Infinity/N3 Tactics/Operations Subsection
The unit overview and tactica for ALEPH's Operations Subsection of the S.S.S. (OSS)
Why play Operations Subsection
Faction features
- Elite and Dangerous: OSS Soldiers are some of the most well equipped and high tech soldiers in the game. This is however reflected in their costs and they will often be outnumbered by less elite armies.
- Fireteams/Special Fireteams: There are multiple mixed fireteam options to add to the team's versatility. Core, Haris, and Duo are present in this army.
- REMs in Fireteams: Dakini can form a Core team, and Rudras and Samekh can join other teams. These REMs benefit from any Fireteam bonuses as well as any Supportware from Hackers.
Special Skills
- Counterintelligence: Being an elite army with multiple Combat Groups -but also lower model count- can be harsh due to Command Token Strategic Use to reduce an Order Pool by 2 Regular Orders. Counterintelligence is a very situational skill, but can but very useful when going first.
- G: Jumper L1 and Jumper LZ: Jumper L1 is still a very strong trooper. Jumper LZ is an a very interesting trooper that boosts REMs in a single Fireteam.
- Valor: Going with the elite and robotic theme, almost all troop profiles have some form of Valor, meaning that your troops only ever flinch if you want them to.
Weapons and Equipment
- Netrods: Netrods are an easy 4pt Order to include in your list. These are especially useful if your list includes Jumpers.
- No Smoke/ Eclipse Grenades: Unlike the Steel Phalanx which has plenty of units with Smoke/Eclipse Grendes, the OSS lack both. Very as much of the table to your advantage.
- Multi Rifles: Several units have access to Multi Rifles, making AP and Shock ubiquitous while DA makes AROs extra deadly.
Units
Light Infantry
- Deva Functionaries: The most normal trooper in OS is still a force to be reckoned with as they are Light Infantry with the stat-line of a decent Medium Infantry as well as NWI that makes them far tougher than they look.
- Core: Probably not worth investing is a core team of them though.
- Haris/Special Haris: A Haris however is more reasonable and even allows an Asura, letting you advance with your assault piece of choice while bringing specialists and useful tools along.
- Duo/Special Duo: They can also Duo with CSUs, DUOs are for redundancy or order efficiency only so it will probably be most useful as a means to bring a cheap specialist along.
- Apsaras: These funky troopers possess your own remotes within a fireteam and grants them improved BS and WIP (and CC but who cares) as well as the Number 2 Rule. Thus making the Dakini Core significantly more deadly as well as resilient! The buff to BS is almost as potent as the Assisted Fire supportware, but it does not require an order or any hacking coverage to set up, and applies to all members of the team. Not quite a bargain but not a bad deal either.
- Shukra Consultants: These are boring but useful troopers that will hide prone on a rooftop or behind a building for the entire game. You play them either as a Chain of Command, allowing you to play more recklessly with your Lieutenant. Or in OS you can let them be your Lieutenant in which case they have Strategos L1 so you can spend the Lieutenant Special Order on any trooper. They come with Counterintelligence which most of the time will only save you an order if you have multiple combat groups and you are going first. They also have Biometric Visor L2, which mostly will serve to give them a slightly better chance of fending off an impersonator.
- Danavas: They are basic WIP15 Hackers with HD+ or AHD options. They also bring their own Pitchers. They are also the cheapest HD+ option in OSS. They'll do well to avoid firefights, but are very strong hackers.
- Sophotects: Still one of the best specialists in the game, and still very expensive. She's both Doctor AND Engineer, and a single Sophotect will be very useful in any OSS list. Unlike most Doctors or Engineers from other armies, the Sophotect is no pushover and is nearly equal to a Deva in terms of combat power, keep this in mind for emergencies. Use Yudbots to extend the Sophotects' influence and move them towards your fallen remotes while you move the Sophotect towards the objective.
- Post-Humans: Proxy Mk.1: The cheapest Hacker, Doctor or Engineer option, they are basically Devas but with Mimetism and are much more expendable thanks to the rules for Jumper L1.
- Andromeda, Sophistes of the Steel Phalanx: Even despite gaining extra options, Andromeda is pretty useless in this sectorial. She competes with Nagas, Dasyus, Proxy Mk2, Proxy Mk5, and even Dart - all of which does anything Andromeda does, but better. Her large S4 value made her a wider target than she needs to be.
- Authorized Bounty Hunters: There isn't much use for ABHs in this sectorial except for possibly adding cheap orders, but even then there are more useful troopers in the OSS. The Booty table allows them to roll up some sweet gear, but roughly half the results are not worth it, and since you roll after deployment you don't know if you get that Sniper Rifle or Motorcycle until it is too late.
- Duo: They can Duo up if you every take 2 for whatever reason.
- CSU, Corporate Security Unit: CSUs are cheaper than ABHs and are mostly better since the Meta Chemistry, even at Level 1, provides more useful bonuses than Booty does, and they do not make you regret your deployment. They can serve as nice escorts or order fillers. There are even a couple of Specialist Operative options as well as being able to bring Breaker Rifles for when you face armies with low BTS.
- Duo/Special Duo: Though they can Duo together, the more interesting option is being able to Duo up with a Deva. A CSU can also join a Dakini Core, however, the CSU may slow the team down with only 4-4MOV.
- Father Lucien Sforza, Registered Bounty Hunter: A troubleshooter unit in OSS, the big appeal here is the holoechoes that can be used to sweep mines as well as the powerful Viral Rifle to deal with heavy targets. If you are into mind games you can also disguise him as an unassuming and exposed short range trooper like a Shotgun CSU only to reveal a Viral Rifle or Adhesive Launcher with X-Visor!
- Warcors, War Corespondents: If you have 3pts left over, pop in a Warcor. Do not underestimate how useful her Flash Pulse is in ARO.
Medium Infantry
- Arjuna Troops:
- Kiranbots:
- Yadu Troopers: Tactical Assault Teams: Yadu Troopers are about as resilient as most Heavy Infantry since they basically have two wounds with NWI + Shock Immunity. They carry far more options than most units since the basic profile has a Multi Rifle, an E/Marat and Drop Bears.
- Shakti, Yadu Officier: Take your Yadu profile and take away the gun and mines and replace with a Killer Hacking Device and a Mk12 for no SWC cost. Provides som increased range and is an attractive option for fireteams as she comes standard with the Duo and Haris rules and is a specialist.
- Core: You will likely not use Yadu in a Core link as it becomes quite expensive and has a lot of redundancy.
- Haris/Special Haris: They do however make very nice 3-man teams while including either a Deva or an Asura, they can also include a Rudras in any of their teams.
- Duo: Duos also seem like a decent way to play them in order to move two heavy and defensive troopers up the field.
- Special Fireteam rules: Rudras GunBots: The Rudras has some redundancy with Yadu in that it has a Mine Dispenser and is basically a heavy trooper, but it brings Repeater coverage and can bring a long range gun to a Yadu Fireteam.
- Post-Humans: Proxy Mk.5: Always bring the Forward Observer. It is cheaper, is a specialist, has a long range ARO weapon in the Flash Pulse, is a threat to heavy units with the E/M Grenades, all in all it is crazy value for a mere 10 points!
Heavy Infantry
- Asuras: Still a bit expensive and is still either an undergunned specialist or a killing machine that can't grab objectives and either way they are starved for orders to really do their thing. The big news is that be best loadouts are now available not only as Lieutenant but as Level 2, granting two additional orders to kill stuff and claim objectives. And with the new Chain of Command option available in Aleph and OS you need not fear reavealing your LT.
- Duo: This is a lot of wounds that you move with a single order, but it is also 136 points minimum and does not synergize as well. A Novelty.
- Haris/Special Haris: 3 Asuras in a Haris is a Joke, but having a single Asura lead a Haris of either Yadus or Devas is quite appealing. This allows the Asura to focus on what she does best, killing things. While a Deva or Yadu can act as a specialist or give hacking support.
- Post-Humans: Proxy Mk.3: The Mk3 is a cheap Heavy Infantry with no special tools up her sleeve. She's cheap in points but expensive in SWC, but with 6-2 move she can be surprisingly fast and makes for a good backup assault piece, and thanks to Jumper she is expendable.
- Post-Humans: Proxy Mk.4: The Mk4 resembles the Mk3 in that is is cheap and expensive at the same time. It provides a sturdy yet expendable platform for a heavy weapon like an HMG or Heavy Rocket Launcher. The HRL makes an excellent ARO piece.
TAGs
- Maruts: The Marut is frankly too expensive. It has MSV2 so it essentially does the same thing as the Spitfire Asura or Deva only with a better gun and even more armor, but also at a much higher cost and a much clunkier silhouette. It's distinguishing feature is the ability to play it as a Strategos L3 Lieutenant, meaning that you get an extra unit in reserve during deployment and your opponent gets none. The effects of Strategos L1 can be covered by the Shukra. So instead of spending 120 points and 3 SWC on a single model that is difficult to hide, instead get an Asura Spitfire for 70/2 and a Shukra Lieutenant CoC for 27/0, save 23 points and 1 SWC, get an extra order and don't skip a turn when your assault piece goes down.
- Karkata Ancillary Remote Unit: Allows the Marut to act as a Specialist.
REM
- Dakini Tacbots:
- Core/Special Core:
- Garuda Tacbots:
- Rudras GunBots:
- Special Fireteam Rules:
- Rebots:
- Daleth:
- Samehk:
- Special Fireteam Rules:
- Lamedh:
- Yudbots: Take Yudbots to keep your Doctor or Engineer's safe and/or extend their influence.
- Probots:
Skirmishers
- Nagas:
- Dasyus:
- Post-Humans: Proxy Mk.2:
- Dart, Optimate Huntress:
Warbands
None