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Infinity/N4 Tactics/Jurisdictional Command of Corregidor
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===Medium Infantry=== *'''Hellcats:''' 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'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. *'''Intruders:''' 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 itβs 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 'good enough' 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. *'''Lobos:''' Badass prison guards. Their ranged attacks get +1 damage while their attacks get +3 to hit on top of their 20 CC; nor they will run away from anything with their Religious Troop and Veteran combo. They also pack good armour, a biometric visor and a breaker pistol and PARA CC weapon. Even their cheap options pack a surprising amount of weapons like a +1B flash pulse with the boarding shotgun or an ADHL (also with +1B) on the CR/LS option. Or can be had as a SpecOp with a BCR, that +1B flash pulse and your choice of a heavy riotstopper or a light flamer with +1 damage. For 1 SWC you can take an NCO with a Red Fury and that bonus shot flash pulse. If you don't have at least one in a fireteam, you should be asking yourself why because these guys were basically made for them. *'''Sombras:''' 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'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. *'''Wildcats:''' 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'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.
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