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==Units== ===Light Infantry=== *'''112, Emergency Service:''' Doctor Axe! Your cheaper WIP13 doctor. He packs a light shotgun for slightly better physique and a cheaper cost. Keep him safe, as you don't have Servant remotes, unlike literally every other faction. *'''112, Emergency Service (Motorized):''' Doctor Axe, now on a bike! A good, mobile specialist, but he pays a full SWC. Consider this for a cheap biker specialist, or for getting to troops that are far up the board - but please, don't try to gunfight with him. *'''Line Kazaks:''' Total availability makes these your bread and butter line troopers in vanilla. They have an lieutenant at 0 SWC so they can make a good place to hide your Lt. and have a few cheer leaders for the rest of the team. *'''Kazak Spetsnaz:''' Take the HMG and Ambush Camouflage version, so long as you don't lose him to dice he is likely to win you the game against most other infantry. Marksmanship L2 means you ignore the BS penalty from enemy cover, which is massive in a game predicated on being in cover. *'''Kazak Doktor:''' The other doctor option for TAK. He's just a basic Line Kazak with the Doctor skill. +1pt over the 112 gets him a rifle and +1 armor. The ability to suppress is strong, but you don't want to gunfight with him anyways. Remember that Ariadna has no G:Servants so keep him safe until you need him. *'''Dozers, Field Engineers:''' Gatekeeper of the Traktor Mul. If you aren't feeling that sort of game then they have the Akrylat-Kanone, an adhesive gun with bonkers range. *'''Wardrivers, Mercenary Hackers:'''Do you feel the need to get a hacker in your list. Here is you option. 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. *'''Warcors, War Correspondents:''' A nice little ARO Flash Pulse piece. Take one if you have a few points left over. *'''Col. Yevgueni Voronin, Cossack Diplomatic Corps:''' Voronin is a solid Lieutenant Option. His purpose is to simply hide as best as possible, and generate 2 orders from Strategos L1. This makes him the very obvious Lieutenant, and his large silhouette may make him a wider target. He's a perfect LT for Limited Insertion. **He can also wildcard for cheap filler, but whether you will or not is a matter of where you want your fireteam to be. *'''Dynamo Reg. of Kazak Light Cavalry:''' Motorbike with dogged, smoke launcher, mine dispenser, and kinematika. Robust but expensive profiles. Consider these for fast specialists or a tool for denying the midboard with mines. Non-impetuous. *'''Frontoviks, Separate Assault Bat.:''' Mimetism, courage, veteran L1 troops. Can link with some kazaks, a 112, or veteran kazaks (who are wildcard anyways, so that special core's meaningless anyways). **Haris: No special linking aside from wildcards, but might be a good way to give a VetKazak +1b. **Special Core (4 Line Kazak + 1 Frontovik): Can head up a cheap Line Kazak link team. Consider a sniper rifle, rocket launcher, or maybe molotok. That mimetism and +1b gives a fairly cheap point-man. **Special Core (4 Frontoviks + 1 112): Expensive mimetism link. Consider mixing a Veteran Kazak in there for extra firepower, or keep it cheap. **Special Core (3 Veteran Kazaks + 2 Frontoviks): Veteran Kazaks are already wildcards, so this special core option is redundant. ===Medium Infantry=== *'''Tankhunters Regiment:''' Portable Autocannon(!) is a good ARO piece and comes with camouflage. Remember that they don't have Infiltration, so whatever you do will be from your deployment zone. Your missile launcher is a good alternative for slightly cheaper. However, the Autocannon is the funniest model in all of modern Infinity. You see Ivan, when shooting tank cannon, hold on shoulder and you BECOM STRONGER than recoil. *'''Vassily Plushenko, TankHunters Officer''': Character Tankhunter. He upgrades to either a T2 marksman rifle or T2 sniper rifle, gains BS13, and packs Ambush Camouflage. Overall an expensive upgrade. On the other hand, T2 sniper rifles are vicious, and T2 marksman rifles can inflict six(!) wounds on a lucky shot. ===Heavy Infantry=== Ariadna has HIs in every flavor, and, besides the Blackjacks, they're all 1 wound with Shock Immunity, and non-hackable. This makes them cheaper than HIs from the Human Sphere, but they're not "true" HIs in a sense (more like MI with better ARM and weapons). *'''Veteran Kazaks:''' Probably outperforms all other HI options in Ariadna. Vet Kazaks are some of the most versatile troopers in the army. Besides a great statline, they have Shock Immunity, CH:Mimetism, and Veteran L2 which makes them immune to Isolation (L1) and gives SSL2 and V:No Wound Incapacitation. For weapons, they are equipped to engage and kill just about anything - AP Rifles, Light Flamethrowers on just about every profile, AP HMGs, and even a deadly T2 Rifle (with X-Visor!). If that wasn't enough, they have WIP14 making them very competent ITS Specialists (Forward Observer and Paramedic) as well as a strong LT choice. They are some of the pricier troopers, but the general low costs of the faction can easily fit him in a list. *'''Ratniks''': Expensive. They're not bad, but they're pushed out in the army by Veteran Kazaks, who are linkable and cheaper for a better gunfighter. The main draw is that +2 armor, and that Heavyweight in ITS11 qualifies for TAG objectives. Unfortunately, he degrades, can't be repaired to full, and is extremely expensive. ===TAGs=== Lolno. If you need to play Show of Force, ITS11 gives HeavyWeight the ability to score for TAG objectives, so take a Ratnik. ===REMs=== *'''Traktor Mul, Artillery and Support Regiment:''' Has 3 options, all of them have Baggage which really helps them out. The first is super cheap order generator with minesweeper, the other two have missile launches. One is total reaction on a burst 3, but the gun doesn't have the range to make it a true ARO machine, and the other is only burst 1 but is double action ammo. They usually require a specific list built around them. *'''Traktor Mul Kuryer, Mobile Artillery Regiment:''' Strictly better than the Traktor Mul for missiles - for a 3pt cost (and no SWC increase), your Traktor Mul rockets gain Minelayer and BS+1. Also ECM, not like it matters. ===Skirmishers=== *'''Ariadna Scouts:''' Marksmanship level 1 and the Ojotnik Rifle create a devastating combination. Has a lot of good options, but can make for a very good infiltrating FO for only 1 point over its base cost. *'''Pavel Aleksei McMannus, Spetsgruppa G:''' Character Scout. Specialist operative. Gains a large amount of melee skill (assault, natural born warrior, CC22) with camouflage and an Ojotnik. Ojotniks are good. He does lose Infiltration in exchange for FD2. ===Warband=== *'''Irmandinhos:''' Engineering impetous melee fuckers armed with close ranged weapons and the ability to salvage weapons from unconscious foes. Not that you'll use it that much, but an Irmandinho is a good and cheap unit, able to clear and claim an objective if you target the right units. *'''Antipode Assault Pack:''' Antipode Assault Packs are very deadly. Antipodes are very fast with 6-6MOV and Super-Jump, move in packs of 3, and camouflaged. The direct use for them is to beam in on a single target and annihilate it in CC. However, if you're up against a camo list, you can spread them out a bit in the midfield, and perform a massive Sensor skill. *'''Dog-Warriors:''' With a bit of luck, these guys move into your opponents field, transform, and just wreck anyone that is too close together. *'''Streloks, Kazak Reconaissance Unit:''' Ambush camo, FD2, decent shooter. Remember that Ambush Camouflage gets all the rules for Camouflage, and can re-camo if necessary. Forward Observer is useful for a cheap camo specialist, but K9 is good for an anti-camo skirmisher. *'''Cadin FirstStrike:''' TAK stole him from CHA - He's much better in CHA, where he can wildcard a link (or fill out the fifth member for a wulver core). Still, not bad. *'''Carmen Johns, Mercenary Biker:''' Biker with an antipode. Decent CC, chain rifle, smoke grenades.
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