is that he brings all this for only 25pts.
- Miranda Ashcroft: Miranda Ashcroft loses Booty L2, but keeps Stealth. She also gains i-Khol L1 and ODD. Though her guns are all short ranged, ODD makes her hard to hit, and when she's in close range Stealth helps her sneak around enemy troopers. She's also armed with a Monofilament CCW. Now, she's only CC18 without any Martial Arts skills, however i-Khol L1 brings the opponents' CC and Dodge down by -3 assuming the target does NOT have STR value. She's not big points investment and costs about the same as some of the generic ABH.
- Bounty Hunters, Miranda and Sforza are regular in ISS now. Go nuts.
- Warcor: Cheap and Irregular 3pt Flash Pulse dude with WIP13. Take them if you got a few points left over. Don't underestimate how useful they are as an ARO piece.
Medium Infantry
- Sun Tze v.2 (Marksman Leader): If you want to take Sun Tze, ignore this and take the v.1 (Heavy Infantry).
Heavy Infantry
- Imperial Agents, Crane Rank: The Crane Rank are door busters. They have good stats all at a decent but high price. Some have Sensor, a very useful tool to reveal hidden shenanigans, and every single option has dual Nanopulsers for Emperor Palpatine lighting hands action. There's only 1 specialist option -an assault hacker- which is strong with WIP14 and BTS6, however, he doesn't have Sensor or X-Visor. They're best in close-mid range combat and even at longer ranges X-Visors help lessen the range penalties.
- Core: They do not have the Core skill, but up to 3 may join a Core team of Celestial Guards. With all the fireteam bonuses, the Crane is a hot mid-ranged aggressive fire platform especially the Spitfire option. If you're tight on points, a Multi Rifle/Sensor Crane in a full team is actually very strong because of the fireteam bonuses; However, a full team would already have SSL2, so sensor may not be useful for the team. The Hacker option isn't very useful here because the Celestial Guard can be specialists.
- Wu Ming Assault Corps: Wu Ming are a very kitted out HI unit. They're expensive, but also offer a few cheaper options. The only specialist option is a Forward Observer. There isn't much point in taking them as solo units. However, they have 2 Fireteam options:
- Core: Wu Ming can form a Core fireteam, making for a very flexible HI pain train. Another way to link them in a Core team is to include a single Zhanying (1 + up to 4 Wu Ming). The agent can also be a bit pricy, however, the Wu Ming will be doing all the heavy lifting, so taking the most basic Zhanying can help save points. Also the Zhanying FO is pretty inexpensive and adds a specialist into the team. The Wu Ming HMG or HRL will most likely be the cornerstone of the fireteam, and there great ARO options in the form of a Panzerfaust to back him up. There is also a great 25pt option with Chain Rifle and SMG for filler.
- Duo: There are 2 Duo options. These Duos are great for specialist escorting or fire support. The Chain Rifle, SMG is only 25pts good for both Duo and Core.
- Hsien Warriors: Hsiens are a tough MSV2 HI, and most compared to the Aquila Guard. However, the Hsien comes better equipped for a little less BS and a MSV downgrade. Firstly, the Hsien all have Martial Arts L1, which also grants them Stealth and V:Courage. Additionally, every Hsien has a Nanopulser for extra utility (Meaning he can blast low BTS models, Intuitive Attack through Eclipse Smoke, hit multiple models, etc etc). The Multi Rifle ain't too bad, but the most popular option is the HMG. With MSV2 and BS14, the Hsien can engage anyone from long range. Taking them as Lt to benefit from WIP14 for the Initiative/Deployment roll off and the extra Lt Order isn't a bad idea. If you're worried about Loss of Lieutenant, take a Pheasant.
- Haris: A single Hsien Warrior can join a Zhanying Haris fireteam for a very expensive but powerful 3-man HMG platform.
- Su-Jian Immediate Action Unit: Su-Jian is one of the best rambo pieces in the game. Mechanical Transformation lets the Su-Jian change between the two 2 forms: High Mobility Form is pure speed at a FAST 8-2MOV and Climbing Plus. Silhouette changes to S3. This form lowers BS to a decent BS12, but let's the robokitty to get anywhere. Combat Form drops to only 4-2MOV, goes to S5, and BS rockets up to BS14. Once the Su-Jian is where he needs to be, this form makes him an excellent gunfighter. The Su-Jian is a very hard unit with ARM5, BTS6, 2STR, and V:NWI.
There is an extra layer of survival from the interactions between G:Remote Presence and V:NWI; The Su-Jian can take a hit from a Missile Launcher, fail all of it's saves, and still keep goingFAQ'd - now you have to choose when you lose your last wound to either enter NWI or take two layers of uncounsciousness; you can, however, choose to activate NWI if you lose a wound while unconscious. The 2 options are Spitfire or Heavy Shotgun; BOTH options have LFT and Panzerfaust. Both options are very deadly because the Su-Jian's speed can easily make up for range. Also, the Su-Jian is a Heavy Infantry, meaning it can dodge (reliably on PH14) without the modifiers a REM would have, and can also go prone.- Duo: If you're a crazy cat lady or you just gotta go fast, the Su-Jian has the Fireteam:Duo skill in the profile for an expensive but extra mobile team.
- Sun Tze: Firstly, you should only take Sunny T as the Lieutenant for Strategos L3. Otherwise what's the point? Additionally, the Lieutenant options come with Advance Command, a very rare skill that provides an extra Command Token (5 total). Sun Tze himself is an average shooter at BS12 (low for Heavy Infantry). However, he is packed with goodies. Mimetism gives him a bit of an edge in firefights, and ARM4, BTS6, 2W, V:NWI, AND Total Immunity makes him extra tough in case he takes a hit. A Boarding Shotgun or the Multi Rifle are not weapons to write home about, however, he's armed with a Flash Pulse at a massive WIP17 for mid-ranged stunning. Also he has 2 Nanopulsers for force lightning action.
Remotes
- Yaokong
- Weibing: Standard Toolbox Specialist REM
- Husong: Standard TR 360 visor Remote, but ISS has a high AVA3.
- Son-Bae: Standard Smart Missile Launcher REM. The ISS has a generally high WIP value for Forward Observers. Also Kuang Shi can go unconscious and become a Repeater (For Spotlight) or Target themselves; If you're clever with positioning, the Kuang Shi can act as a beacon for guided strikes.
- Chaiyi: Standard 8pt Flash Pulse bot, but only AVA1
- Dakini Tactbots: These are very fast ALEPH basic troopers. Mimetism imposes -3MOD to the enemy BS making them pretty scary even though they have an average BS11. Also there is a Paramedic specialist.
- Garuda Tactbots: Garudas are basically Dakini but with BS12 and AD:Combat Jump.
- Yudbots: Standard G:Servant. Take them to keep your Sophotect safe from harm.
- Yaopu Pangguling: They are standard baggage REMs with EVO option.
- Yaoxie Remotes: The Yu Jing attack REMs are stupidly cheap and are excellent attack pieces. They are very soft targets, but with the aid of a Sophotect, they can get right back into the fray. Both Rui Shi and Lu Duan have repeaters, so they can benefit from Supportware and extend Hacking influences. Also the Rui Shi and Lu Duan are AVA2 each.
- Rui Shi: An awesome REM with MSV2 and BS12 with Spitfire. The Rui Shi offers higher Burst and negates all Camo penalties.
- Lu Duan: The only REM in the game with Holoprojector L2. The Lu Duan downgrades to MSV1 and trades in the Spitfire for a HFT and Mk12. The Lu Duan offers more utility and attack vectors.
Skirmishers
- Kanren Counter-Insurgency Group: Kanren are a fantastic board control and/or specialist unit. With Forward Deployment L2, they have 8 extra inches of space to make sure they're deployed in the right spot. Holoprojector L2 extends their influence as well as playing the shell game, and Martial Arts L1 give Stealth and V:Courage. Every Kanren option has a Chain Colt DTW for camo and small crowds, and Monofilament CCW. CC19 isn't bad, but it's not high enough to make him a very dedicate CC unit especially with only MA1. Do not challenge CC Specialists unless you can stack some heavy modifiers (BOTH Surprise Attack + MA1). Instead better targets are non-cc focused heavy infantry like ORCs, Aquila Guard, etc etc. There is an option with Madtraps for gluing down heavies, and another option with Minelayer+Sniffers for some anti-camo. The three specialist options are Assault Hacker, Killer Hacker, and Forward Observer. They have a competent BS12 and WIP13, so they can hold their own in fights, however, they are only ARM1.
- Ninjas: Ninjas are like standard TO Infiltrators but with higher CC skills. Ninjas are very expensive. The Tacbow Ninjas are cheap however, the bow is useless for the short range and LOW burst on a BS11 platform; Even if she imposes a -12MOD, what good is she if she just misses her one shot? Ninjas are too CC focused and getting into CC with MA3 gives you better chances of landing a hit than using the Tacbow. They have 2 Specialists: An Assault Hacker and Killer Hacker. The Assault Hacker is WAY too expensive to consider. The Killer Hacker in only 29pts but comes with a bow; She's best to just wait for the opportune moment to grab and run with the Objective.
Army Building
Synergy is key in building an ISS list. They aren't quite as point and shoot as armies like NCA. Though they are excellent versus camo, they themselves lack camouflage and advance deployment options. Besides that, the ISS can be a very flexible army with a lot of fireteam options, strong heavy hitters, and a cheap source for orders.
ISS units are all premium units and pays quite a bit for it, so Kuang Shi is basically a must for the cheap orders. Make sure they're providing orders for more than just themselves (Don't put them in their own Combat Group), and have other units take advantage of those orders.
The Sophotect is the only Doctor and Engineer in the entire sectorial. She's a pretty vital piece for ITS. If you take her, keep her safe.
Tactics and Strategy
- Double Agent: Holoproject your Kanren Hacker as any Kanren without a hacking device to catch your opponent off guard for when he walks a HI or TAG within ZoC of the disguised Kanren.
- Zombie March: Taking a full 8 Kuang Shi and Controller is only 53pts. That's 9 orders powering a very strong rambo unit such as a Su Jian or Hsien. You can also take less Kuang Shi to power a fireteam like a Su Jian Duo or Hsien Haris. Linking the Kuang Shi to the CG Controller will negate the Impetuous of 4 of them.
- Though it's gimmicky, you can use Holoprojector L1+L2 on Sfozra or Kanren to imitate even more Kuang Shi. This would only last until you activate the fakes, but it would be a scary bluff during deployment.
- Friendly Fire: Kuang Shi can voluntarily fall unconscious to activate Biolocator turning them into a Repeater and Targeting them for friendly fire. Commonly known for guided strikes, however, they can also be shot by impact template weapons such as HRL and Shotguns benefiting from a +3MOD for Targeted. If you're crafty and line your shots just right, you can shoot your own Kuang Shi with a Shotgun and catch enemies in the blast.
- Remote Army: ISS has a high AVA of REMs which includes some ALEPH units. Remotes have that extra layer of Unconsciousness thanks to G:Remote Presence. This means they are much more likely to stay on the table to be healed by a Sophotect later. Otherwise, your opponent will have to waste another order or two to permanently remove them. A Hacker can provide Support Ware buffs as well.
- If your list is Remote heavy, a Sophotect with some Yudbots is a MUST. Remember that if the Sophotect fails her Engineering roll to fix a model with G:Remote Presence, you can spend a Command Token to reroll that roll.
- Kuang Shi can use Biolocator to go unconscious and become a Repeater.
- Though Su Jian are not REMs, they still have G:Remote Presence and benefit from the extra layer of Unconscious
- Sensor Web: There are plenty of models with the Sensor skill as well as models with Sniffers such as the Kanren. This makes dealing with Camo a bit easier it you don't bring MSV2.
- MSV2 and Smoke: This is a common combo to use. There are plenty of MSV2 units in ISS, and, if you're bringing Kuang Shi, you're also bringing Smoke.
- SWC: This army can be costly on SWC. If you find yourself exceeding the SWC allowance, consider taking the Hsien Multi Rifle LT for his +1SWC
- Smoke Pulse: Aside from being expensive, the Hsien/Zhanying Haris can be a great ranged threat. However, they have a nifty little ace against large link teams: hurl some nimbus grenades from your Zhanying riiiiight in front of the offending link team, walk your dudes into the smoke and use the Hsien's nanopulser to blast them with near impunity.
- Hyperaggressive Moral Hazard: Wanna know why you'd take two Pheasants? Chain of Command. You can REALLY throw down an aggressive Rambo/CC lieutenant if you have a backup in case he eats it. Having two allows you to get frisky with the Pheasant Duo itself.