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==Building Your Army== CJC is - even more than most sectorials - a faction defined by its Fireteams. In CJC's case, the sheer flexibility of options. In practice, CJC has 3 main Cores: # Alguicils - taken because you don'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't afford Valerya. # 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. # Wildcats - cheapest 'decent' 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. The other cores are either EVAder or MB Cores but everything in them is a Wildcard, so it'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. These cores can be supported by flexible Haris' (generally some combination of 'gun'-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). 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't be fit in. 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. ===Tactics=== *'''Defence in Depth''' Unless you're running a MB ML, CJC doesn't really have absolute top tier ARO pieces (think Kamau MSR, Bolt MSR, Grenzer MSR, KoJ ML etc) but what it does have are 'solid' 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'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're fighting Jaguars anyway) and leaving you in a position to counter-attack. *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'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. *The other great option to support this are Sixth Sense Hackers: playing Morans you'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're forced to either decline to ARO with your hacker or your hacker will drop from the Fireteam (it's worth remembering that if the Fireteam doesn't break they will return in your Active turn though). *'''Stab them in the back... and just keep stabbing''' CJC profiles, on the whole, are kinda 'meh' 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't threaten Uncle Ben again (with great power comes an overwhelming need to instill fear in anyone who would take it away from you). *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't take in a straight fight. *When you'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's the time to take up aggressive positions with your 'merely average' AROs and dominate the table. *'''Play the Objective:''' 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. *Learn to love classified heavy missions: when you'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're probably doing **as an ARO** to disposable enemy troopers simply because you 'may as well'. *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. *CJC doesn'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.
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