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		<title>Infinity/N4 Tactics/Nomads</title>
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		<summary type="html">&lt;p&gt;2601:603:7E:3EA0:5584:32E9:5A56:5091: /* TAGs */&lt;/p&gt;
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&lt;div&gt;The unit overview and tactica for Nomads.&lt;br /&gt;
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[[Image: Grenzers-1.jpg‎ |thumb|People with limited space and oxygen love flamethrowers]]&lt;br /&gt;
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==Why play Nomads==&lt;br /&gt;
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&#039;&#039;Do you want to:&lt;br /&gt;
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-Out shoot everyone on the field?&lt;br /&gt;
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-Take hundreds of shots without care?&lt;br /&gt;
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-Honorably take the fight to your enemy?&lt;br /&gt;
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-Charge the enemy in a wave of terrifying close combat?&lt;br /&gt;
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If you said yes to any of these, probably choose another faction.&#039;&#039; &lt;br /&gt;
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Nomads excel in two things: their flexibility and their infrastructure. &lt;br /&gt;
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-Nomads will not out-perform any other faction when playing to their strengths. You cant out-shoot Pano nor out-CC JSA, so dont bother trying. Nomads excel when forcing the enemy to waste time and energy. Place deployables in obnoxious spots that take 1-2 order to clear out. Run chaff units in their face that they need to deal with before they can start attacking you order generators. Ideally every time your opponent needs to make an ARO descision they should be put into an unwinnable situation. Did they reset, then shoot them in the face! Did they dodge, hack them!&lt;br /&gt;
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-Nomads have one of the best abilities in the game to build out repeater and deployable nets early. Koalas and mines may not dent TAGS or HI, but there&#039;s always the chance that they can get a wound through.  Many opponents wont risk key units to something avoidable and will burn orders to move out of the way or just shoot them. Either way its a win-win. If they burn 2 orders to kill a koala that&#039;s 2 orders they aren&#039;t shooting something that&#039;s actually useful. Similarly, our repeaters can be places in &#039;&#039;&#039;extremely&#039;&#039;&#039; annoying places, especially the fast-panda. Hiding them behind boxes, around corners, under bridges, or on-top of buildings can be debilitating. Free spotlight ARO on all units and crippling debuffs on HI, REM, and TAGS is something your opponent must respect. thats not even getting into barrages of guided missiles raining down on spotlight units...... &lt;br /&gt;
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Because everyone else does!&lt;br /&gt;
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Nomads are by far the most popular faction in Infinity and their inclusion in Operation: Icestorm and Operation: Crimson Stone solidified this position. It&#039;s not because they are OP or anything, quite the opposite – Nomads are the most &amp;quot;middle ground&amp;quot; or jack-of-all-trades faction, with good stats across the board, Medium Infantry focus and access to most tools in the Human Sphere. Sure, they&#039;re expert hackers, but hacking has quite limited applications.&lt;br /&gt;
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Simply speaking Nomads can do everything quite well without deviating too much in one direction (aside from sexually deviating that is).&lt;br /&gt;
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==Faction features==&lt;br /&gt;
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===Special Skills===&lt;br /&gt;
&#039;&#039;&#039;Hacking area: entire table:&#039;&#039;&#039; Nomad hacking capabilities are one of the reasons Ariadna became popular. Nomads have access to HD+ on WIP 14 and 15 profiles for low points and an absurd number of repeaters. Basically, if it&#039;s hackable, Nomads will find it. While KHD units could use this to get at Nomad hackers, they may find themselves in a situation not unlike trying to outshoot PanOceania. Nomad hackers do not have the special hacking devices of other factions, instead they trade that for some of the highest BTS in the game.&lt;br /&gt;
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&#039;&#039;&#039;Courage and Religious Troop:&#039;&#039;&#039; Courage being a signature of Corregidor and Religious Troop of Bakunin Reverend Agents. Nomads usually have medium armor, which is enough to survive most shootouts and having your guys stay where you want them is a useful skill.&lt;br /&gt;
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&#039;&#039;&#039;non-Courage and Religious TAGS:&#039;&#039;&#039; A blessing and a curse, all nomad tags are manned and lack courage. As a plus, this does mean that you have the ability to GTFO if you survive a particularly nasty ARO if you are positioned in such a way you can move to cover or out of line of sight. Downside is that your main battle tag can decide to run away from a base combi rifles. The trick is to position your tags while taking into account how you may be forced to move. Remember if you don&#039;t have a valid guts resolution you will stay where you are. &lt;br /&gt;
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&#039;&#039;&#039;Toolbox units:&#039;&#039;&#039; A lot of Nomads units can perform several jobs at once. No, not just having different loadouts – all on one model. It is especially true of Corregidor units.&lt;br /&gt;
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&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Being meteorheads, Nomads have quite a few Engineers. Standard issue Clockmakers are better than other factions&#039; equivalents, while all the other ones are engineers in addition to having other skills. Vanilla, Tunguska, and Bakunin all have access to Fiddler as a fast aggressive wip15 engineer as well. &lt;br /&gt;
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&#039;&#039;&#039;Rocket Threat Area:&#039;&#039;&#039; having access to the aforementioned hacking area, Nomads have one of the most oppressive threats of guided missiles in the game. If it exists you can probably find one way or another to get it under a repeater, target it, and let it rain. While fun, this is order inefficient. Its best to spotlight in ARO rather than risk failing a B1 order in active turn.&lt;br /&gt;
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&#039;&#039;&#039;Arial and Forward Deployment:&#039;&#039;&#039; Nomads tend to have the ability to start up to board on at least one often-used unit per sectoral whether it be morans, hecklers, or zeros. Each is EXTREMLY valuable. Vanilla, Bakunin and Tunguska have access to the arial deployment Meteor zond for additional aggressive FO bot placement and repeaters. Corregedor lacks this unit, but makes up for it with access to Carlotta, the only nomad paratoop(drop zone) unit in the faction, tomcats, very useful utility specialists, and hellcats, the most reliable combat drop units in the game.&lt;br /&gt;
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&#039;&#039;&#039;Flexibility:&#039;&#039;&#039; Nomads, in general, tend towards being a &#039;jack of all trades&#039; somewhat in a similar vein to Yu Jing. However, whereas, YuJing tends to bring that notion to the table, Nomads generally need to pick and choose what they want to focus on at the list building stage. We have access to bring most tools so you have the ability to hard counter many factions provided you list build properly.&lt;br /&gt;
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===Weapons and Equipment===&lt;br /&gt;
&#039;&#039;&#039;Medium armor:&#039;&#039;&#039; The classical unit focus of Nomads is Medium Infantry, like Heavy Infantry are to Yu Jing. This means the guys tend to have one wound only, making them susceptible to Shock ammo. Doctors can help them out a lot. Keep faster support in mind.&lt;br /&gt;
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&#039;&#039;&#039;Adhesive Launchers:&#039;&#039;&#039; Nomads have as many as 6 units with ADHL and one Akrylat-Kanone. Basically, if you have trouble hacking it, glue it.&lt;br /&gt;
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&#039;&#039;&#039;Underslung Light Flamethrower:&#039;&#039;&#039; Nomad units favour Rifle + Light Flamethrower over Rifle + Light Shotgun combo. Good for reacting to an enemy that gets too close or for Intuitive Fire. Position your dudes accordingly, since you can&#039;t flame over your own troops.&lt;br /&gt;
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&#039;&#039;&#039;Smoke Grenades:&#039;&#039;&#039; Great way to cover your advance, available in spades in all sectorals that aren&#039;t Tunguska.&lt;br /&gt;
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==Units==&lt;br /&gt;
===Light Infantry===&lt;br /&gt;
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*&#039;&#039;&#039;Clockmakers:&#039;&#039;&#039; A Clockmaker is a premium engineer, able to use her WIP 15 and Burst 2 GizmoKit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them. The Clockmakers are only really engineers though, so you may find the other engineers in faction more interesting for your list. She is also a devil waifu, so.&lt;br /&gt;
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*&#039;&#039;&#039;Corregidor Alguaciles:&#039;&#039;&#039; These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, but generally don&#039;t get taken in competitive lists as to take the LT costs 1 SWC and you have more efficient options for Order monkeys and specialists. &lt;br /&gt;
**&#039;&#039;&#039;Alguacil Vortex Lupe Balboa:&#039;&#039;&#039; Costs extra for Mimetism (-3), Dogged and being a Specialist Operative. She also gets a Panzerfaust and access to Smoke Grenades.&lt;br /&gt;
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*&#039;&#039;&#039;Daktari:&#039;&#039;&#039; He is a very basic doctor, only taking the bare necessities. This makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.&lt;br /&gt;
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*&#039;&#039;&#039;Hecklers:&#039;&#039;&#039; One of our Camouflage units. The most notable profile is probably the one packing a Jammer and a Fastpanda, which can ruin your opponent&#039;s plan if they don&#039;t expect him. His Camouflage, Stealth and Forward Deployment are a good combo with the Hacker profile. These can take a red fury too, which is a nice little gun fighter that starts up the table. Only 1SWC too.&lt;br /&gt;
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*&#039;&#039;&#039;Jazz and Billie:&#039;&#039;&#039; Jazz is for her points the best hacker in the game. The only thing you could possibly want is a BTS stat of 9 or WIP 15. She has a Hacking Device Plus with Trinity (+1 Damage) as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with White Noise and hide in Cybermask during the reactive turn if the opponent has a Killer Hacking Device. &lt;br /&gt;
**&#039;&#039;&#039;Billie:&#039;&#039;&#039; He is optionally purchased as a bundle with Jazz. He is excellent by providing an additional Repeater to defend the DZ or to push forward into the table to project hacking control. His E/M Mines are excellent at threatening almost every troop type and his Flash Pulse is useful. He is also an extremely cheap regular order.&lt;br /&gt;
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*&#039;&#039;&#039;Mary Problems, Tactical ÜberHacker:&#039;&#039;&#039; A bit of an Interventor on steroids, Mary Problems is the best when it comes to aggressive hacking. Armed with both HD and KHD, she can target everything and her other skills let her reach targets easily. Notable is that she has Oblivion (+1 Burst) and Trinity (AP), easily preserving Nomads&#039; reputation as &amp;quot;the hacker faction&amp;quot;; she&#039;s one deadly package. And that&#039;s before even getting into Mimetism (-6) + SMG + Forward Deployment + Climbing plus being an evil combo by itself. Getting her out of Suppressive Fire is quite a task.&lt;br /&gt;
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*&#039;&#039;&#039;Moderators from Bakunin:&#039;&#039;&#039; Cheaper than the Alguacil, but they definitely &#039;pay&#039; for it. Hacker is interesting for having BTS 3 and being very cheap. You get what you pay for - which can be good or bad. Although they have a 0.5 SWC Spitfire profile, their BS10 hinders any serious firefight prospect.&lt;br /&gt;
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*&#039;&#039;&#039;Puppetactica Company:&#039;&#039;&#039; On his own, the Puppet Master is a 12 points Counterintelligence. Add 2 points more and you get the Minelayer profile for that DZ defense and, for 17 points, you get the Hacker profile. He can also come with 1-3 puppets of your choice, forming a mini fire team with them. The BSG FO is the choice of Puppetbot, because it gives you a 2 wound WIP 14 Specialist Operative with a Boarding Shotgun. For a mid-range firefight, you take the 14 points AP Marksman Rifle (+1 Burst) and Shock. The Red Fury is rarely picked due to it coming with an 1.5 SWC, but it&#039;s a +1 Burst Red Fury. Overall, a very good order-efficient unit; for vanilla, they are a disposable ARO piece that you can just deploy to check corners.  In the active turn, they can also face check a mine since they have 2 wounds. Just be careful not to get the Puppet Master killed.&lt;br /&gt;
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*&#039;&#039;&#039;Securitate:&#039;&#039;&#039; While with Moderators you lose a few stats to get a cheaper cheerleader compared to Alguaciles, with Securitate you pay a few points for some upgrades. Veteran gives you troops that cannot be Isolated and stay Regular in Loss of Lieutenant, while extra BS makes them better at gunfighting and extra WIP better at grabbing objectives and hacking. Their unique profiles include Feuerbach or a walking Repeater as opposed to a deployable one. But, in the end, they&#039;re elite cheerleaders - which usually you want as cheap as possible. If you have a few points to spare (or playing Limited Insertion) it may be worth taking them over Moderators, but they shouldn&#039;t be your first pick for the role.&lt;br /&gt;
**&#039;&#039;&#039;Jelena Kovac, Securitate DI:&#039;&#039;&#039; As the named Securitate, Jelena brings a few extra gimmicks. First off, she brings Sensor - which can be nice against certain matchups - and she is a Specialist Operative. Like most of the dire foes characters, she has her uses - but is mostly useful in specific situations.&lt;br /&gt;
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*&#039;&#039;&#039;Tomcats:&#039;&#039;&#039;  Excellent selection of parachutist profiles. Doubles as a Climbing Plus assault piece and supporting Specialist for a very attractive price in the form of the Doctor and Engineer profiles. You can repair models that have gone unconscious by the side of the table or score objectives. Profiles with Shock Mines or Repeaters can bully the opponent well. Multi Rifle + LSG engineer is super interesting; being unable to take a Zondcat is a shame, but the guns might make up for it.&lt;br /&gt;
**&#039;&#039;&#039;Carlotta Kowalsky:&#039;&#039;&#039; She is a greatly improved Tomcat engineer. One of four units that can walk in from the opponent&#039;s deployment zone table sides. She is decently armed with a Breaker Combi Rifle, +1 burst Adhesive Launcher and Light Flamethrower. She can very quickly put on the hurt on any target by catching them out of cover whilst scoring objectives and classified cards.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska Cheerkillers:&#039;&#039;&#039; The cheapest profile comes at the same cost as the cheapest Securitate. They got one less WIP for better PH and Dodge (+3), Super-jump and MA L1. The Shock CC Weapon can do quick work on light infantry. One of them has an MSV2 and a Shock Marksman Rifle, negating pesky Mimetism, Visibility and Smoke modifiers.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska Interventors:&#039;&#039;&#039; Russian hackers best in world! 24 pts for an HD+ WIP 15 BTS 9 hacker is just insane. With White Noise and Cybermask, supported by regular smoke, an Interventor could easily get where she needs to be, safely. And then another one, a KHD for 22pts is a great hacking ARO piece, making sure the enemies think twice about using your Repeaters against you. Interventors are auto-include against anything HI-based and a popular choice even when not. &lt;br /&gt;
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*&#039;&#039;&#039; Zoe&amp;amp; П-Well:&#039;&#039;&#039; Zoe is a hacker AND an engineer, making her a two-in-one package with an excellent WIP of 15. Her HD has Zero Pain, her GizmoKit gets an extra Burst, and she&#039;s bringing D-Charges to the party. She&#039;s also got Bioimmunity and Immunity (Shock), making her better at not dying. For 19 points extra, she can bring П-Well - who has a built-in Repeater, Sensor and Mimetism (-6).&lt;br /&gt;
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===Medium Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Grenzers, Grenz Security Team:&#039;&#039;&#039; Some people discount Grenzers for not being Intruders or Nisses. Unlike those chumps, however, Grenzers can pack Missile Launchers. The FO + NCO + Sensor profile is very interesting as it is very easy for him to discover enemy camo and also complete objectives in the midfield, on top of benefiting from using the LT order with NCO. The MULTI Sniper Rifle with Marksmanship may have a place as he will generally shoot on 16. They gain a lot more value in a Tunguska sectorial, but they are not all bad in vanilla either. Shock immunity makes them easier to doctor back up.&lt;br /&gt;
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*&#039;&#039;&#039;Hellcats:&#039;&#039;&#039; ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as either a short or medium gunfighter. Due to the +3 mod they get to Combat Jump, they&#039;re the best unit at hot dropping in the game; if you use supportware, you get to drop on an 18. On the off chance that you do fail, having a Spitfire or Hacker profile landing in your Deployment Zone is not as bad. The Deployable Repeater profile is worth mentioning as you can very easily get Repeaters in position in your opponent&#039;s DZ to cause massive issues. Even though they have AVA 4, you should not be taking more than 2 as they can be order hungry.&lt;br /&gt;
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*&#039;&#039;&#039;Intruders, Corregidor Assault Commandos:&#039;&#039;&#039; The former king, the one that veterans remember calling an auto take. Times have changed, but they are still strong, just not against everything. First off: BS 13, ARM 3, Camouflage and MSV2. Second: can take an MSR or an HMG. Third: Jaguars and Morlocks give you cheap smoke. The Intruder can easily snipe off enemy killer units and ARO pieces from a distance, while the safety of smokescreen and Camouflage lets you abuse Surprise Shot. Unfortunately, the modern trend of powerful hard AROs in core fire teams such as the Kamau has made his job of enemy suppression much harder. Furthermore, the lack of AP on the HMG can make it difficult to quickly tackle enemy armor with him. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit.&lt;br /&gt;
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*&#039;&#039;&#039;Lobos:&#039;&#039;&#039; Solid 3 arm MI with a metric TON of disables with both glue and +B flash pulses and templates. Lobos are the only biovisior unit in Corregidor and one of only a few in vanilla and as such is a go-to anti-infiltration unit. The specialist operative and NCO options both have solid kits, but at 25+ points there are other options with possibly more bang for the buck. They occupy a niche similar to Bakunin&#039;s nuns, they are not bad at all, but the cost makes taking them a hard choice. That being said, NCO is a extremely rare skill in Nomads and may be worth it just for the ability to use your LT order alone. &lt;br /&gt;
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*&#039;&#039;&#039;Prowlers:&#039;&#039;&#039; This is an interesting unit with Infiltration, Camouflage and hidden deployment. Hidden Deployment allows them to be very safe until you choose to have it reveal itself. The unit is quite good at scoring objectives in ITS due to having specialist operative, D-Charges on three of its profiles and its unit type and classification. The Spitfire can be powerfull as a midfield Specialist Operative packing a serious gun that can pop out of nowhere, thanks to Hidden Deployment. The Combi Rifle + Light Flamethrower is fun with the concept of getting an ARO flamethrower on clumps of passing enemy troopers. The KHD benefits from the beefy BTS 6.&lt;br /&gt;
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*&#039;&#039;&#039;Reverend Agents:&#039;&#039;&#039; The main Bakunin combat force, the Observants are all Medium Infantry with ARM 3 and Mimetism, designed to fit specific combat roles - but all of them aggressive. Slow and 1-wound, but effective. Variants include:&lt;br /&gt;
**&#039;&#039;&#039;Reverend Custodiers:&#039;&#039;&#039; An alternative choice to Interventors, Custodiers trade a point of WIP for a lot more survivability. So what if you reveal her? Cybermask, White Noise and Mimetism on top of ARM 3 make her quite safe. Also comes with her own Pitcher.&lt;br /&gt;
**&#039;&#039;&#039;Reverend Healer:&#039;&#039;&#039; Or Healer-Killer as fluff would have it, Healers are the ones with Mimetism and high CC skill. WIP14 Doctor, but more than twice the price of a Daktaris.&lt;br /&gt;
**&#039;&#039;&#039;Reverend Moiras:&#039;&#039;&#039; Moiras are a gunfighting unit that uses Mimetism-6 to put the enemy on poor odds as you fire with generally an HMG or Multi Sniper Rifle. They all have NCO, letting them use the LT Order which is quite nice but,  as a group, are quite expensive.  &lt;br /&gt;
**&#039;&#039;&#039;Reverend Superior Cassandra Kusanagi:&#039;&#039;&#039; The head nun is a little package of hurt. BS14 Spitfire paired with Mimetism (-6) lets her win most firefights and NWI is there for those she loses. With a Specialist Operative skill on top, Cassandra is a valid choice even outside Bakunin.&lt;br /&gt;
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*&#039;&#039;&#039;Sin-Eater Observants:&#039;&#039;&#039; Sin-Eaters could actually be a nice unit if it weren&#039;t for the fact Neurocinetics isn&#039;t really a nice thing to have in N4 - at least not on a unit in this price category.&lt;br /&gt;
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*&#039;&#039;&#039;Sombras, Forward Interdiction Team:&#039;&#039;&#039; A very tough, mobile midfield unit. They have ARM 3, NWI and Climbing Plus, allowing them to take a hit and move around terrain easily. They&#039;re a decent gunfighter with small arms carrying AP ammo or a Burst 4 gun in the form of the Red Fury - which they can use very well very quickly, thanks to Forward Deployment. The Light Shotgun that the MULTI or Breaker Rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6, Stealth and NWI. The Specialist Operative is very strong due to not being hackable, sporting a Breaker Combi Rifle and access to mines.&lt;br /&gt;
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*&#039;&#039;&#039;Wildcats:&#039;&#039;&#039; These have an interesting mix of profiles; the core of them is having BS 13 and MSV1. The Heavy Rocket Launcher is very cheap, while the hackers are an interesting duo to having BTS 6 and firefighting power. The Engineer is a combo of combat unit and relevant specialist. Perhaps most interesting is the Spitfire profile that has NCO.&lt;br /&gt;
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*&#039;&#039;&#039;Zondnautica Rapid Offensive Unit:&#039;&#039;&#039; Motorcycles that are also robots! As the name suggests, they are fast and deadly and also surprisingly durable thanks to ARM 3 and Mimetism (-3). Smoke Grenade Launcher and Chain Rifle make them Warband-like, but then they have a BS 12 Spitfire for just one SWC. When dismounted, the bike acts like an oversized Auxbot - meaning you can attack from two directions with them. Just run them forward and raise hell. Notable is that you can create forked AROs with the Zondmate and hacker Zondnaut, as you give the option to dodge the Chain Rifle or Reset against the hack.&lt;br /&gt;
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===Mercenaries===&lt;br /&gt;
*&#039;&#039;&#039;Aida Swanson, Submondo Smuggler:&#039;&#039;&#039; As a smuggler, Booty is an obvious flavor thing but still very nice from time to time. Forward Deployment, MA L2 and Viral Mines, as well as her SMG, makes her role of defending/taking the midfield obvious - she&#039;s not the cheapest choice for this role but a competent one, especially if going first.&lt;br /&gt;
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*&#039;&#039;&#039;Armand &#039;Le Muet&#039;, Freelance Killer:&#039;&#039;&#039; A Tohaa that sells his services. Has 2 profiles: one with an MSV1 (good for ARO) and the other with Minelayer. Mimetism (-6) and NBW make him no slouch in both ranged (MULTI Sniper Rifle) and melee (Shock CC Weapon) combat. Has a unit profile of a medium infantry when deployed (due to his Symbiont Armor), but once wounded will make him lose the ARM and BTS bonuses alongside the Mimetism (-6).&lt;br /&gt;
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*&#039;&#039;&#039;Authorized Bounty Hunters:&#039;&#039;&#039; They&#039;ve got Booty (ReRoll); also, Stealth can be quite neat in certain situations - but mostly they are a niche unit who can be nice to have if you want to bring something specific to your list you can&#039;t have on another unit for some reason. They have a profile with a Spitfire for 1 SWC and another with a 0.5 SWC Red Fury.&lt;br /&gt;
**&#039;&#039;&#039;Miranda Ashcroft:&#039;&#039;&#039; Mimetism -6 makes her a tad reliant in a gunfight. She is neither the cheapest nor the most versatile tool, but she got a few nice twists to her profiles to spice up your list from time to time. She is one of the two units that have a Monofilament CC Weapon in Nomads.&lt;br /&gt;
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*&#039;&#039;&#039;Beasthunters Free Guild:&#039;&#039;&#039; Comparable to Libertos, cheap cammo, CC, templates, and panzerfausts. Nomad specific has +DMG on all disposables which can be especially scary against HI and TAGS.&lt;br /&gt;
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*&#039;&#039;&#039;Cube Jäger:&#039;&#039;&#039; They‘re only a little bit cheaper than the cheapest Tomcat, and they’re irregular. Both profiles bring Paramedic, which seems to be their whole schtick. With WIP 13, they can do the button pressing quite well though and having an SMG and an E/Mitter can be very useful to scare away the opponent&#039;s units after a button is pushed. They are one of the two units that have a Monofilament CC Weapon in Nomads.&lt;br /&gt;
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*&#039;&#039;&#039;Fiddler, Aristeia!&#039;s ex-toymaker:&#039;&#039;&#039; The Aristea Trans-Monkey on wheels now has an N4 profile, and it’s sweet as hell! Fiddler is an engineer with insane mobility and can bring peripheral Jackbots (which are Vulkan Shotguns on wheels!). These little fellas give her great utility; however, with the number of cheaper engineers in the faction, she&#039;s might not be that cost-effective. Make sure you actually need her on your list.&lt;br /&gt;
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*&#039;&#039;&#039;Krakot Renegades:&#039;&#039;&#039; Forward Deployment lets them find the right spot to deploy more easily while MetaChemistry (ReRoll) can give a very nice boost if the RNG-gods are in your favor. The Veteran skill makes them immune to Isolated. Besides that, they&#039;re bringing a bit of variety into the roster with their Chest Mines and a Red Fury option. Impetuous makes them both more vulnerable and efficient in taking the midfield - it&#039;s a double-edged sword, really.&lt;br /&gt;
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*&#039;&#039;&#039;Knauf, Outlaw Sniper:&#039;&#039;&#039; While MSV1 snipers weren&#039;t that attractive in N3, the Outrage poster boy turned a whole lot hotter. BS (+1B) and Shock is nasty, and Mimetism (-3) makes using him a bit safer. Besides that, he&#039;s not doing much, but that trait also keeps him at an affordable price for a sniper.&lt;br /&gt;
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*&#039;&#039;&#039;Libertos Freedom Fighters:&#039;&#039;&#039; Are the highly popular irregular road bump unit, coming with either an SMG or a Light Shotgun, plus Shock Mines. They also get Camouflage and Forward Deployment (8&amp;quot;), Dodge on a 16 and have Dogged!&lt;br /&gt;
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*&#039;&#039;&#039;Monstruckers:&#039;&#039;&#039; SPAAAACEEE TRUUUCKIIING! Monstruckers are cheap Irregular engineers with Climbing Plus and a bunch of nice weapon options. The cheapest loadout comes with an SMG and Drop Bears, making it ideal to push a button and turn their position into a foxhole afterward. The other two loadouts are also quite useful, just pick the one supplementing your lists loadout the most.&lt;br /&gt;
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*&#039;&#039;&#039;Motorized Bounty Hunters:&#039;&#039;&#039; Very fast, very cheap (Red Fury at only 0.5 SWC) and Booty (ReRoll). As of ITS13, gets Mimetism (-3) if you&#039;re playing one of its missions. An identical profile, free of points/SWC costs, is available for some ITS missions. Mostly a short range unit, it&#039;s good for flanking or defending a position. Irregular and Impetuous.&lt;br /&gt;
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*&#039;&#039;&#039;Oktavia Grimsdóttir, Icebreake&#039;s Harpooner:&#039;&#039;&#039; A mercenary character with BS (+1B), Sixth Sense and Dogged. With a Missile Launcher and a Contender, her role is as an ARO piece - however, since she&#039;s expensive and barely filling any holes anywhere, the main reason to bring her is the cool sculpts she got.&lt;br /&gt;
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*&#039;&#039;&#039;REM Racers, Mercenary Hacker-Pilots:&#039;&#039;&#039; These mercenaries bring quite the fun mechanic into the game: With REM-Driver, they can buff a remote in the list depending on which loadout you pick! There&#039;s also a hacker profile, but Nomads would never even consider running it.&lt;br /&gt;
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*&#039;&#039;&#039;Warcors, War Correspondents:&#039;&#039;&#039; 3pts for an Irregular Flash Pulse ARO. Fit them into your list whenever you got the slot and points, they&#039;re well worth it.&lt;br /&gt;
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*&#039;&#039;&#039;Wild Bill, Legendary Gunslinger:&#039;&#039;&#039; He&#039;s fast at MOV 6-2, got (+1 Dam) and Shock on his BS; also, he&#039;s got Marksmanship and NWI. Neither the Rifle nor the Contender has a nice range band, but with the MULTI Pistol he&#039;s got a positive range band of 0-12&amp;quot; - which, overall, makes him an unpleasant close-range fighter.&lt;br /&gt;
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===Heavy Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Diablos of D-Block:&#039;&#039;&#039; Nomad specific flavor of Diggers, trades booty for berzerk along with some misc stat shuffles. Fairly solid DZ defense and their trench hammers can delete units in melee&lt;br /&gt;
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*&#039;&#039;&#039;Diggers, Armed Prospectors:&#039;&#039;&#039; Tough 2W heavy WB units with NBW and Booty.&lt;br /&gt;
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*&#039;&#039;&#039;Evaders, EVA Tactical Group:&#039;&#039;&#039; Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W + NWI. However, they&#039;re still very mobile due to Climbing Plus and all count as Specialist Operatives. The AP Spitfire steals the show, giving you an excellent gun on a good chassis and you can choose to make him an Engineer on top of it. An Engineer with an AP Spitfire, what a world! You have the option to take a Feuerbach, Multi Rifle or Boarding Shotgun on him too. Note the Multi Rifle has a Panzerfaust, and the Boarding Shotgun has AP Mines! Many profiles have a TinBot (Firewall (-3)), helping them against hackers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kriza Boracs, Special Crisis Unit:&#039;&#039;&#039; The Tunguska beatstick, Kriza Borac is a mini-Szalamandra. ARM 5, BS 13 and +1 Burst mean he wants to get in and obliterate anything that&#039;s in its path with high Burst firepower. What&#039;s more, with the 360º Visor on the Mk12 profile he becomes an absolute nightmare to deal with once in Suppressive Fire. Taskmasters give you more variety for less, but if you want your heavy to just shoot very well, Kriza is your man.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mobile Brigada:&#039;&#039;&#039;  The basic Heavy Infantry option. What sets these apart from other factions&#039; basic HI is that they have ARM 5 and Courage - which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever-present Light Flamethrower. These are your cheapest durable LT. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Riot Grrls:&#039;&#039;&#039; The bane of shitlords everywhere, the Grrls are a cheap Frenzy HI unit with some cracking close range guns and the spicy Missile Launcher. What makes them is that MSV1 is very useful at wiping enemy skirmishers and warbands out of existence. They have +1 Damage on all their weapons, which makes them just that bit more likely to terminate whatever they&#039;re shooting at. The Missile Launcher is an interesting ARO piece due to its low cost, durability and the ability of MSV1 to see through smoke and it can be used well in coordinated orders to break especially difficult hard AROs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taskmasters:&#039;&#039;&#039; The S5 HI of Bakunin brings Minelayer with CrazyKoalas and MA L1 to the table, making it efficient at protecting the backfield. The plain profile comes with a Heavy Shotgun, other options are the HRL, a Red Fury or an HMG (which swaps CrazyKoalas for Shock Mines, what a bummer). In vanilla, they compete with the Kriza - which is just a bit better at gunfighting for a similar price.&lt;br /&gt;
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*&#039;&#039;&#039;The Hollow Men, Tactical Assault Team:&#039;&#039;&#039; Highly mobile unit, well-poised to make use of their Super-jump and 6-2 move value to root out dug-in opponents. All of them have Chain-colts, which is lovely on a durable unit like this. The Spitfire is a good medium range gunner in vanilla, but the Multi Rifle + Pitcher profile is most interesting in that it combines a short range gunfighter with a model that supports your hacking game. This unit is extremely durable due to having STR 2 and Remote Presence. Engineering support can really help these go the extra mile.&lt;br /&gt;
&lt;br /&gt;
===TAGs===&lt;br /&gt;
*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039;Nomads finally have a 2nd battle tag to compare to Sally. While both have similar roles, Gator tends to be more aggressive. With a shorter range gun (Multi HMG), dedicated anti-CC (NBW, -3CC, and EM+N CC), and area denial (minethrower), Gator does very well pushing early and holding key locations. The NCO option helps to add even more aggression as you now have a decent unit to burn your LT order on, and is your only non-wildcat nco option. At two points its ususally worth taking. Make sure to leverage all of its tools to get the maximum use, throw mines to block ARO&#039;s while you punch key HI and Tag units in the face. It&#039;s b2 chain rifle allow for some very nasty situations where you take little risk offensively. Very difficult profile to get through due to it&#039;s armor 8 in cover, especially with a Moran nearby, ecm hacker, and the potential to go into suppressive, hackers and close range gunfighters tend to struggle to fight it. Not to mention Corrigedor&#039;s slew of engineers to bring it back up if needed. However, long range profiles can give it trouble, such mim 6 aro pieces as the Ryuken or Dasyus, or offensive msv pieces in factions with smoke such as the karhu in white co. Make sure it isn&#039;t getting shot by these unit archetypes.&lt;br /&gt;
**Gator Pilot is a special operative, CC monster, and has a boarding shotgun. Don&#039;t be afraid to jump out and blast people in the face if needed. &lt;br /&gt;
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*&#039;&#039;&#039;Gecko Squadron:&#039;&#039;&#039; The best example of the &#039;light tag&#039; idea. Cheap, durable, packing low-SWC but effective weapons, they fill the slot of a &#039;superheavy&#039; heavy infantry. Losing one is less of a problem in your list, and their general durability and decent (for a TAG) mobility make them cost-effective. They will do work. &lt;br /&gt;
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*&#039;&#039;&#039;Iguana Squadron:&#039;&#039;&#039; Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection System and the 2 wound HI Operator. Basically, the Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around its own hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.&lt;br /&gt;
**The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry an HMG.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lizard Squad:&#039;&#039;&#039; Lizard is a no-nonsense frontline TAG: BS 14, ARM 8, 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.&lt;br /&gt;
**The Lizard Pilot now carries a Submachine Gun on her supple ass, making her a lot more dangerous than before, especially with the ability to use Suppressive Fire. And is also a Specialist Operative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Szalamandra Squad:&#039;&#039;&#039; The very definition of a frontline Rambo unit, Szally is an ARM 8 BS 14 TAG with Hyper-Rapid Magnetic Cannon and Heavy Flamethrower for 2 SWC and 72 points. Compared to the Lizard, it&#039;s marginally less dangerous in ARO due to DA instead of EXP ammo, but it&#039;s a peerless monster in the active turn - able to mulch the vast majority of long-range targets with five DMG 16 AP/Shock dice from the HMC or simply set them on fire if they get too close. It also makes a great distraction unit, as it forces your opponent to strategize around killing it or risk having it lay waste to their entire army - potentially causing them to make mistakes in the process. Expensive and deadly; when Szally shows up, people take notice.&lt;br /&gt;
**With a Contender, the Szalamandra Pilot can defend herself at medium range quite well. And because she&#039;s from Tunguska, she&#039;s also a Killer Hacker. Nothing like blasting a hacker blocking your path with Trinity. Also very useful at scoring in ITS missions.&lt;br /&gt;
**Once had the dubious honor of being arguably the ugliest TAG model in the range, but with the new sculpt it now looks like the terrifying killing machine it was always supposed to be.&lt;br /&gt;
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*&#039;&#039;&#039;Triphammers, Repurposed Industrial TAGs:&#039;&#039;&#039; Moderately cheap mid-grade tags. Depending on their booty rolls they can quickly become overwhelming especially if they land +ARM. 50~ point units with Jotun armor are nothing to sneeze at.&lt;br /&gt;
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===Remotes===&lt;br /&gt;
*&#039;&#039;&#039;Zond Remotes:&#039;&#039;&#039; Standard issue S3 Remotes, but with a twist here and there.&lt;br /&gt;
**&#039;&#039;&#039;Meteor:&#039;&#039;&#039; Unique to Nomads, it&#039;s a Forward Observer Remote like the Stempler - but with AD: Combat Jump and Parachutist. This is awesome and hilarious.&lt;br /&gt;
**&#039;&#039;&#039;Reaktion:&#039;&#039;&#039; The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing Plus lets you reposition it easier.&lt;br /&gt;
**&#039;&#039;&#039;Stempler:&#039;&#039;&#039; The Forward Observer Remote.  A fast and cheap specialist and a mobile Repeater. Sensor makes for a good alternative to Intruder for Camouflage hunting. Also Climbing Plus. Not essential, but not bad.&lt;br /&gt;
**&#039;&#039;&#039;Transductor:&#039;&#039;&#039; The Repeater/Flash Pulse Remote. Very good to have in vanilla Nomads for increasing your hacking area. An absolute bargain at 7 points.&lt;br /&gt;
**&#039;&#039;&#039;Vertigo:&#039;&#039;&#039; This thing can be very strong in a list that utilizes the faction strengths in spreading Repeaters and taking good hackers. By threatening a guided missile strike after spotlighting an enemy model that wonders through your Repeater area you can discourage them from passing through that area, denying it to the enemy. Furthermore, in the active turn, you can get a Repeater within range of a target, Spotlight them and then destroy them with the missiles. The Missile Launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponent&#039;s models.&lt;br /&gt;
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*&#039;&#039;&#039;Lunokhod Sputniks:&#039;&#039;&#039; Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes, they have both high ARM and BTS values. Mostly a board control unit.&lt;br /&gt;
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*&#039;&#039;&#039;Salyut Zonds:&#039;&#039;&#039; Standard issue S4 Baggage Remotes. Come with Deactivator, EVO Hacker and TR Combi profiles. EVO Hacker is for Hellcats lists or putting supportware on remotes.&lt;br /&gt;
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*&#039;&#039;&#039;Tsyklon Sputniks:&#039;&#039;&#039; Also Nomad-specific, these are long range combat Remotes for both offense and defense. The X-Visor is mostly useful at long bomb Pitchers into the enemy. These have a Spitfire for medium range gunfighting or a Feuerbach for long range. Unlike most remotes, they have both high ARM and BTS.&lt;br /&gt;
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*&#039;&#039;&#039;Vostok Sputniks:&#039;&#039;&#039; A bit of a tank, these have two wounds and very heavy firepower. Most of the profiles have albedo, which prevents MSV units from seeing them on the first battle round. One of the MK12 profiles can choose to give up Albedo for Mimetism (-6), which makes it a fiendish gunner. The Red Fury is notable for having Burst 5, and the Missile Launcher is interesting being Burst 2; both are at only 1 SWC each. As is the norm with Nomad remotes, they have Climbing Plus, which makes them very mobile combined with their 6-4 MOV. For best results, take an EVO hacker for supportware. Dont be afraid to run them as a solo piece. Alone or with Rem Drivers, they can be a large distraction while your specialists push buttons.&lt;br /&gt;
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===Skirmishers===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Bandits:&#039;&#039;&#039; Corregidor&#039;s only Camouflage Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which makes them the most toolboxy of the infiltrators. An FO/AHD/KD Bandit, for example, is a quick Specialist Operative, ADHL troop and a close combat killer - thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines + Repeater option for more traditional area denial. Booty can be very funny, the value of getting an HMG or 8-4 movement on these is crazy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moran, Maasai Hunters:&#039;&#039;&#039; You’d be a Moran not to take one. Walking Repeater, FO profile, infiltration and probably the most importantly: CrazyKoalas. Morans make excellent area denial units and two of them can effectively block off the enemy from advancing. Note that Camouflage units can slip through them.&lt;br /&gt;
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*&#039;&#039;&#039;Spektrs:&#039;&#039;&#039; One of two Hidden Deployment-capable units in Nomads, the Spektr is a pretty basic one. Mines on nearly every profile, two specialist ones and decent stats, including WIP 14. Very good at area denial or grabbing objectives.&lt;br /&gt;
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*&#039;&#039;&#039;Zeros:&#039;&#039;&#039; Zeros are Mimetism (-3) Camouflage Infiltrators with a bunch of useful profiles. They&#039;re not as good at shooting as the Bandits or Spektrs, but their WIP 13 makes them excellent button pushers if you pick either one of the hackers, the FO or the Minelayer.&lt;br /&gt;
**&#039;&#039;&#039;Bran do Castro, Triple Zero:&#039;&#039;&#039; Is a Specialist Operative on both his profiles and pays extra for Super-jump, Climbing Plus, Infiltration (+6) and Martial Arts L3 - making him more versatile than normal Zeros.&lt;br /&gt;
&lt;br /&gt;
===Warbands===&lt;br /&gt;
*&#039;&#039;&#039;Bakunin Überfallkommando:&#039;&#039;&#039; The so-called furry guided missile. The Chimera of the group is silly dangerous with a Viral CCW, Eclipse Grenades, Natural Born Warrior, Martial Arts L2, Total Immunity, CC Attack (-3) and Climbing Plus. Then, on top of that, she can bring 1-3 Pupniks that are synchronized with Dodge (+6) (perfect for soaking up AROs), Climbing Plus and DA CCWs. Just don&#039;t let them get caught in the open with their frenzying (use those Eclipse Grenades). Although she can&#039;t take a hit, she can Dodge and a gaggle of ultra-cheap Pupniks is dangerous to anything in the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Jaguars:&#039;&#039;&#039; A Warband unit that doubles as cheerleaders and also your Intruder’s best amigos. Jaguars are cheap Regular Orders and smoke chuckers. Can also be used to run at enemies and kill as much as they can before they die (like a regular warband) and a Panzerfaust + ADHL profile is very troll, excellent in coordinated orders.&lt;br /&gt;
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*&#039;&#039;&#039;Die Morlock Gruppe:&#039;&#039;&#039; An old classic. These will rip apart enemy armor with their EM CCW. Furthermore, they&#039;re very good at destroying enemy skirmishers in the middle of the table by using their WIP 14 to discover or attempt intuitive attacks with their Chain Rifle.  The smoke they provide is invaluable and they pad the list out very well when you&#039;re taking heavy infantry, remotes and TAGs. The Morlock with DA CCW is a good choice in missions where anti-materiel is relevant. The Assault Pistol Morlock is great fun at putting Burst 4 into targets. But the EM CCW is generally preferred due to the ease it annihilates armor. &lt;br /&gt;
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*&#039;&#039;&#039;Perseus, Rogue Myrmidon:&#039;&#039;&#039; The easiest thing to write about him is: he&#039;s a standard Steel Phalanx character in the wrong army. To elaborate: Mimetism, NWI, high CC, Martial Arts L3, Smoke Grenades, good BS paired with a nice weapon and a Nanopulser... He&#039;s a one-man close range killing machine, easily overshadowed by the likes of Ajax or Achilles, which is probably why he&#039;s rolling with the Nomads instead. That or he was annoyed by Myrmidons not being able to keep up with his Super-jumping.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
The best place to start in 2021 is the Operation Crimson Stone box. This gives you 7 staple units for both vanilla and the Sectorial army Corregidor. To add to this&lt;br /&gt;
*Beyond Crimson Stone( Gets you a Tomcat, Wildcat and Vostok)&lt;br /&gt;
*Tunguska Starter (3 x LI options - you can easily proxy as whatever until you expand - Kriza as a Gunfighter HI, Heckler, Hollowman as specialist HI option). &lt;br /&gt;
*Zeroes or bandit Blister (2 x SK) &lt;br /&gt;
*Midnight Sun Analyst (universal specialist proxy / HVT) &lt;br /&gt;
*Jaguar / Morlock Box (Warband Proxy)&lt;br /&gt;
&lt;br /&gt;
==Sectorials==&lt;br /&gt;
Sectorials are collections of some units of a faction; the number of available units profiles is severely reduced, but those the player has access to increase their Availability and some can join the so-called &#039;&#039;Fireteams&#039;&#039; - groups of 2-5 models that get stacking bonuses per # of models. They have some specific rules that can be found [https://infinitythewiki.com/Fireteams:_Basic_Rules here].&lt;br /&gt;
You cannot use Fireteams in a Nomads&#039; vanilla army list.&lt;br /&gt;
&lt;br /&gt;
Nomads have three sectorials: [[Infinity/N4 Tactics/Jurisdictional Command of Bakunin|Bakunin]], [[Infinity/N4 Tactics/Jurisdictional Command of Corregidor|Corregidor]] and [[Infinity/N4 Tactics/Jurisdictional Command of Tunguska|Tunguska]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Tactics==&lt;br /&gt;
&lt;br /&gt;
Nomads thrive when focusing on only taking fights that weigh in their favor.&lt;br /&gt;
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In general, &#039;&#039;&#039;take advantage of each sectoral&#039;s ability to start up board to take key positions and objectives early&#039;&#039;&#039;. Placing morans or zeros on a key, hard to get to, position with koala coverage will force your opponents to burn additional orders to clear them. Depending on the map, its entirely possible to take very fast objectives to get a quick leg up.&lt;br /&gt;
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Repeater coverage is very important faction wide. In general, nomads have access to reasonably cheap hackers that punch above their weight. Having at least one allows you to take advantage of the many in-built zond repeaters and the various pitchers and deployable repeaters that we innately get.&lt;br /&gt;
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If your enemy does wander into range and if they &#039;&#039;&#039;are hackable&#039;&#039;&#039;, it is generally advisable to use &#039;&#039;&#039;oblivion&#039;&#039;&#039;. This will knock that unit out of any team it is attached to and break the team if you hit the leader. The primary focus is to lock that unit from providing or consuming any order other than its own. It will also take a -9 penalty to any reset rolls going forward. If you land any other hack, that unit will be stuck at the maximum -12 penalty. Depending on the unit they may not be able to reset at all at that point. &lt;br /&gt;
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While &#039;&#039;&#039;carbonite&#039;&#039;&#039; can seem attractive to immediately take a unit out of commission, the lower damage on the DA ammo can make it difficult for the status to stick. Its best to wait until after the unit is isolated before attempting.&lt;br /&gt;
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If they are &#039;&#039;&#039;not hackable&#039;&#039;&#039;, &#039;&#039;&#039;spotlight&#039;&#039;&#039; the hell out of them. The status can be landed on anything and helps to even out the lower BS skill found on many Nomad gunfighters. &lt;br /&gt;
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Active turn hacking is best focused on disabling key units and landing trinity on enemy hackers. &#039;&#039;&#039;Unless you are going for guided missile strike, do not active turn spotlight.&#039;&#039;&#039; B1 that can be f2f&#039;d is not an efficient use of orders. &lt;br /&gt;
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Missile bots in general are useful even if you do not fire or land a single shot. They add a major threat vector to each of your repeaters. From turn 1, your opponent will need to either burn orders to avoid or actively kill them. If you get even a single spotlight off your enemy will need to start spacing units out which may force them into spaces they would rather not be in.&lt;br /&gt;
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&#039;&#039;&#039;Take advantage of arial deployment&#039;s ability to arrive in unit&#039;s back arcs&#039;&#039;&#039;. Nomads dont have the best BS skill in the game so its much better to try to take free shots when available. Using units like hellcats, with their combat jump 18 (with an evo hacker), or Carlotta, with her parachutist(Dep Zone), it becomes fairly easy. Take the free shot and let the unit change facing, then shoot them with something else in their now exposed arc. &#039;&#039;&#039;Don&#039;t sleep on the deployables available to AD troops.&#039;&#039;&#039; When facing fireteams a drop troop landing an placing a EM mine around a corner can be devastating. It&#039;s the same with repeaters.&lt;br /&gt;
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&#039;&#039;&#039;Utilize multiple threat vectors.&#039;&#039;&#039; &lt;br /&gt;
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&lt;br /&gt;
[[Category:Infinity]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity Tactics]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity N4 Tactics]]&lt;br /&gt;
[[Category:Infinity N4 Tactics|Nomads]]&lt;br /&gt;
[[Category: Infinity Tactics|Nomads]]&lt;/div&gt;</summary>
		<author><name>2601:603:7E:3EA0:5584:32E9:5A56:5091</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Infinity/N4_Tactics/Jurisdictional_Command_of_Corregidor&amp;diff=273607</id>
		<title>Infinity/N4 Tactics/Jurisdictional Command of Corregidor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Infinity/N4_Tactics/Jurisdictional_Command_of_Corregidor&amp;diff=273607"/>
		<updated>2023-01-02T14:47:33Z</updated>

		<summary type="html">&lt;p&gt;2601:603:7E:3EA0:5584:32E9:5A56:5091: /* =Example Lists */&lt;/p&gt;
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&lt;div&gt;One of the three motherships of the Nomad nation. Corregidor is packed with people, and everyone&#039;s either doing their part or leaving- sometimes through an airlock. The people of Corregidor are serious and straightforward- just as their military. A lot of this military force guards the countless mining operations of JCC, but it&#039;s not uncommon for them to be hired as mercenaries.&lt;br /&gt;
[[Image:Corregidor_spaceship.jpeg|thumb|Corregidor, the Nomads&#039; body.]]&lt;br /&gt;
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==Why Play JCC?==&lt;br /&gt;
Corregidor is no-bullshit. Their units are straight-forward, highly efficient in their purpose, but without any fancy tools besides the necessary. &#039;nuff said.&lt;br /&gt;
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==Faction Features==&lt;br /&gt;
*&#039;&#039;&#039;Tons of wildcards:&#039;&#039;&#039; All the Wildcard units and characters make links a very flexible thing in JCC.&lt;br /&gt;
*&#039;&#039;&#039;Limited LT choices:&#039;&#039;&#039; Three units with LT choice isn&#039;t much. One of them has a SWC tax. This is probably the biggest downside of this sectorial.&lt;br /&gt;
*&#039;&#039;&#039;Just pay what you want:&#039;&#039;&#039; Since most units and profiles are very linear in their equipment and abilities you rarely pay extra for a tool you don&#039;t really want to have.&lt;br /&gt;
*&#039;&#039;&#039;Multiple threat vectors:&#039;&#039;&#039; The cut price cost of many different attacking options in CJC means that you can present a myriad of different threats, to ensure that you don&#039;t have to fight fair.&lt;br /&gt;
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==Special Skills==&lt;br /&gt;
*&#039;&#039;&#039;Climbing +:&#039;&#039;&#039; A lot of units have this skill, which comes in really handy at getting lines of fire that allow you to avoid fair fights. It&#039;s also ridiculous in a couple of ITS13 missions for giving you an additional inch of Movement for essentially free - as you&#039;re taking these units anyway. &lt;br /&gt;
*&#039;&#039;&#039;Courage:&#039;&#039;&#039; Corregidor troops stand their ground. Only a minority of units in this sectorial doesn&#039;t have this skill.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Deployment skills (Combat Jump(+3), Parachutist, Parachutist (DZ)):&#039;&#039;&#039; CJC has 9 AVA of models that can use an aerial deployment skill of some description; they all sit at similar price points so it&#039;s difficult for your opponent to know whether they need to be worried about a Tomcat walking on a board edge, Carlotta walking on behind them or a Hellcat dropping anywhere.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
[[File:Unit Identifier Corregidor.png|thumb|Unit Identifier Corregidor]]&lt;br /&gt;
===Light Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Alguaciles:&#039;&#039;&#039; These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, and have a LT option which comes at 1SWC- which feels really bad but sometimes it still is something to consider. Typical for a sectorials linetrooper they get Fireteam: Core.&lt;br /&gt;
**&#039;&#039;&#039;Alguacil Vortex Lupe Balboa:&#039;&#039;&#039; Costs extra for MIM (-3), Dogged and being a specialist. She also gets a Panzerfaust and access to smoke- and she&#039;s a wildcard.&lt;br /&gt;
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*&#039;&#039;&#039;Clockmakers:&#039;&#039;&#039; A clockmaker is a premium engineer, able to use their WIP 15 and burst 2 gizmo kit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them. &lt;br /&gt;
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*&#039;&#039;&#039;Daktaris:&#039;&#039;&#039; He is a very basic doctor, only taking the bare necessities. Which makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.&lt;br /&gt;
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*&#039;&#039;&#039;Jazz and Billie:&#039;&#039;&#039; Jazz is for her points the best hacker in the game. The only things you could possibly want is a BTS stat of 9 or Wip 15. She has a hacking device plus with trinity +1 damage as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with white noise and hide in cybermask during the reactive turn if the opponent has killer hacking. &lt;br /&gt;
**&#039;&#039;&#039;Billie:&#039;&#039;&#039; He is optionally purchased as a bundle with jazz. He is excellent by providing an additional repeater to defend the DZ or to push forward into the table to project hacking control. His EM-mines are excellent at threatening almost every troop type and his flashpluse is useful. He is also a extremely cheap regular order.&lt;br /&gt;
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*&#039;&#039;&#039;Tomcats:&#039;&#039;&#039; Excellent selection of parachutist profiles. Doubles as a climbing plus assault piece and supporting specialist for a very attractive price in the form of the doctor and engineer profiles. You can repair models that have gone unconscious by the side of the table or score objectives. Profiles with shock mines or repeaters can bully the opponent well. Multi rifle+lsg engineer is super interesting, being unable to take a zondcat is a shame but the guns might make up for it.&lt;br /&gt;
**&#039;&#039;&#039;Carlota Kowalsky, Tomcats Sergeant:&#039;&#039;&#039; One of the rare units with Parachutist (Dep. Zone). As an engineer she&#039;s got more uses out of her Parachutist skill- no side of the table is off-limits for her. She also brings some nice weapon options for most situations, like the Breaker Combi Rifle, or either an Adhesive Launcher or a Panzerfaust. The Panzerfaust profile comes with MORIARTY, her PARA CC peripheral.&lt;br /&gt;
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====Mercenaries====&lt;br /&gt;
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*&#039;&#039;&#039;Valerya Gromoz, Mercenary Hacker:&#039;&#039;&#039; An inexpensive WIP 14 multi-purpose Hacker. She comes with a Pitcher, and can be easily parked next to a Salyut baggage REM to resupply. She can join any of the fireteams of JCC due to being a Wildcard which would potentially reduce costs, add specialists, or add more hacker support/fulfilling fireteams that have recently deceased troopers.&lt;br /&gt;
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*&#039;&#039;&#039;Warcors:&#039;&#039;&#039; 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they&#039;re well worth it.&lt;br /&gt;
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===Medium Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Hellcats:&#039;&#039;&#039; ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as a either a short or medium gun fighter. Due to the +3 mod they get to combat jump they&#039;re the best unit at hot dropping in the game , if you use support ware you get to drop on a 18. On the off chance that you do fail, having a Spitfire or hacker profile, landing in your Deployment Zone is not as bad. The deployable repeater profile is worth mentioning as you can very easily get repeaters in position in your opponents DZ to cause massive issues. Even though they have AVA 4, you should not be taking more than 2, as they can be order hungry.&lt;br /&gt;
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*&#039;&#039;&#039;Intruders:&#039;&#039;&#039; The former king, the one that veterans remember calling an auto take. Times have changed, but they are still strong, just not against everything. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG. Third: Jaguars give you cheap smoke. Intruder can easily snipe off enemy killer units and ARO pieces from a distance and safety of smoke screen and Camo lets you abuse Surprise Shot. Unfortunately the modern trend of powerfull hard AROs in core fire teams such as the Kamau have made his job of enemy suppression much harder. Furthermore the lack of AP on the HMG can make it difficult to quickly tackle enemy armour with him. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit. Perhaps most interesting is the new - as of N4 - Shock MMR, KHD profile: a pocket specialist; KHD option to help keep your key hackers alive and a gun that is &#039;good enough&#039; to fill the role Intruders are now best at: reliably clearing disposable AROs (Daylami, Flashbots, Jaguar Panzerfausts, Metros etc) for relatively low risk while you use your SWC for something else. &lt;br /&gt;
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*&#039;&#039;&#039;Sombras:&#039;&#039;&#039; A very tough, mobile midfield unit. They have arm 3, NWI and climbing plus allowing them to take a hit and move around terrain easily. They&#039;re a decent gun fighter with small arms carrying AP ammo, or a burst 4 gun in the form of the red fury which they can use very well very quickly thanks to forward deployment. The shotgun that the rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6 and NWI. The specialist operative is very strong due to not being hackable, having breaker and access to mines.&lt;br /&gt;
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*&#039;&#039;&#039;Wildcats:&#039;&#039;&#039; These have a interesting mix of profiles, the core of them is having BS13 and MSV1. The Heavy rocket launcher is very cheap, the hackers are interesting due to having BTS6 and firefighting power. The engineer is combo of combat unit and relevant specialist. It&#039;s worth noting that the Spitfire profile that has NCO: CJC really struggles to leverage their LT order in the early game, so this is an absolute boon. They have both Fireteam: Core and Haris, and the Number 2 skill.&lt;br /&gt;
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===Heavy Infantry===&lt;br /&gt;
*&#039;&#039;&#039;EVAders:&#039;&#039;&#039; Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W+NWI. However, they&#039;re still very mobile due to climbing plus. The AP spitfire steals the show, giving you a excellent gun on a good chassis and you can choose to make him a engineer on top of it. A Engineer with a AP spitfire, what a world! You have the option to take a feuerbach, multi rifle or shotgun on him too. Note the Multi rifle has a Panzerfaust, and the Shotgun has AP Mines! Evaders became a staple in a lot of CJC lists because they are a wildcard and can form both a haris- and a core-link.&lt;br /&gt;
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*&#039;&#039;&#039;Mobile Brigada:&#039;&#039;&#039; Another wildcard option for Corregidor, they&#039;re also able to form a core-link themselves. The basic Heavy Infantry option. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. These are one of the more durable LT choices in Corregidor.&lt;br /&gt;
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===Tactical Armor Gear===&lt;br /&gt;
*&#039;&#039;&#039;Gecko Squadron:&#039;&#039;&#039; The best example of the &#039;light tag&#039; idea. Cheap, durable, packing low-SWC but effective weapons, they fill the slot of a &#039;superheavy&#039; heavy infantry. Losing one is less of a problem in your list, and their general durability and decent (for a TAG) mobility makes them cost-effective. They will do work. A popular choice is running two in a Duo link.&lt;br /&gt;
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*&#039;&#039;&#039;Iguana Squadron:&#039;&#039;&#039; Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around it&#039;s own Hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.&lt;br /&gt;
**The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry a HMG.&lt;br /&gt;
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*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039; D*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039; Nomads finally have a 2nd battle tag to compare to Sally. While both have similar roles, Gator tends to be more aggressive. With a shorter range gun (Multi HMG), dedicated anti-CC (NBW, -3CC, and EM+N CC), and area denial (minethrower), Gator does very well pushing early and holding key locations. The NCO option helps to add even more aggression as you now have a decent unit to burn your LT order on, and is your only non-wildcat nco option. At two points its ususally worth taking. Make sure to leverage all of its tools to get the maximum use, throw mines to block ARO&#039;s while you punch key HI and Tag units in the face. It&#039;s b2 chain rifle allow for some very nasty situations where you take little risk offensively. Very difficult profile to get through due to it&#039;s armor 8 in cover, especially with a Moran nearby, ecm hacker, and the potential to go into suppressive, hackers and close range gunfighters tend to struggle to fight it. Not to mention Corrigedor&#039;s slew of engineers to bring it back up if needed. However, long range profiles can give it trouble, such mim 6 aro pieces as the Ryuken or Dasyus, or offensive msv pieces in factions with smoke such as the karhu in white co. Make sure it isn&#039;t getting shot by these unit archetypes.&lt;br /&gt;
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===Remotes===&lt;br /&gt;
*&#039;&#039;&#039;Zond Remotes:&#039;&#039;&#039; Standard issue S3 Remotes, but with a twist here and there.&lt;br /&gt;
**&#039;&#039;&#039;Reaktion:&#039;&#039;&#039; The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.&lt;br /&gt;
**&#039;&#039;&#039;Stempler:&#039;&#039;&#039; The Forward Observer Remote.  A fast and cheap specialist and a mobile Repeater. Sensor makes it good for Camo hunting. Also Climbing plus. &lt;br /&gt;
**&#039;&#039;&#039;Transductor:&#039;&#039;&#039; The Repeater/Flash Pulse Remote. Very good to have for increasing your hacking area. An absolute bargain at 7 points.&lt;br /&gt;
**&#039;&#039;&#039;Vertigo:&#039;&#039;&#039; This thing can be very strong in a list that utilizes the faction strengths in spreading repeaters and taking good hackers. By threatening a guided missile strike after spotlighting a enemy model that wonders through your repeater area you can discourage them from passing through that area, denying it to the enemy. Furthermore in the active turn you can get a repeater within range of a target, spotlight them and then destroy them with the missiles. The missile launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponents models.&lt;br /&gt;
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*&#039;&#039;&#039;Salyut Zonds:&#039;&#039;&#039; Standard issue S4 Baggage Remotes. Come with Deactivator, EVO Hacker and TR Combi profiles. EVO Hacker is nice if you run a lot of HI/REMS or just want to improve the odds of Hellcats landing where he&#039;s supposed to be.&lt;br /&gt;
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*&#039;&#039;&#039;Lunokhod Sputniks:&#039;&#039;&#039; Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes they have both high ARM and BTS values. Mostly a board control unit; but unfortunately one that starts in your DZ.&lt;br /&gt;
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*&#039;&#039;&#039;Tsyklon Sputniks:&#039;&#039;&#039; Also Nomad-specific, these are long range combat Remotes for both offense and defense. The X-Visor is mostly useful at long bomb pitchers into the enemy. These have a spitfire for medium range gunfighting, or a feuerbach for long range. Unlike most remotes they have both high ARM and BTS. CJC gives them wildcard.&lt;br /&gt;
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*&#039;&#039;&#039;Vostok Sputniks:&#039;&#039;&#039; Nomad-specific AP-immune heavy weapon platform. Most often taken with the mim6/+1 dam Mk12 profile for the fireteam bonus or as a gunboat. Can also take the Rem Racer buffs to create a solid tough roadblock unit with high arm, mim6, 2str, and RemPrez. Notable racer profiles would be the +arm (in cover -9 to hit / 7 ap-immune arm) or +dmg (17dam Mk12) . Also comes with albedo variants with +1B rockets, +1B Redfury, or +1dam Mk12. Mileage may vary on these depending on the matchup and how well you can utilize the albedo blindness. Is also a wildcard for additional team composition.&lt;br /&gt;
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===Warband===&lt;br /&gt;
*&#039;&#039;&#039;Jaguars:&#039;&#039;&#039; Come with Fireteam: Haris and Core, aswell as Dogged and MA L2. 10-11pts is a steal for these guys. Two of the profiles get smoke, which is great for moving your gunfighters into their favorable rangebands, or pull of smokeshots with an Intruder. The third profile (ADHL, Panzerfaust) shouldn&#039;t be overlooked as the profile a great secondary ARO option in a Fireteam to watch a shorter firelane. And they act as cheerleaders. You&#039;ll learn to love these guys really quick. &lt;br /&gt;
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*&#039;&#039;&#039;McMurrough, Mercenary Dog-Warrior:&#039;&#039;&#039; The fast irregular and impetuous McMurrough is a legendary Dog-Warriour, mostly because he&#039;s dishing out even more CC-capability than a regular Dog-Warrior! His Grenades are one of his better attacking features: Spec Firing them on 13s is a great way to punish a null defence or to punish a Targetted SK in the midfield. &lt;br /&gt;
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*&#039;&#039;&#039;Senor Massacre:&#039;&#039;&#039; Totally-not-Deadpool is made for throwing eclipse grenades, and shank basically anything. Regeneration is really nice and gives him even more flavor. E/M CC Weapons are scary. E/M grenades in a link can be wicked. He&#039;s a wildcard, but having him run solo isn&#039;t a bad idea either. Just make sure to keep those terrible jokes coming whenever you run him.&lt;br /&gt;
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*&#039;&#039;&#039;Wolfgang Amadeus Wolff:&#039;&#039;&#039; One of JCCs wildcard options, but he&#039;s also very capable of going solo. He&#039;s got a MULTI Rifle (+1B) which is nice, but he really wants to get up close; Berserk (+3), MA L3 and a PARA CC Weapon (-6) are probably the meanest combination of things you can bring into CC in this sectorial. To finish the enemy unit off for good he&#039;s also bringing a DA CC Weapon. But his best feature is, remarkably, his Dodge (+2&amp;quot;) and Dodge (+3) - this gives him a 4&amp;quot; engage range to Dodge into CC in ARO, to follow up with -9 on any FTF CC Attack - which allows him to act as a highly survivable defensive piece even when pushed into the midfield and hiding from LOF.&lt;br /&gt;
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===Skirmishers===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Bandits:&#039;&#039;&#039; Corregidor&#039;s only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which makes the the most toolboxy of the infiltrators. An FO/AHD/KD Bandit for example is a quick specialist, ADHL troop and a close combat killer, thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines+Repeater option for more traditional area denial. Booty can be very funny, the value of getting a HMG or 8-4 movement on these is crazy.&lt;br /&gt;
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*&#039;&#039;&#039;Moran, Maasai Hunter:&#039;&#039;&#039; You’d be a Moran not to take one. Walking repeater, FO profile, infiltration and, probably most importantly, Crazy Koalas. Morans make excellent area denial units and two of them can effectively block off enemy from advancing. Note that Camo units can slip through them.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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CJC is - even more than most sectorials - a faction defined by its Fireteams. In CJC&#039;s case, the sheer flexibility of options. &lt;br /&gt;
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In practice, CJC has 3 main Cores:&lt;br /&gt;
# Alguicils - taken because you don&#039;t have the points for a MB LT, because your meta is too full of Pitcher spam to keep a MB LT alive and unisolated, or because you want a SS Hacker to support Jazz + Billie and can&#039;t afford Valerya. &lt;br /&gt;
# Jaguars - the mainstay of CJC Fireteams: a couple of Jags to round out a Wildcards that are the faction feature gives a lot of combat and utility power. Adding another couple of Jags nearby to bring the link back up to 5 members when it takes losses is a good option. &lt;br /&gt;
# Wildcats - cheapest &#039;decent&#039; ARO and second best Hacker point-for-point to give SS to are the reasons you take this Fireteam. Unfortunately with Daktaris your cheapest link option, you end up with less points on your features and more on the filler. &lt;br /&gt;
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The other cores are either EVAder or MB Cores but everything in them is a Wildcard, so it&#039;s ridiculously easy to compose them and generally these will only feature in a reformed link made up of survivors or in higher point games where you can justify a MB Core with wildcards added in to keep the price down. &lt;br /&gt;
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These cores can be supported by flexible Haris&#039; (generally some combination of &#039;gun&#039;-piece, warband and specialist), a single Duo option with the Gecko (ably assisted by Wildcard options to make this an actually excellent choice) and a myriad of soloists (either attackers like McMurder, Bandits and certain AD profiles, as specialists or in a flexible piece that can easily be used to do either, such as Tomcats and Sombras). &lt;br /&gt;
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Key to making a lot of this work is the almost ubiquitous presence of two Morans in CJC lists: these provide a defensive screen, a midfield-Repeater net at deployment to leverage your hackers and capable specialists in a ridiculously cheap package. These are generally only omitted in Exclusion Zone / Confused Deployment missions or maybe where SWC issues mean they simply can&#039;t be fit in. &lt;br /&gt;
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This allows CJC to keep a familiar shape and tailor easily to missions and opponents by swapping around a few - usually similarly priced - profiles or even, a feature almost unique to the faction, simply by changing initial Fireteam composition: for instance, a Daktari may be part of an aggressive Haris in Supplies while being swapped for a second Jaguar in Frontline, to keep that useful specialist safer in the Core.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Defence in Depth&#039;&#039;&#039; Unless you&#039;re running a MB ML, CJC doesn&#039;t really have absolute top tier ARO pieces (think Kamau MSR, Bolt MSR, Grenzer MSR, KoJ ML etc) but what it does have are &#039;solid&#039; options, Morans, hackers and templates. Defending with CJC involves carefully layering these over each other to make it a fucking pain-in-the arse for your enemy to push: the ideal situation is something like an EVAder Feurbach on a conservative fireing lane covering a Moran, who&#039;s Repeater and CK covers the ideal firing position to engage the Feurbach. This sort of layer forces your to trade something (usually orders) to crack your defences, preventing them from really pushing into your backline (where they&#039;re fighting Jaguars anyway) and leaving you in a position to counter-attack. &lt;br /&gt;
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*Billie, Transductors, Jaguar Panzerfausts are great secondary ARO pieces to layer in as part of this: Billie in particular does well on a flank watching a cross table firing line in front of your DZ, his Repeater/EM Mines give you a response to threats pushing his flank and forcing your opponent to deal with enfilading fire when he&#039;s expended a bunch of orders to get there can make the difference between an attack getting to your obvious LT, or pulling back to consolidate in the midfield. &lt;br /&gt;
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*The other great option to support this are Sixth Sense Hackers: playing Morans you&#039;ll learn to hate Stealth, and Sixth Sense lets you ignore it. But **take a hacker outside of the Core as well**: you want your opponent to fight your AROs from inside your Repeater net, if your only hacker is in the Core then when they do this you&#039;re forced to either decline to ARO with your hacker or your hacker will drop from the Fireteam (it&#039;s worth remembering that if the Fireteam doesn&#039;t break they will return in your Active turn though). &lt;br /&gt;
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*&#039;&#039;&#039;Stab them in the back... and just keep stabbing&#039;&#039;&#039; CJC profiles, on the whole, are kinda &#039;meh&#039; in straight up gunfights (notable exception goes to the Vostok MK12): which drives a play style where you *should not fight fair*. CJC is about isolating your opponent in a dark alley and then stabbing them in the back with a homemade shiv until they can&#039;t threaten Uncle Ben again (with great power comes an overwhelming need to instill fear in anyone who would take it away from you).&lt;br /&gt;
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*To do this you need to leverage Hacking, mobility (C+ is awesome), off-table vectors (Tomcats, Carlotta and Hellcats) and CQC attackers (McMurder, Massacre, Wolfy, Jaguars and Bandits) to break open seems that you can exploit, or to eliminate gunfighters that your own guns can&#039;t take in a straight fight. &lt;br /&gt;
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*When you&#039;re staring at a PanO list which can no longer outshoot you because their guns were bricked and then killed at close range with Shotguns, EM CCWs and the like that&#039;s the time to take up aggressive positions with your &#039;merely average&#039; AROs and dominate the table. &lt;br /&gt;
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*&#039;&#039;&#039;Play the Objective:&#039;&#039;&#039; CJC has specialists for days - it can honestly be absurd, and admittedly awkward in Firefight - and a lot of these specialists are perfect for efficiently completing objectives. Tomcats walking on from a board edge, Hellcats dropping next to an objective on 15s, EVAder Engineers in your Fireteams and 2 Morans deployed to contest objectives (and therefore also generally close enough to grab them yourself with only a couple of orders). Not to mention Smoke/Eclipse to make it easy to ignore AROs while getting the Objective. For objective based missions; CJC is absolutely one of the easiest factions to get a specialist to a button, and more-often-than-not the *right* specialist for those sweet sweet B2 +3 WIP bonuses. &lt;br /&gt;
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*Learn to love classified heavy missions: when you&#039;ve got Combat Engineers, a Dr in every link, Veterans in every link, multiple hackers and D-Charges *everywhere*, doing classifieds can often be trivial. Telemetry is the perfect example: it requires your to Spotlight an enemy trooper... something you&#039;re probably doing **as an ARO** to disposable enemy troopers simply because you &#039;may as well&#039;.&lt;br /&gt;
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*Burning a couple of orders to bank objectives early can often put your opponent on the back foot, and leave them playing catch up. With judicious use of smoke / white noise or eclipse you can often simply boop a button more efficiently than fighting the God-tier ARO set up to cover it. Moreover, having these points in the bank can easily leave you in position to pull off a late game play with only a couple of orders. &lt;br /&gt;
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*CJC doesn&#039;t usually win by tabling their opponent; they win by having the right troops in the right place at the right time to do whatever is necessary. DO THE MISSION. &lt;br /&gt;
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==Example Lists==&lt;br /&gt;
Note: These lists are not meant to be definitive, depending on tournament or situation these are even sub optimal, these are just meant to be beginner lists for players to start to understand the sectorial. Feel free to switch it up!&lt;br /&gt;
 &lt;br /&gt;
General all purpose list&lt;br /&gt;
gfYKY29ycmVnaWRvcgEggSwCAQoAhgcBBQAAhgcBAgAAgSgBCQAAgX4BCwAAhg8AAgAAgRsBAQAAhioBAwAAhioBAwAAgZQBAQAAhjQBAQACBQCBmgEBAACBpQEEAACBpQEDAACBnAEBAACBkAEEAA%3D%3D &lt;br /&gt;
I&lt;br /&gt;
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Gator list:&lt;br /&gt;
gfYKY29ycmVnaWRvcgEggSwCAQsAhiwBAgAAgZYBAQAAhjQBAQAAgaUBBAAAhgcBBQAAhg8AAgAAgSgBCAAAgZwBAQAAgakBAQAAgX4BCgAAgZQBAwACBQCBmgEBAACBnAEBAACBpQEDAACBKAEJAAAyAQEA&lt;br /&gt;
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[[Category:Infinity]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity Tactics]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity N4 Tactics]]&lt;br /&gt;
[[Category:Infinity N4 Tactics|Jurisdictional Command of Corregidor]]&lt;br /&gt;
[[Category: Infinity Tactics|Jurisdictional Command of Corregidor]]&lt;/div&gt;</summary>
		<author><name>2601:603:7E:3EA0:5584:32E9:5A56:5091</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Infinity/N4_Tactics/Jurisdictional_Command_of_Corregidor&amp;diff=273606</id>
		<title>Infinity/N4 Tactics/Jurisdictional Command of Corregidor</title>
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		<updated>2023-01-02T14:47:14Z</updated>

		<summary type="html">&lt;p&gt;2601:603:7E:3EA0:5584:32E9:5A56:5091: &lt;/p&gt;
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&lt;div&gt;One of the three motherships of the Nomad nation. Corregidor is packed with people, and everyone&#039;s either doing their part or leaving- sometimes through an airlock. The people of Corregidor are serious and straightforward- just as their military. A lot of this military force guards the countless mining operations of JCC, but it&#039;s not uncommon for them to be hired as mercenaries.&lt;br /&gt;
[[Image:Corregidor_spaceship.jpeg|thumb|Corregidor, the Nomads&#039; body.]]&lt;br /&gt;
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==Why Play JCC?==&lt;br /&gt;
Corregidor is no-bullshit. Their units are straight-forward, highly efficient in their purpose, but without any fancy tools besides the necessary. &#039;nuff said.&lt;br /&gt;
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==Faction Features==&lt;br /&gt;
*&#039;&#039;&#039;Tons of wildcards:&#039;&#039;&#039; All the Wildcard units and characters make links a very flexible thing in JCC.&lt;br /&gt;
*&#039;&#039;&#039;Limited LT choices:&#039;&#039;&#039; Three units with LT choice isn&#039;t much. One of them has a SWC tax. This is probably the biggest downside of this sectorial.&lt;br /&gt;
*&#039;&#039;&#039;Just pay what you want:&#039;&#039;&#039; Since most units and profiles are very linear in their equipment and abilities you rarely pay extra for a tool you don&#039;t really want to have.&lt;br /&gt;
*&#039;&#039;&#039;Multiple threat vectors:&#039;&#039;&#039; The cut price cost of many different attacking options in CJC means that you can present a myriad of different threats, to ensure that you don&#039;t have to fight fair.&lt;br /&gt;
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==Special Skills==&lt;br /&gt;
*&#039;&#039;&#039;Climbing +:&#039;&#039;&#039; A lot of units have this skill, which comes in really handy at getting lines of fire that allow you to avoid fair fights. It&#039;s also ridiculous in a couple of ITS13 missions for giving you an additional inch of Movement for essentially free - as you&#039;re taking these units anyway. &lt;br /&gt;
*&#039;&#039;&#039;Courage:&#039;&#039;&#039; Corregidor troops stand their ground. Only a minority of units in this sectorial doesn&#039;t have this skill.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Deployment skills (Combat Jump(+3), Parachutist, Parachutist (DZ)):&#039;&#039;&#039; CJC has 9 AVA of models that can use an aerial deployment skill of some description; they all sit at similar price points so it&#039;s difficult for your opponent to know whether they need to be worried about a Tomcat walking on a board edge, Carlotta walking on behind them or a Hellcat dropping anywhere.&lt;br /&gt;
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==Units==&lt;br /&gt;
[[File:Unit Identifier Corregidor.png|thumb|Unit Identifier Corregidor]]&lt;br /&gt;
===Light Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Alguaciles:&#039;&#039;&#039; These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, and have a LT option which comes at 1SWC- which feels really bad but sometimes it still is something to consider. Typical for a sectorials linetrooper they get Fireteam: Core.&lt;br /&gt;
**&#039;&#039;&#039;Alguacil Vortex Lupe Balboa:&#039;&#039;&#039; Costs extra for MIM (-3), Dogged and being a specialist. She also gets a Panzerfaust and access to smoke- and she&#039;s a wildcard.&lt;br /&gt;
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*&#039;&#039;&#039;Clockmakers:&#039;&#039;&#039; A clockmaker is a premium engineer, able to use their WIP 15 and burst 2 gizmo kit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them. &lt;br /&gt;
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*&#039;&#039;&#039;Daktaris:&#039;&#039;&#039; He is a very basic doctor, only taking the bare necessities. Which makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.&lt;br /&gt;
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*&#039;&#039;&#039;Jazz and Billie:&#039;&#039;&#039; Jazz is for her points the best hacker in the game. The only things you could possibly want is a BTS stat of 9 or Wip 15. She has a hacking device plus with trinity +1 damage as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with white noise and hide in cybermask during the reactive turn if the opponent has killer hacking. &lt;br /&gt;
**&#039;&#039;&#039;Billie:&#039;&#039;&#039; He is optionally purchased as a bundle with jazz. He is excellent by providing an additional repeater to defend the DZ or to push forward into the table to project hacking control. His EM-mines are excellent at threatening almost every troop type and his flashpluse is useful. He is also a extremely cheap regular order.&lt;br /&gt;
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*&#039;&#039;&#039;Tomcats:&#039;&#039;&#039; Excellent selection of parachutist profiles. Doubles as a climbing plus assault piece and supporting specialist for a very attractive price in the form of the doctor and engineer profiles. You can repair models that have gone unconscious by the side of the table or score objectives. Profiles with shock mines or repeaters can bully the opponent well. Multi rifle+lsg engineer is super interesting, being unable to take a zondcat is a shame but the guns might make up for it.&lt;br /&gt;
**&#039;&#039;&#039;Carlota Kowalsky, Tomcats Sergeant:&#039;&#039;&#039; One of the rare units with Parachutist (Dep. Zone). As an engineer she&#039;s got more uses out of her Parachutist skill- no side of the table is off-limits for her. She also brings some nice weapon options for most situations, like the Breaker Combi Rifle, or either an Adhesive Launcher or a Panzerfaust. The Panzerfaust profile comes with MORIARTY, her PARA CC peripheral.&lt;br /&gt;
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====Mercenaries====&lt;br /&gt;
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*&#039;&#039;&#039;Valerya Gromoz, Mercenary Hacker:&#039;&#039;&#039; An inexpensive WIP 14 multi-purpose Hacker. She comes with a Pitcher, and can be easily parked next to a Salyut baggage REM to resupply. She can join any of the fireteams of JCC due to being a Wildcard which would potentially reduce costs, add specialists, or add more hacker support/fulfilling fireteams that have recently deceased troopers.&lt;br /&gt;
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*&#039;&#039;&#039;Warcors:&#039;&#039;&#039; 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they&#039;re well worth it.&lt;br /&gt;
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===Medium Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Hellcats:&#039;&#039;&#039; ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as a either a short or medium gun fighter. Due to the +3 mod they get to combat jump they&#039;re the best unit at hot dropping in the game , if you use support ware you get to drop on a 18. On the off chance that you do fail, having a Spitfire or hacker profile, landing in your Deployment Zone is not as bad. The deployable repeater profile is worth mentioning as you can very easily get repeaters in position in your opponents DZ to cause massive issues. Even though they have AVA 4, you should not be taking more than 2, as they can be order hungry.&lt;br /&gt;
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*&#039;&#039;&#039;Intruders:&#039;&#039;&#039; The former king, the one that veterans remember calling an auto take. Times have changed, but they are still strong, just not against everything. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG. Third: Jaguars give you cheap smoke. Intruder can easily snipe off enemy killer units and ARO pieces from a distance and safety of smoke screen and Camo lets you abuse Surprise Shot. Unfortunately the modern trend of powerfull hard AROs in core fire teams such as the Kamau have made his job of enemy suppression much harder. Furthermore the lack of AP on the HMG can make it difficult to quickly tackle enemy armour with him. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit. Perhaps most interesting is the new - as of N4 - Shock MMR, KHD profile: a pocket specialist; KHD option to help keep your key hackers alive and a gun that is &#039;good enough&#039; to fill the role Intruders are now best at: reliably clearing disposable AROs (Daylami, Flashbots, Jaguar Panzerfausts, Metros etc) for relatively low risk while you use your SWC for something else. &lt;br /&gt;
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*&#039;&#039;&#039;Sombras:&#039;&#039;&#039; A very tough, mobile midfield unit. They have arm 3, NWI and climbing plus allowing them to take a hit and move around terrain easily. They&#039;re a decent gun fighter with small arms carrying AP ammo, or a burst 4 gun in the form of the red fury which they can use very well very quickly thanks to forward deployment. The shotgun that the rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6 and NWI. The specialist operative is very strong due to not being hackable, having breaker and access to mines.&lt;br /&gt;
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*&#039;&#039;&#039;Wildcats:&#039;&#039;&#039; These have a interesting mix of profiles, the core of them is having BS13 and MSV1. The Heavy rocket launcher is very cheap, the hackers are interesting due to having BTS6 and firefighting power. The engineer is combo of combat unit and relevant specialist. It&#039;s worth noting that the Spitfire profile that has NCO: CJC really struggles to leverage their LT order in the early game, so this is an absolute boon. They have both Fireteam: Core and Haris, and the Number 2 skill.&lt;br /&gt;
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===Heavy Infantry===&lt;br /&gt;
*&#039;&#039;&#039;EVAders:&#039;&#039;&#039; Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W+NWI. However, they&#039;re still very mobile due to climbing plus. The AP spitfire steals the show, giving you a excellent gun on a good chassis and you can choose to make him a engineer on top of it. A Engineer with a AP spitfire, what a world! You have the option to take a feuerbach, multi rifle or shotgun on him too. Note the Multi rifle has a Panzerfaust, and the Shotgun has AP Mines! Evaders became a staple in a lot of CJC lists because they are a wildcard and can form both a haris- and a core-link.&lt;br /&gt;
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*&#039;&#039;&#039;Mobile Brigada:&#039;&#039;&#039; Another wildcard option for Corregidor, they&#039;re also able to form a core-link themselves. The basic Heavy Infantry option. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. These are one of the more durable LT choices in Corregidor.&lt;br /&gt;
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===Tactical Armor Gear===&lt;br /&gt;
*&#039;&#039;&#039;Gecko Squadron:&#039;&#039;&#039; The best example of the &#039;light tag&#039; idea. Cheap, durable, packing low-SWC but effective weapons, they fill the slot of a &#039;superheavy&#039; heavy infantry. Losing one is less of a problem in your list, and their general durability and decent (for a TAG) mobility makes them cost-effective. They will do work. A popular choice is running two in a Duo link.&lt;br /&gt;
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*&#039;&#039;&#039;Iguana Squadron:&#039;&#039;&#039; Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around it&#039;s own Hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.&lt;br /&gt;
**The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry a HMG.&lt;br /&gt;
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*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039; D*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039; Nomads finally have a 2nd battle tag to compare to Sally. While both have similar roles, Gator tends to be more aggressive. With a shorter range gun (Multi HMG), dedicated anti-CC (NBW, -3CC, and EM+N CC), and area denial (minethrower), Gator does very well pushing early and holding key locations. The NCO option helps to add even more aggression as you now have a decent unit to burn your LT order on, and is your only non-wildcat nco option. At two points its ususally worth taking. Make sure to leverage all of its tools to get the maximum use, throw mines to block ARO&#039;s while you punch key HI and Tag units in the face. It&#039;s b2 chain rifle allow for some very nasty situations where you take little risk offensively. Very difficult profile to get through due to it&#039;s armor 8 in cover, especially with a Moran nearby, ecm hacker, and the potential to go into suppressive, hackers and close range gunfighters tend to struggle to fight it. Not to mention Corrigedor&#039;s slew of engineers to bring it back up if needed. However, long range profiles can give it trouble, such mim 6 aro pieces as the Ryuken or Dasyus, or offensive msv pieces in factions with smoke such as the karhu in white co. Make sure it isn&#039;t getting shot by these unit archetypes.&lt;br /&gt;
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===Remotes===&lt;br /&gt;
*&#039;&#039;&#039;Zond Remotes:&#039;&#039;&#039; Standard issue S3 Remotes, but with a twist here and there.&lt;br /&gt;
**&#039;&#039;&#039;Reaktion:&#039;&#039;&#039; The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.&lt;br /&gt;
**&#039;&#039;&#039;Stempler:&#039;&#039;&#039; The Forward Observer Remote.  A fast and cheap specialist and a mobile Repeater. Sensor makes it good for Camo hunting. Also Climbing plus. &lt;br /&gt;
**&#039;&#039;&#039;Transductor:&#039;&#039;&#039; The Repeater/Flash Pulse Remote. Very good to have for increasing your hacking area. An absolute bargain at 7 points.&lt;br /&gt;
**&#039;&#039;&#039;Vertigo:&#039;&#039;&#039; This thing can be very strong in a list that utilizes the faction strengths in spreading repeaters and taking good hackers. By threatening a guided missile strike after spotlighting a enemy model that wonders through your repeater area you can discourage them from passing through that area, denying it to the enemy. Furthermore in the active turn you can get a repeater within range of a target, spotlight them and then destroy them with the missiles. The missile launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponents models.&lt;br /&gt;
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*&#039;&#039;&#039;Salyut Zonds:&#039;&#039;&#039; Standard issue S4 Baggage Remotes. Come with Deactivator, EVO Hacker and TR Combi profiles. EVO Hacker is nice if you run a lot of HI/REMS or just want to improve the odds of Hellcats landing where he&#039;s supposed to be.&lt;br /&gt;
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*&#039;&#039;&#039;Lunokhod Sputniks:&#039;&#039;&#039; Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes they have both high ARM and BTS values. Mostly a board control unit; but unfortunately one that starts in your DZ.&lt;br /&gt;
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*&#039;&#039;&#039;Tsyklon Sputniks:&#039;&#039;&#039; Also Nomad-specific, these are long range combat Remotes for both offense and defense. The X-Visor is mostly useful at long bomb pitchers into the enemy. These have a spitfire for medium range gunfighting, or a feuerbach for long range. Unlike most remotes they have both high ARM and BTS. CJC gives them wildcard.&lt;br /&gt;
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*&#039;&#039;&#039;Vostok Sputniks:&#039;&#039;&#039; Nomad-specific AP-immune heavy weapon platform. Most often taken with the mim6/+1 dam Mk12 profile for the fireteam bonus or as a gunboat. Can also take the Rem Racer buffs to create a solid tough roadblock unit with high arm, mim6, 2str, and RemPrez. Notable racer profiles would be the +arm (in cover -9 to hit / 7 ap-immune arm) or +dmg (17dam Mk12) . Also comes with albedo variants with +1B rockets, +1B Redfury, or +1dam Mk12. Mileage may vary on these depending on the matchup and how well you can utilize the albedo blindness. Is also a wildcard for additional team composition.&lt;br /&gt;
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===Warband===&lt;br /&gt;
*&#039;&#039;&#039;Jaguars:&#039;&#039;&#039; Come with Fireteam: Haris and Core, aswell as Dogged and MA L2. 10-11pts is a steal for these guys. Two of the profiles get smoke, which is great for moving your gunfighters into their favorable rangebands, or pull of smokeshots with an Intruder. The third profile (ADHL, Panzerfaust) shouldn&#039;t be overlooked as the profile a great secondary ARO option in a Fireteam to watch a shorter firelane. And they act as cheerleaders. You&#039;ll learn to love these guys really quick. &lt;br /&gt;
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*&#039;&#039;&#039;McMurrough, Mercenary Dog-Warrior:&#039;&#039;&#039; The fast irregular and impetuous McMurrough is a legendary Dog-Warriour, mostly because he&#039;s dishing out even more CC-capability than a regular Dog-Warrior! His Grenades are one of his better attacking features: Spec Firing them on 13s is a great way to punish a null defence or to punish a Targetted SK in the midfield. &lt;br /&gt;
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*&#039;&#039;&#039;Senor Massacre:&#039;&#039;&#039; Totally-not-Deadpool is made for throwing eclipse grenades, and shank basically anything. Regeneration is really nice and gives him even more flavor. E/M CC Weapons are scary. E/M grenades in a link can be wicked. He&#039;s a wildcard, but having him run solo isn&#039;t a bad idea either. Just make sure to keep those terrible jokes coming whenever you run him.&lt;br /&gt;
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*&#039;&#039;&#039;Wolfgang Amadeus Wolff:&#039;&#039;&#039; One of JCCs wildcard options, but he&#039;s also very capable of going solo. He&#039;s got a MULTI Rifle (+1B) which is nice, but he really wants to get up close; Berserk (+3), MA L3 and a PARA CC Weapon (-6) are probably the meanest combination of things you can bring into CC in this sectorial. To finish the enemy unit off for good he&#039;s also bringing a DA CC Weapon. But his best feature is, remarkably, his Dodge (+2&amp;quot;) and Dodge (+3) - this gives him a 4&amp;quot; engage range to Dodge into CC in ARO, to follow up with -9 on any FTF CC Attack - which allows him to act as a highly survivable defensive piece even when pushed into the midfield and hiding from LOF.&lt;br /&gt;
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===Skirmishers===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Bandits:&#039;&#039;&#039; Corregidor&#039;s only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which makes the the most toolboxy of the infiltrators. An FO/AHD/KD Bandit for example is a quick specialist, ADHL troop and a close combat killer, thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines+Repeater option for more traditional area denial. Booty can be very funny, the value of getting a HMG or 8-4 movement on these is crazy.&lt;br /&gt;
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*&#039;&#039;&#039;Moran, Maasai Hunter:&#039;&#039;&#039; You’d be a Moran not to take one. Walking repeater, FO profile, infiltration and, probably most importantly, Crazy Koalas. Morans make excellent area denial units and two of them can effectively block off enemy from advancing. Note that Camo units can slip through them.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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CJC is - even more than most sectorials - a faction defined by its Fireteams. In CJC&#039;s case, the sheer flexibility of options. &lt;br /&gt;
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In practice, CJC has 3 main Cores:&lt;br /&gt;
# Alguicils - taken because you don&#039;t have the points for a MB LT, because your meta is too full of Pitcher spam to keep a MB LT alive and unisolated, or because you want a SS Hacker to support Jazz + Billie and can&#039;t afford Valerya. &lt;br /&gt;
# Jaguars - the mainstay of CJC Fireteams: a couple of Jags to round out a Wildcards that are the faction feature gives a lot of combat and utility power. Adding another couple of Jags nearby to bring the link back up to 5 members when it takes losses is a good option. &lt;br /&gt;
# Wildcats - cheapest &#039;decent&#039; ARO and second best Hacker point-for-point to give SS to are the reasons you take this Fireteam. Unfortunately with Daktaris your cheapest link option, you end up with less points on your features and more on the filler. &lt;br /&gt;
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The other cores are either EVAder or MB Cores but everything in them is a Wildcard, so it&#039;s ridiculously easy to compose them and generally these will only feature in a reformed link made up of survivors or in higher point games where you can justify a MB Core with wildcards added in to keep the price down. &lt;br /&gt;
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These cores can be supported by flexible Haris&#039; (generally some combination of &#039;gun&#039;-piece, warband and specialist), a single Duo option with the Gecko (ably assisted by Wildcard options to make this an actually excellent choice) and a myriad of soloists (either attackers like McMurder, Bandits and certain AD profiles, as specialists or in a flexible piece that can easily be used to do either, such as Tomcats and Sombras). &lt;br /&gt;
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Key to making a lot of this work is the almost ubiquitous presence of two Morans in CJC lists: these provide a defensive screen, a midfield-Repeater net at deployment to leverage your hackers and capable specialists in a ridiculously cheap package. These are generally only omitted in Exclusion Zone / Confused Deployment missions or maybe where SWC issues mean they simply can&#039;t be fit in. &lt;br /&gt;
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This allows CJC to keep a familiar shape and tailor easily to missions and opponents by swapping around a few - usually similarly priced - profiles or even, a feature almost unique to the faction, simply by changing initial Fireteam composition: for instance, a Daktari may be part of an aggressive Haris in Supplies while being swapped for a second Jaguar in Frontline, to keep that useful specialist safer in the Core.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Defence in Depth&#039;&#039;&#039; Unless you&#039;re running a MB ML, CJC doesn&#039;t really have absolute top tier ARO pieces (think Kamau MSR, Bolt MSR, Grenzer MSR, KoJ ML etc) but what it does have are &#039;solid&#039; options, Morans, hackers and templates. Defending with CJC involves carefully layering these over each other to make it a fucking pain-in-the arse for your enemy to push: the ideal situation is something like an EVAder Feurbach on a conservative fireing lane covering a Moran, who&#039;s Repeater and CK covers the ideal firing position to engage the Feurbach. This sort of layer forces your to trade something (usually orders) to crack your defences, preventing them from really pushing into your backline (where they&#039;re fighting Jaguars anyway) and leaving you in a position to counter-attack. &lt;br /&gt;
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*Billie, Transductors, Jaguar Panzerfausts are great secondary ARO pieces to layer in as part of this: Billie in particular does well on a flank watching a cross table firing line in front of your DZ, his Repeater/EM Mines give you a response to threats pushing his flank and forcing your opponent to deal with enfilading fire when he&#039;s expended a bunch of orders to get there can make the difference between an attack getting to your obvious LT, or pulling back to consolidate in the midfield. &lt;br /&gt;
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*The other great option to support this are Sixth Sense Hackers: playing Morans you&#039;ll learn to hate Stealth, and Sixth Sense lets you ignore it. But **take a hacker outside of the Core as well**: you want your opponent to fight your AROs from inside your Repeater net, if your only hacker is in the Core then when they do this you&#039;re forced to either decline to ARO with your hacker or your hacker will drop from the Fireteam (it&#039;s worth remembering that if the Fireteam doesn&#039;t break they will return in your Active turn though). &lt;br /&gt;
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*&#039;&#039;&#039;Stab them in the back... and just keep stabbing&#039;&#039;&#039; CJC profiles, on the whole, are kinda &#039;meh&#039; in straight up gunfights (notable exception goes to the Vostok MK12): which drives a play style where you *should not fight fair*. CJC is about isolating your opponent in a dark alley and then stabbing them in the back with a homemade shiv until they can&#039;t threaten Uncle Ben again (with great power comes an overwhelming need to instill fear in anyone who would take it away from you).&lt;br /&gt;
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*To do this you need to leverage Hacking, mobility (C+ is awesome), off-table vectors (Tomcats, Carlotta and Hellcats) and CQC attackers (McMurder, Massacre, Wolfy, Jaguars and Bandits) to break open seems that you can exploit, or to eliminate gunfighters that your own guns can&#039;t take in a straight fight. &lt;br /&gt;
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*When you&#039;re staring at a PanO list which can no longer outshoot you because their guns were bricked and then killed at close range with Shotguns, EM CCWs and the like that&#039;s the time to take up aggressive positions with your &#039;merely average&#039; AROs and dominate the table. &lt;br /&gt;
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*&#039;&#039;&#039;Play the Objective:&#039;&#039;&#039; CJC has specialists for days - it can honestly be absurd, and admittedly awkward in Firefight - and a lot of these specialists are perfect for efficiently completing objectives. Tomcats walking on from a board edge, Hellcats dropping next to an objective on 15s, EVAder Engineers in your Fireteams and 2 Morans deployed to contest objectives (and therefore also generally close enough to grab them yourself with only a couple of orders). Not to mention Smoke/Eclipse to make it easy to ignore AROs while getting the Objective. For objective based missions; CJC is absolutely one of the easiest factions to get a specialist to a button, and more-often-than-not the *right* specialist for those sweet sweet B2 +3 WIP bonuses. &lt;br /&gt;
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*Learn to love classified heavy missions: when you&#039;ve got Combat Engineers, a Dr in every link, Veterans in every link, multiple hackers and D-Charges *everywhere*, doing classifieds can often be trivial. Telemetry is the perfect example: it requires your to Spotlight an enemy trooper... something you&#039;re probably doing **as an ARO** to disposable enemy troopers simply because you &#039;may as well&#039;.&lt;br /&gt;
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*Burning a couple of orders to bank objectives early can often put your opponent on the back foot, and leave them playing catch up. With judicious use of smoke / white noise or eclipse you can often simply boop a button more efficiently than fighting the God-tier ARO set up to cover it. Moreover, having these points in the bank can easily leave you in position to pull off a late game play with only a couple of orders. &lt;br /&gt;
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*CJC doesn&#039;t usually win by tabling their opponent; they win by having the right troops in the right place at the right time to do whatever is necessary. DO THE MISSION. &lt;br /&gt;
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===Example Lists==&lt;br /&gt;
Note: These lists are not meant to be definitive, depending on tournament or situation these are even sub optimal, these are just meant to be beginner lists for players to start to understand the sectorial. Feel free to switch it up!&lt;br /&gt;
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General all purpose list&lt;br /&gt;
gfYKY29ycmVnaWRvcgEggSwCAQoAhgcBBQAAhgcBAgAAgSgBCQAAgX4BCwAAhg8AAgAAgRsBAQAAhioBAwAAhioBAwAAgZQBAQAAhjQBAQACBQCBmgEBAACBpQEEAACBpQEDAACBnAEBAACBkAEEAA%3D%3D &lt;br /&gt;
I&lt;br /&gt;
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Gator list:&lt;br /&gt;
gfYKY29ycmVnaWRvcgEggSwCAQsAhiwBAgAAgZYBAQAAhjQBAQAAgaUBBAAAhgcBBQAAhg8AAgAAgSgBCAAAgZwBAQAAgakBAQAAgX4BCgAAgZQBAwACBQCBmgEBAACBnAEBAACBpQEDAACBKAEJAAAyAQEA&lt;br /&gt;
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[[Category:Infinity]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity Tactics]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity N4 Tactics]]&lt;br /&gt;
[[Category:Infinity N4 Tactics|Jurisdictional Command of Corregidor]]&lt;br /&gt;
[[Category: Infinity Tactics|Jurisdictional Command of Corregidor]]&lt;/div&gt;</summary>
		<author><name>2601:603:7E:3EA0:5584:32E9:5A56:5091</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Infinity/N4_Tactics/Jurisdictional_Command_of_Corregidor&amp;diff=273605</id>
		<title>Infinity/N4 Tactics/Jurisdictional Command of Corregidor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Infinity/N4_Tactics/Jurisdictional_Command_of_Corregidor&amp;diff=273605"/>
		<updated>2023-01-02T14:45:02Z</updated>

		<summary type="html">&lt;p&gt;2601:603:7E:3EA0:5584:32E9:5A56:5091: /* Tactical Armor Gear */&lt;/p&gt;
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&lt;div&gt;One of the three motherships of the Nomad nation. Corregidor is packed with people, and everyone&#039;s either doing their part or leaving- sometimes through an airlock. The people of Corregidor are serious and straightforward- just as their military. A lot of this military force guards the countless mining operations of JCC, but it&#039;s not uncommon for them to be hired as mercenaries.&lt;br /&gt;
[[Image:Corregidor_spaceship.jpeg|thumb|Corregidor, the Nomads&#039; body.]]&lt;br /&gt;
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==Why Play JCC?==&lt;br /&gt;
Corregidor is no-bullshit. Their units are straight-forward, highly efficient in their purpose, but without any fancy tools besides the necessary. &#039;nuff said.&lt;br /&gt;
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==Faction Features==&lt;br /&gt;
*&#039;&#039;&#039;Tons of wildcards:&#039;&#039;&#039; All the Wildcard units and characters make links a very flexible thing in JCC.&lt;br /&gt;
*&#039;&#039;&#039;Limited LT choices:&#039;&#039;&#039; Three units with LT choice isn&#039;t much. One of them has a SWC tax. This is probably the biggest downside of this sectorial.&lt;br /&gt;
*&#039;&#039;&#039;Just pay what you want:&#039;&#039;&#039; Since most units and profiles are very linear in their equipment and abilities you rarely pay extra for a tool you don&#039;t really want to have.&lt;br /&gt;
*&#039;&#039;&#039;Multiple threat vectors:&#039;&#039;&#039; The cut price cost of many different attacking options in CJC means that you can present a myriad of different threats, to ensure that you don&#039;t have to fight fair.&lt;br /&gt;
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==Special Skills==&lt;br /&gt;
*&#039;&#039;&#039;Climbing +:&#039;&#039;&#039; A lot of units have this skill, which comes in really handy at getting lines of fire that allow you to avoid fair fights. It&#039;s also ridiculous in a couple of ITS13 missions for giving you an additional inch of Movement for essentially free - as you&#039;re taking these units anyway. &lt;br /&gt;
*&#039;&#039;&#039;Courage:&#039;&#039;&#039; Corregidor troops stand their ground. Only a minority of units in this sectorial doesn&#039;t have this skill.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Deployment skills (Combat Jump(+3), Parachutist, Parachutist (DZ)):&#039;&#039;&#039; CJC has 9 AVA of models that can use an aerial deployment skill of some description; they all sit at similar price points so it&#039;s difficult for your opponent to know whether they need to be worried about a Tomcat walking on a board edge, Carlotta walking on behind them or a Hellcat dropping anywhere.&lt;br /&gt;
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==Units==&lt;br /&gt;
[[File:Unit Identifier Corregidor.png|thumb|Unit Identifier Corregidor]]&lt;br /&gt;
===Light Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Alguaciles:&#039;&#039;&#039; These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, and have a LT option which comes at 1SWC- which feels really bad but sometimes it still is something to consider. Typical for a sectorials linetrooper they get Fireteam: Core.&lt;br /&gt;
**&#039;&#039;&#039;Alguacil Vortex Lupe Balboa:&#039;&#039;&#039; Costs extra for MIM (-3), Dogged and being a specialist. She also gets a Panzerfaust and access to smoke- and she&#039;s a wildcard.&lt;br /&gt;
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*&#039;&#039;&#039;Clockmakers:&#039;&#039;&#039; A clockmaker is a premium engineer, able to use their WIP 15 and burst 2 gizmo kit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them. &lt;br /&gt;
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*&#039;&#039;&#039;Daktaris:&#039;&#039;&#039; He is a very basic doctor, only taking the bare necessities. Which makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.&lt;br /&gt;
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*&#039;&#039;&#039;Jazz and Billie:&#039;&#039;&#039; Jazz is for her points the best hacker in the game. The only things you could possibly want is a BTS stat of 9 or Wip 15. She has a hacking device plus with trinity +1 damage as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with white noise and hide in cybermask during the reactive turn if the opponent has killer hacking. &lt;br /&gt;
**&#039;&#039;&#039;Billie:&#039;&#039;&#039; He is optionally purchased as a bundle with jazz. He is excellent by providing an additional repeater to defend the DZ or to push forward into the table to project hacking control. His EM-mines are excellent at threatening almost every troop type and his flashpluse is useful. He is also a extremely cheap regular order.&lt;br /&gt;
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*&#039;&#039;&#039;Tomcats:&#039;&#039;&#039; Excellent selection of parachutist profiles. Doubles as a climbing plus assault piece and supporting specialist for a very attractive price in the form of the doctor and engineer profiles. You can repair models that have gone unconscious by the side of the table or score objectives. Profiles with shock mines or repeaters can bully the opponent well. Multi rifle+lsg engineer is super interesting, being unable to take a zondcat is a shame but the guns might make up for it.&lt;br /&gt;
**&#039;&#039;&#039;Carlota Kowalsky, Tomcats Sergeant:&#039;&#039;&#039; One of the rare units with Parachutist (Dep. Zone). As an engineer she&#039;s got more uses out of her Parachutist skill- no side of the table is off-limits for her. She also brings some nice weapon options for most situations, like the Breaker Combi Rifle, or either an Adhesive Launcher or a Panzerfaust. The Panzerfaust profile comes with MORIARTY, her PARA CC peripheral.&lt;br /&gt;
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====Mercenaries====&lt;br /&gt;
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*&#039;&#039;&#039;Valerya Gromoz, Mercenary Hacker:&#039;&#039;&#039; An inexpensive WIP 14 multi-purpose Hacker. She comes with a Pitcher, and can be easily parked next to a Salyut baggage REM to resupply. She can join any of the fireteams of JCC due to being a Wildcard which would potentially reduce costs, add specialists, or add more hacker support/fulfilling fireteams that have recently deceased troopers.&lt;br /&gt;
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*&#039;&#039;&#039;Warcors:&#039;&#039;&#039; 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they&#039;re well worth it.&lt;br /&gt;
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===Medium Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Hellcats:&#039;&#039;&#039; ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as a either a short or medium gun fighter. Due to the +3 mod they get to combat jump they&#039;re the best unit at hot dropping in the game , if you use support ware you get to drop on a 18. On the off chance that you do fail, having a Spitfire or hacker profile, landing in your Deployment Zone is not as bad. The deployable repeater profile is worth mentioning as you can very easily get repeaters in position in your opponents DZ to cause massive issues. Even though they have AVA 4, you should not be taking more than 2, as they can be order hungry.&lt;br /&gt;
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*&#039;&#039;&#039;Intruders:&#039;&#039;&#039; The former king, the one that veterans remember calling an auto take. Times have changed, but they are still strong, just not against everything. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG. Third: Jaguars give you cheap smoke. Intruder can easily snipe off enemy killer units and ARO pieces from a distance and safety of smoke screen and Camo lets you abuse Surprise Shot. Unfortunately the modern trend of powerfull hard AROs in core fire teams such as the Kamau have made his job of enemy suppression much harder. Furthermore the lack of AP on the HMG can make it difficult to quickly tackle enemy armour with him. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit. Perhaps most interesting is the new - as of N4 - Shock MMR, KHD profile: a pocket specialist; KHD option to help keep your key hackers alive and a gun that is &#039;good enough&#039; to fill the role Intruders are now best at: reliably clearing disposable AROs (Daylami, Flashbots, Jaguar Panzerfausts, Metros etc) for relatively low risk while you use your SWC for something else. &lt;br /&gt;
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*&#039;&#039;&#039;Sombras:&#039;&#039;&#039; A very tough, mobile midfield unit. They have arm 3, NWI and climbing plus allowing them to take a hit and move around terrain easily. They&#039;re a decent gun fighter with small arms carrying AP ammo, or a burst 4 gun in the form of the red fury which they can use very well very quickly thanks to forward deployment. The shotgun that the rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6 and NWI. The specialist operative is very strong due to not being hackable, having breaker and access to mines.&lt;br /&gt;
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*&#039;&#039;&#039;Wildcats:&#039;&#039;&#039; These have a interesting mix of profiles, the core of them is having BS13 and MSV1. The Heavy rocket launcher is very cheap, the hackers are interesting due to having BTS6 and firefighting power. The engineer is combo of combat unit and relevant specialist. It&#039;s worth noting that the Spitfire profile that has NCO: CJC really struggles to leverage their LT order in the early game, so this is an absolute boon. They have both Fireteam: Core and Haris, and the Number 2 skill.&lt;br /&gt;
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===Heavy Infantry===&lt;br /&gt;
*&#039;&#039;&#039;EVAders:&#039;&#039;&#039; Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W+NWI. However, they&#039;re still very mobile due to climbing plus. The AP spitfire steals the show, giving you a excellent gun on a good chassis and you can choose to make him a engineer on top of it. A Engineer with a AP spitfire, what a world! You have the option to take a feuerbach, multi rifle or shotgun on him too. Note the Multi rifle has a Panzerfaust, and the Shotgun has AP Mines! Evaders became a staple in a lot of CJC lists because they are a wildcard and can form both a haris- and a core-link.&lt;br /&gt;
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*&#039;&#039;&#039;Mobile Brigada:&#039;&#039;&#039; Another wildcard option for Corregidor, they&#039;re also able to form a core-link themselves. The basic Heavy Infantry option. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. These are one of the more durable LT choices in Corregidor.&lt;br /&gt;
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===Tactical Armor Gear===&lt;br /&gt;
*&#039;&#039;&#039;Gecko Squadron:&#039;&#039;&#039; The best example of the &#039;light tag&#039; idea. Cheap, durable, packing low-SWC but effective weapons, they fill the slot of a &#039;superheavy&#039; heavy infantry. Losing one is less of a problem in your list, and their general durability and decent (for a TAG) mobility makes them cost-effective. They will do work. A popular choice is running two in a Duo link.&lt;br /&gt;
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*&#039;&#039;&#039;Iguana Squadron:&#039;&#039;&#039; Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around it&#039;s own Hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.&lt;br /&gt;
**The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry a HMG.&lt;br /&gt;
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*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039; D*&#039;&#039;&#039;Gator Squadron:&#039;&#039;&#039; Nomads finally have a 2nd battle tag to compare to Sally. While both have similar roles, Gator tends to be more aggressive. With a shorter range gun (Multi HMG), dedicated anti-CC (NBW, -3CC, and EM+N CC), and area denial (minethrower), Gator does very well pushing early and holding key locations. The NCO option helps to add even more aggression as you now have a decent unit to burn your LT order on, and is your only non-wildcat nco option. At two points its ususally worth taking. Make sure to leverage all of its tools to get the maximum use, throw mines to block ARO&#039;s while you punch key HI and Tag units in the face. It&#039;s b2 chain rifle allow for some very nasty situations where you take little risk offensively. Very difficult profile to get through due to it&#039;s armor 8 in cover, especially with a Moran nearby, ecm hacker, and the potential to go into suppressive, hackers and close range gunfighters tend to struggle to fight it. Not to mention Corrigedor&#039;s slew of engineers to bring it back up if needed. However, long range profiles can give it trouble, such mim 6 aro pieces as the Ryuken or Dasyus, or offensive msv pieces in factions with smoke such as the karhu in white co. Make sure it isn&#039;t getting shot by these unit archetypes.&lt;br /&gt;
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===Remotes===&lt;br /&gt;
*&#039;&#039;&#039;Zond Remotes:&#039;&#039;&#039; Standard issue S3 Remotes, but with a twist here and there.&lt;br /&gt;
**&#039;&#039;&#039;Reaktion:&#039;&#039;&#039; The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.&lt;br /&gt;
**&#039;&#039;&#039;Stempler:&#039;&#039;&#039; The Forward Observer Remote.  A fast and cheap specialist and a mobile Repeater. Sensor makes it good for Camo hunting. Also Climbing plus. &lt;br /&gt;
**&#039;&#039;&#039;Transductor:&#039;&#039;&#039; The Repeater/Flash Pulse Remote. Very good to have for increasing your hacking area. An absolute bargain at 7 points.&lt;br /&gt;
**&#039;&#039;&#039;Vertigo:&#039;&#039;&#039; This thing can be very strong in a list that utilizes the faction strengths in spreading repeaters and taking good hackers. By threatening a guided missile strike after spotlighting a enemy model that wonders through your repeater area you can discourage them from passing through that area, denying it to the enemy. Furthermore in the active turn you can get a repeater within range of a target, spotlight them and then destroy them with the missiles. The missile launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponents models.&lt;br /&gt;
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*&#039;&#039;&#039;Salyut Zonds:&#039;&#039;&#039; Standard issue S4 Baggage Remotes. Come with Deactivator, EVO Hacker and TR Combi profiles. EVO Hacker is nice if you run a lot of HI/REMS or just want to improve the odds of Hellcats landing where he&#039;s supposed to be.&lt;br /&gt;
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*&#039;&#039;&#039;Lunokhod Sputniks:&#039;&#039;&#039; Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes they have both high ARM and BTS values. Mostly a board control unit; but unfortunately one that starts in your DZ.&lt;br /&gt;
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*&#039;&#039;&#039;Tsyklon Sputniks:&#039;&#039;&#039; Also Nomad-specific, these are long range combat Remotes for both offense and defense. The X-Visor is mostly useful at long bomb pitchers into the enemy. These have a spitfire for medium range gunfighting, or a feuerbach for long range. Unlike most remotes they have both high ARM and BTS. CJC gives them wildcard.&lt;br /&gt;
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*&#039;&#039;&#039;Vostok Sputniks:&#039;&#039;&#039; Nomad-specific AP-immune heavy weapon platform. Most often taken with the mim6/+1 dam Mk12 profile for the fireteam bonus or as a gunboat. Can also take the Rem Racer buffs to create a solid tough roadblock unit with high arm, mim6, 2str, and RemPrez. Notable racer profiles would be the +arm (in cover -9 to hit / 7 ap-immune arm) or +dmg (17dam Mk12) . Also comes with albedo variants with +1B rockets, +1B Redfury, or +1dam Mk12. Mileage may vary on these depending on the matchup and how well you can utilize the albedo blindness. Is also a wildcard for additional team composition.&lt;br /&gt;
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===Warband===&lt;br /&gt;
*&#039;&#039;&#039;Jaguars:&#039;&#039;&#039; Come with Fireteam: Haris and Core, aswell as Dogged and MA L2. 10-11pts is a steal for these guys. Two of the profiles get smoke, which is great for moving your gunfighters into their favorable rangebands, or pull of smokeshots with an Intruder. The third profile (ADHL, Panzerfaust) shouldn&#039;t be overlooked as the profile a great secondary ARO option in a Fireteam to watch a shorter firelane. And they act as cheerleaders. You&#039;ll learn to love these guys really quick. &lt;br /&gt;
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*&#039;&#039;&#039;McMurrough, Mercenary Dog-Warrior:&#039;&#039;&#039; The fast irregular and impetuous McMurrough is a legendary Dog-Warriour, mostly because he&#039;s dishing out even more CC-capability than a regular Dog-Warrior! His Grenades are one of his better attacking features: Spec Firing them on 13s is a great way to punish a null defence or to punish a Targetted SK in the midfield. &lt;br /&gt;
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*&#039;&#039;&#039;Senor Massacre:&#039;&#039;&#039; Totally-not-Deadpool is made for throwing eclipse grenades, and shank basically anything. Regeneration is really nice and gives him even more flavor. E/M CC Weapons are scary. E/M grenades in a link can be wicked. He&#039;s a wildcard, but having him run solo isn&#039;t a bad idea either. Just make sure to keep those terrible jokes coming whenever you run him.&lt;br /&gt;
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*&#039;&#039;&#039;Wolfgang Amadeus Wolff:&#039;&#039;&#039; One of JCCs wildcard options, but he&#039;s also very capable of going solo. He&#039;s got a MULTI Rifle (+1B) which is nice, but he really wants to get up close; Berserk (+3), MA L3 and a PARA CC Weapon (-6) are probably the meanest combination of things you can bring into CC in this sectorial. To finish the enemy unit off for good he&#039;s also bringing a DA CC Weapon. But his best feature is, remarkably, his Dodge (+2&amp;quot;) and Dodge (+3) - this gives him a 4&amp;quot; engage range to Dodge into CC in ARO, to follow up with -9 on any FTF CC Attack - which allows him to act as a highly survivable defensive piece even when pushed into the midfield and hiding from LOF.&lt;br /&gt;
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===Skirmishers===&lt;br /&gt;
*&#039;&#039;&#039;Corregidor Bandits:&#039;&#039;&#039; Corregidor&#039;s only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which makes the the most toolboxy of the infiltrators. An FO/AHD/KD Bandit for example is a quick specialist, ADHL troop and a close combat killer, thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines+Repeater option for more traditional area denial. Booty can be very funny, the value of getting a HMG or 8-4 movement on these is crazy.&lt;br /&gt;
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*&#039;&#039;&#039;Moran, Maasai Hunter:&#039;&#039;&#039; You’d be a Moran not to take one. Walking repeater, FO profile, infiltration and, probably most importantly, Crazy Koalas. Morans make excellent area denial units and two of them can effectively block off enemy from advancing. Note that Camo units can slip through them.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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CJC is - even more than most sectorials - a faction defined by its Fireteams. In CJC&#039;s case, the sheer flexibility of options. &lt;br /&gt;
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In practice, CJC has 3 main Cores:&lt;br /&gt;
# Alguicils - taken because you don&#039;t have the points for a MB LT, because your meta is too full of Pitcher spam to keep a MB LT alive and unisolated, or because you want a SS Hacker to support Jazz + Billie and can&#039;t afford Valerya. &lt;br /&gt;
# Jaguars - the mainstay of CJC Fireteams: a couple of Jags to round out a Wildcards that are the faction feature gives a lot of combat and utility power. Adding another couple of Jags nearby to bring the link back up to 5 members when it takes losses is a good option. &lt;br /&gt;
# Wildcats - cheapest &#039;decent&#039; ARO and second best Hacker point-for-point to give SS to are the reasons you take this Fireteam. Unfortunately with Daktaris your cheapest link option, you end up with less points on your features and more on the filler. &lt;br /&gt;
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The other cores are either EVAder or MB Cores but everything in them is a Wildcard, so it&#039;s ridiculously easy to compose them and generally these will only feature in a reformed link made up of survivors or in higher point games where you can justify a MB Core with wildcards added in to keep the price down. &lt;br /&gt;
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These cores can be supported by flexible Haris&#039; (generally some combination of &#039;gun&#039;-piece, warband and specialist), a single Duo option with the Gecko (ably assisted by Wildcard options to make this an actually excellent choice) and a myriad of soloists (either attackers like McMurder, Bandits and certain AD profiles, as specialists or in a flexible piece that can easily be used to do either, such as Tomcats and Sombras). &lt;br /&gt;
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Key to making a lot of this work is the almost ubiquitous presence of two Morans in CJC lists: these provide a defensive screen, a midfield-Repeater net at deployment to leverage your hackers and capable specialists in a ridiculously cheap package. These are generally only omitted in Exclusion Zone / Confused Deployment missions or maybe where SWC issues mean they simply can&#039;t be fit in. &lt;br /&gt;
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This allows CJC to keep a familiar shape and tailor easily to missions and opponents by swapping around a few - usually similarly priced - profiles or even, a feature almost unique to the faction, simply by changing initial Fireteam composition: for instance, a Daktari may be part of an aggressive Haris in Supplies while being swapped for a second Jaguar in Frontline, to keep that useful specialist safer in the Core.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Defence in Depth&#039;&#039;&#039; Unless you&#039;re running a MB ML, CJC doesn&#039;t really have absolute top tier ARO pieces (think Kamau MSR, Bolt MSR, Grenzer MSR, KoJ ML etc) but what it does have are &#039;solid&#039; options, Morans, hackers and templates. Defending with CJC involves carefully layering these over each other to make it a fucking pain-in-the arse for your enemy to push: the ideal situation is something like an EVAder Feurbach on a conservative fireing lane covering a Moran, who&#039;s Repeater and CK covers the ideal firing position to engage the Feurbach. This sort of layer forces your to trade something (usually orders) to crack your defences, preventing them from really pushing into your backline (where they&#039;re fighting Jaguars anyway) and leaving you in a position to counter-attack. &lt;br /&gt;
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*Billie, Transductors, Jaguar Panzerfausts are great secondary ARO pieces to layer in as part of this: Billie in particular does well on a flank watching a cross table firing line in front of your DZ, his Repeater/EM Mines give you a response to threats pushing his flank and forcing your opponent to deal with enfilading fire when he&#039;s expended a bunch of orders to get there can make the difference between an attack getting to your obvious LT, or pulling back to consolidate in the midfield. &lt;br /&gt;
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*The other great option to support this are Sixth Sense Hackers: playing Morans you&#039;ll learn to hate Stealth, and Sixth Sense lets you ignore it. But **take a hacker outside of the Core as well**: you want your opponent to fight your AROs from inside your Repeater net, if your only hacker is in the Core then when they do this you&#039;re forced to either decline to ARO with your hacker or your hacker will drop from the Fireteam (it&#039;s worth remembering that if the Fireteam doesn&#039;t break they will return in your Active turn though). &lt;br /&gt;
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*&#039;&#039;&#039;Stab them in the back... and just keep stabbing&#039;&#039;&#039; CJC profiles, on the whole, are kinda &#039;meh&#039; in straight up gunfights (notable exception goes to the Vostok MK12): which drives a play style where you *should not fight fair*. CJC is about isolating your opponent in a dark alley and then stabbing them in the back with a homemade shiv until they can&#039;t threaten Uncle Ben again (with great power comes an overwhelming need to instill fear in anyone who would take it away from you).&lt;br /&gt;
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*To do this you need to leverage Hacking, mobility (C+ is awesome), off-table vectors (Tomcats, Carlotta and Hellcats) and CQC attackers (McMurder, Massacre, Wolfy, Jaguars and Bandits) to break open seems that you can exploit, or to eliminate gunfighters that your own guns can&#039;t take in a straight fight. &lt;br /&gt;
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*When you&#039;re staring at a PanO list which can no longer outshoot you because their guns were bricked and then killed at close range with Shotguns, EM CCWs and the like that&#039;s the time to take up aggressive positions with your &#039;merely average&#039; AROs and dominate the table. &lt;br /&gt;
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*&#039;&#039;&#039;Play the Objective:&#039;&#039;&#039; CJC has specialists for days - it can honestly be absurd, and admittedly awkward in Firefight - and a lot of these specialists are perfect for efficiently completing objectives. Tomcats walking on from a board edge, Hellcats dropping next to an objective on 15s, EVAder Engineers in your Fireteams and 2 Morans deployed to contest objectives (and therefore also generally close enough to grab them yourself with only a couple of orders). Not to mention Smoke/Eclipse to make it easy to ignore AROs while getting the Objective. For objective based missions; CJC is absolutely one of the easiest factions to get a specialist to a button, and more-often-than-not the *right* specialist for those sweet sweet B2 +3 WIP bonuses. &lt;br /&gt;
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*Learn to love classified heavy missions: when you&#039;ve got Combat Engineers, a Dr in every link, Veterans in every link, multiple hackers and D-Charges *everywhere*, doing classifieds can often be trivial. Telemetry is the perfect example: it requires your to Spotlight an enemy trooper... something you&#039;re probably doing **as an ARO** to disposable enemy troopers simply because you &#039;may as well&#039;.&lt;br /&gt;
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*Burning a couple of orders to bank objectives early can often put your opponent on the back foot, and leave them playing catch up. With judicious use of smoke / white noise or eclipse you can often simply boop a button more efficiently than fighting the God-tier ARO set up to cover it. Moreover, having these points in the bank can easily leave you in position to pull off a late game play with only a couple of orders. &lt;br /&gt;
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*CJC doesn&#039;t usually win by tabling their opponent; they win by having the right troops in the right place at the right time to do whatever is necessary. DO THE MISSION. &lt;br /&gt;
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[[Category:Infinity]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity Tactics]]&lt;br /&gt;
[[Category:Infinity Tactics|Infinity N4 Tactics]]&lt;br /&gt;
[[Category:Infinity N4 Tactics|Jurisdictional Command of Corregidor]]&lt;br /&gt;
[[Category: Infinity Tactics|Jurisdictional Command of Corregidor]]&lt;/div&gt;</summary>
		<author><name>2601:603:7E:3EA0:5584:32E9:5A56:5091</name></author>
	</entry>
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