Editing
Infinity/N3 Tactics/Jurisdictional Command of Corregidor
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Units== ===Light Infantry=== Usually the backbone and Order supply, Line Infantry is here to watch the backs of your MI, allow AD troops to move and sometimes push for objectives. *'''Alguaciles:''' Basic Nomad Line Infantry. Fireteam: Core, usual assortment of long range weapons and basic specialist profiles. WIP 13 makes them decent Forward Observers and Hackers; a lone Alguacil Hacker is not unheard of. Also one of your most likely Lieutenants, despite the 1 SWC cost. This is also your only non-Intruder Sniper option. **'''Alguacil Vortex Lupe Balboa:''' With Dogged, Mimetism and Smoke Grenades, Lupe can push solo or provide cover for other units, but can also allow an Alguacil Core to act more aggressively. 23 pts for a Specialist Operative with all that weaponry is not a bad deal. *'''Bakunin Clockmakers:''' With as many Engineers in the faction, the Clockmaker has some tough competition. So he trades skills like AD or armour for WIP 15. For a backline Engineer, taken for actual fixing rather than catching objectives, this is not a bad deal. *'''Daktari, Campaign Doctors''' A non-linkable Alguacil with Doctor skill. WIP 13 is decent, 14 pts is not much. Is also an African, foul-mouthed catgirl if you buy her solo. Get her a Zondbot and keep close to backline infantry. *'''Tomcats, Emergency and Rescue Special Team:''' This is where things start getting interesting. Airborne Infiltration, Climbing Plus and Combi Rifles + Light Flamethrowers base, makes a good sweeper unit. DEP and Mines profiles for mid-field assist, but the most interesting profiles are the Doctor and Engineer. A Tomcat an quickly get to where he’s needed, be it healing, repairing or grabbing objectives. Another perk is ability to take Zondcats, basically letting your specialist to be in two places at once without having to footslog from Deployment Zone. Tomcats are often game winners in ITS scenarios. **'''Carlota Kowalsky, Tomcat Sergeant:''' A buffed up Tomcat Engineer, Carlota brings an ADHL to the table. Just like regular Tomcat engi, can take a Zondcat. If you have spare points, it’s worth upgrading a regular Tomcat Engineer to her. *'''Valerya Gromoz, Mercenary Hacker:''' An inexpensive WIP 14 multipurpose Hacker. Comes with a Pitcher. Since you don’t have access to Interventors or Custodiers, worth considering. At most tasks an Alguacil will be enough though. *'''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. *'''Vortex Spec-Ops:''' If your meta allows for one, you have a choice of an Alguacil or a Moderator. You’ll probably be taking an Alguacil and give him a heavy weapon, to get one SWC free into your link. Can also work as a cheaper than a Daktari Doctor or an Engineer-Hacker combo, but a MULTI Sniper, Spitfire or HMG at no SWC cost is just too good to not take. Especially in a faction with Tomcats for objective grabbing purposes. ===Medium Infantry=== [[Image: Intruder-color3.jpg |thumb|Accept no substitutes]] Unlike most factions, Corregidor Medium Infantry is designed to be aggressive. Those guys will be slow, but powerful, with access to as much heavy weaponry as SWC allows. *'''Hellcats:''' ARM 2, BTS 3, Courage and Superior Combat Jump. Can be taken as a short, medium or even long range killer (HMG on an AD unit? Yow!) or a Tomcat with more deployment options. PH 12 with Supportware makes it easier for them to not scatter, and if they do, and it’s a Spitfire or HMG profile, landing in your Deployment Zone is not as bad. Even though they have AVA 5, you should not be taking more than 2, as they can be order hungry. *'''Intruders, Corregidor Assault Commandos:''' The Big Bad Unit, the one people will call auto-include. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG (not that any of his other profiles are worth your time). 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 his only Lieutenant option only comes with Combi + Light Flamethrower and MSV2 units shut him down hard. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit. *'''Wildcats, Polyvalent Tactical Unit:''' They are nearly useless in vanilla Nomads, but super strong in Corregidor. The reason is simple: Fireteam: Core and Haris. A lone Wildcat is an overpriced cheerleader, but linked they become an inexpensive yet tough unit, often able to outshoot solo big units. Taking both a Spitfire and an HRL is very SWC heavy, but not entirely a bad idea; since Wildcats are slow, having a longer range weapon in the mix to shoot down some ARO pieces before you get in Spitfire range is a valid tactic. Can also include an Engineer or a Hacker, for emergency Specialist purposes. And yes, they’re heroes, not zeroes. ===Heavy Infantry=== *'''Mobile Brigada:''' Your only Heavy Infantry option. Fireteam: Core means you can go for a very top-heavy list with them, but a solo ML or HMG Brigada is not a bad option either. Courage is an important perk, since Heavy Infantry is 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. What really sets Brigada apart is the Hacker profile: who doesn’t like an HI that can Fairy Dust itself? In short, Mobile Brigada is what PanOceanian ORC Troops will always want to be. ===Tactical Armoured Gear=== Corregidor gets only light TAG options: *'''Gecko Squadron:''' Geckos are to Corregidor what Taskmasters and Kriza Boracs are to Bakunin and Tunguska. Less of a TAG and more of an oversized HI, Geckos are small AMR 5 lizards with medium range weapons. 50 pts for a STR 3 unit is a steal. Fireteam: Duo was originally written with Geckos in mind, and unique to the Corregidor sectorial, Geckos can also form a Duo with Mobile Brigada. Both loadouts come with a Chain Colt and are also capable of taking a MK12 + Blitzen or Twin Combi Rifles + Panzerfaust. The latter loadout seems like a waste until you remember that TAG-sized weapons gain Fatality L1 in ITS rules making the TCRs DMG 14 and Burst 4, effectively turning both guns into a single short-ranged Spitfire. Dedicated anti-TAG units will make short work of them and they can't reliably hold their own against heavier TAGs, but they are a great fire support unit that can also press buttons and score points if you dismount the pilot. Their smaller silhouette lets them find cover easier than larger TAGs, and if you suspect you'll run up against lots of heavy armour, consider a Salyut to backup this squad as you will burn through their disposable weapons pretty fast - alternatively, consider a Duo with a Missile Launcher-toting Mobile Brigada if you have enough SWC. TLDR: Treat Geckos as you would a Taskmaster or Kriza Borac, and it will serve you well. **The pilot has 2 Assault Pistols, Specialist Operative and WIP13, making him quite dangerous in short range and a decent specialist. *'''Iguana Squadron:''' 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 its own Hacker support. **The Operator, unlike most TAG pilots, is not a Specialist Operative but does come with a HMG. ===Remotes=== Nomads are known for their Remotes, partially due to their fancy Hackers. Although you lose on some of those in Corregidor, the drones themselves remain very useful. *'''Zond Remotes:''' Standard issue S3 Remotes, but with Climbing Plus. **'''Reaktion:''' The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier. **'''Stempler:''' The Forward Observer Remote. A fast and cheap specialist and a mobile Repeater. Sensor makes for a good alternative to Intruder for Camo hunting. Not essential, but not bad. **'''Transductor:''' The Repeater/Flash Pulse Remote. Very good to have in vanilla Nomads, but Corregidor can make good use of them as well. **'''Vertigo:''' The Smart Missile Launcher Remote. With an easy access to WIP 13 Forward Observers and Hackers you may be tempted to form an SML list. But it is more valid in vanilla. *'''Salyut Zonds:''' Standard issue S4 Baggage Remotes. Come with Minesweeper, EVO Hacker and TR Combi profiles. EVO Hacker is for Hellcats list if you don’t want to march them from the side or use an Order for Assisted Jump, or for Overclocking Tsyklons. *'''Lunokhod Sputniks:''' 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 or steal AI Beacons 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. Very good board control unit. *'''Tsyklon Sputniks:''' Also Nomad-specific, these are long range combat Remotes for both offense and defense. 360 visor + X-Visor is a hellish combo and the update to Feurerbach makes Tsyklon a veritable TAG-hunter, while the Spitfire version provides a good active turn killer or a rather indecent Suppressive Fire piece. And comes with its own Repeater and a Pitcher. Unlike most remotes they have both high ARM and BTS values. *'''Zonbots:''' Nomad regular G: Servants. Come in Support Pack with the units that make the best use of them. ===Skirmishers=== Nomads love their skirmishers, regardless of sectoral. Skirmishers are how Nomads achieve their famous board control. *'''Corregidor Bandits:''' Your only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which let them perform at varied tasks. 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 option for more traditional area denial. Scavenger is not likely to come into play, but if you manage to take down an enemy non-CC HI, steal his HMG or Spitfire and then Suppressive Fire back at the enemy, you’ll be glad he has it. *'''Moran, Maasai Hunters:''' 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. ===Warbands=== Just like in vanilla Nomads, there’s a nice selection of them. Warbands will often eat your orders in early game, but they’re bound to accomplish more than expected. *'''Corregidor Jaguars:''' A Warband unit that doubles as cheerleaders and also your Intruder’s best friend. 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 trolly. Used to be able to link, now you need Señor Massacre. But at least that frees up a Fireteam: Core spot. *'''McMurrough, Mercenary Dog-Warrior:''' Because Nomads need to meet a furry quota, you have access to McMurrough. Typical beefy Dog-Warrior, ARM 4, 2 chain rifles, Irregular + Extremely Impetuous, MA 3 and smoke grenades. All for 31 pts. If Corregidor has a truly frontline killer unit, it’s McMurrough. *''' Señor Massacre:''' The Luchador Deadpool used to be perpetually in McMurrough’s shadow, but with HSN3 he’s decided to stop being a loner and can now form Fireteams with Jaguars. Together they form a cohesive guided missile. Massacre’s Eclipse Grenades and Natural Born Warrior make it easy for him to close distance under ARO units’ noses and take out enemy Rambo, regardless if it’s a TAG, a fancy HI or a CC unit as well. Or he can just take out infantry with his Breaker combi while Jags keep him from Frenzying, but where’s the fun in that?
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information