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===Light Infantry=== *'''Authorized Bounty Hunters:''' You may not get character bounty hunters like in the ISS, but you can take these guys as regular troops and Booty L2 is always a fun roll. The upgraded weapons are great, especially the Sniper/double Breaker pistol combo and Red-fury equipped ones for 21/0.5 each are a steal. **'''Fireteam: Duo:''' It's hard not to like these, especially a Sniper + Red Fury duo. Decent if you can fit the points and SWC. *'''Bashi Bazouks:'''Bashi Bazouks have both Holoprojector L2 and Parachutist, an incredible combination. They are a great disruption unit. However, AD:Parachutist requires some foresight. They are irregulars, but cheap - low investment and losing them does not hurt the order pool. Popular profiles are the SMG+Chain Colt, Combi+E/Mauler but the SpecOp and AP-Rifle are appealing too. Remember that Holoprojector 2 and Supressive Fire has an peculiar rule-interaction which adds value to the Bashi-Bazouk. **Unlike Druze and Haqqislam, Bashi are often out-performed for combat utility by Yuan-Yuans. Bashi are still good - just consider the context. You will be considering them for specialists, however. *'''Brawlers:''' These guys and gals can fill a variety of roles in your army. Decent shots with good armour for LI, you can trade their Rifle and Light Shotgun for a MULTI Sniper and MSV2, a Submachine gun and AHD or their primary weapon and pistol for an HRL and assault pistol. They can also be your engineer, doctor or Lieutenant. **Speaking of lieutenants, they're one of your two only lieutenant options, both of which are WIP12, and they pay almost twice as many points as a Keisotsu lieutenant. On the other hand, taking this means you don't pay the SWC tax on a Keisotsu lieutenant. Best you figure out whether 1SWC is worth 7pts. **'''Fireteam: Duo:''' A great combo for lieutenant and support, but otherwise overshadowed by the other two options. **'''Special Fireteam: Haris:''' Two Tanko + One Brawler, or One Tanko + Two Brawlers. A decent long-range gun platform. **'''Special Fireteam: Core:''' Three keisotsu, one brawler, one Tanko. An efficient means of getting a cheap HI-lead link team. Don't expect this link to last, but it gets the job done for an okay price. Once it breaks, it's likely gone for good. Remember that you can't reform it if you don't have exactly 3 keisotsu for the link. Consider the Tanko missile launcher and either the MSV2 Sniper, HRL, or Doctor brawler for a defensive core. ***Note that they are Special Fireteam haris only - they cannot Haris with just three Brawlers. *'''Cube Jaegers:''' AD paramedic for 18pts. Passable in this sectorial, where WIP13 specialists are the best you can usually hope for. **Consider Bashi if you can live with WIP12 and parachutist (and holo2). *'''Keisotsu:''' Cheap filler light infantry. They're also your only 'pure' Core. You get what you pay for, and what you pay for is cheap, disposable orders. AVA 5... but were you really going to take more than three? **The lieutenant costs 1SWC, but is 7pts cheaper than a Brawler. Between the Keisotsu and the Brawler, they're your only two options. If you have a full SWC to spare, save the points, otherwise go for the Brawler. The LT will usually be filler for a defensive mixed link. **'''Core:''' Boring, cheap, subpar filler. For when you want a core team but can't spare more than 80pts. **'''Special Fireteam: Core:''' Keisotsu are useful as filler in your Tank+Brawler+Keisotsu core team. Consider using this either defensively or cautiously, as this is a fragile team that is hard to reform. *'''Krakot Renegades, Morat Fugitives:''' Krakots are a dirt cheap short ranged Regular unit. Forward Deployment L1 makes up for the range, and they have a free order from Impetuous. They can also pick up an extra skill (or two) from the Metachemistry L2 roll. They can be fierce in CC as well with CC21 and the high PH13. All of them have Chest Mines! **The perennial favorite seems to be the double chain rifles or double SMGs, but you are not starving for cheap attack pieces in this sectorial, so don't consider these a must-take. **Chest Mines have very interesting interactions in both BS and CC. Make sure you read the rules for them carefully before adding them to your list. *'''Libertos Freedom Fighters:''' Everyone's favorite fish-lizards. Unlike Dahshat, these guys lack a mimetism option. They're still very capable speed bumps though, and they give you your cheapest minelayer option. AVA2, in case you want a defensive screen of mines and shotguns. *'''Tokusetsu Butai:''' WIP13 Doctor/Engineer. They're basically +1 WIP Keisotsu. Unfortunately, they can't link. Fortunately, they're cheap and can use Servant bots. For the same price as a brawler doctor or engineer, you can get +1WIP and two servant bots, but can't link. Use these as an actual doctor, and use your Brawler doctor as a link-team specialist. *'''WarCor:''' 3 pts Irregular Flash Pulse ARO piece with 360 visor. Not very useful, but if you have 3 spare points and all your Doctors and Engineers already have G: Servants, why not? Three points goes a long way in Ikari, but never underestimate when a lucky flashpulse ruins someone's push. **It warrants mentioning that Warcors are extremely cost-effective. If they cost your opponent even just one order to remove the Warcor, this plucky journalist will have earned its points well-over. *'''Wardrivers, Mercenary Hackers:''' Do you feel the need to get a hacker in your list for cheap? Here you go. Don't forget that there are a few models they can assist with their hacking. The only real reason to take them is to fulfill classified objectives in ITS. These still only serve as getting a cheap WIP13 hacker in your army for ITS - don't pretend you will be making any game-winning plays with them. **On the other hand, a WIP13 regular hacker for 19pts makes her the cheapest hackbuff for your remotes, if you really need to buff your remotes.
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