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===Medium Infantry=== *'''Grenzers, Grenz Security Team:''' Some people discount Grenzers for not being Intruders or Nisses. Unlike those chumps, however, Grenzers can pack Missile Launchers. The FO + NCO + Sensor profile is very interesting as it is very easy for him to discover enemy camo and also complete objectives in the midfield, on top of benefiting from using the LT order with NCO. The MULTI Sniper Rifle with Marksmanship may have a place as he will generally shoot on 16. They gain a lot more value in a Tunguska sectorial, but they are not all bad in vanilla either. Shock immunity makes them easier to doctor back up. *'''Hellcats:''' ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as either a short or medium gunfighter. Due to the +3 mod they get to Combat Jump, they're the best unit at hot dropping in the game; if you use supportware, you get to drop on an 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 opponent's 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, Corregidor Assault Commandos:''' 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, Camouflage and MSV2. Second: can take an MSR or an HMG. Third: Jaguars and Morlocks give you cheap smoke. The Intruder can easily snipe off enemy killer units and ARO pieces from a distance, while the safety of smokescreen and Camouflage lets you abuse Surprise Shot. Unfortunately, the modern trend of powerful hard AROs in core fire teams such as the Kamau has made his job of enemy suppression much harder. Furthermore, the lack of AP on the HMG can make it difficult to quickly tackle enemy armor with him. One wound means itβs easy to lose him to a Djanbazan sniper or a similar unit. *'''Lobos:''' Solid 3 arm MI with a metric TON of disables with both glue and +B flash pulses and templates. Lobos are the only biovisior unit in Corregidor and one of only a few in vanilla and as such is a go-to anti-infiltration unit. The specialist operative and NCO options both have solid kits, but at 25+ points there are other options with possibly more bang for the buck. They occupy a niche similar to Bakunin's nuns, they are not bad at all, but the cost makes taking them a hard choice. That being said, NCO is a extremely rare skill in Nomads and may be worth it just for the ability to use your LT order alone. *'''Prowlers:''' This is an interesting unit with Infiltration, Camouflage and hidden deployment. Hidden Deployment allows them to be very safe until you choose to have it reveal itself. The unit is quite good at scoring objectives in ITS due to having specialist operative, D-Charges on three of its profiles and its unit type and classification. The Spitfire can be powerfull as a midfield Specialist Operative packing a serious gun that can pop out of nowhere, thanks to Hidden Deployment. The Combi Rifle + Light Flamethrower is fun with the concept of getting an ARO flamethrower on clumps of passing enemy troopers. The KHD benefits from the beefy BTS 6. *'''Reverend Agents:''' The main Bakunin combat force, the Observants are all Medium Infantry with ARM 3 and Mimetism, designed to fit specific combat roles - but all of them aggressive. Slow and 1-wound, but effective. Variants include: **'''Reverend Custodiers:''' An alternative choice to Interventors, Custodiers trade a point of WIP for a lot more survivability. So what if you reveal her? Cybermask, White Noise and Mimetism on top of ARM 3 make her quite safe. Also comes with her own Pitcher. **'''Reverend Healer:''' Or Healer-Killer as fluff would have it, Healers are the ones with Mimetism and high CC skill. WIP14 Doctor, but more than twice the price of a Daktaris. **'''Reverend Moiras:''' Moiras are a gunfighting unit that uses Mimetism-6 to put the enemy on poor odds as you fire with generally an HMG or Multi Sniper Rifle. They all have NCO, letting them use the LT Order which is quite nice but, as a group, are quite expensive. **'''Reverend Superior Cassandra Kusanagi:''' The head nun is a little package of hurt. BS14 Spitfire paired with Mimetism (-6) lets her win most firefights and NWI is there for those she loses. With a Specialist Operative skill on top, Cassandra is a valid choice even outside Bakunin. *'''Sin-Eater Observants:''' Sin-Eaters could actually be a nice unit if it weren't for the fact Neurocinetics isn't really a nice thing to have in N4 - at least not on a unit in this price category. *'''Sombras, Forward Interdiction Team:''' 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 gunfighter 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 Light Shotgun that the MULTI or Breaker Rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6, Stealth and NWI. The Specialist Operative is very strong due to not being hackable, sporting a Breaker Combi Rifle and access to mines. *'''Wildcats:''' These have an interesting mix of profiles; the core of them is having BS 13 and MSV1. The Heavy Rocket Launcher is very cheap, while the hackers are an interesting duo to having BTS 6 and firefighting power. The Engineer is a combo of combat unit and relevant specialist. Perhaps most interesting is the Spitfire profile that has NCO. *'''Zondnautica Rapid Offensive Unit:''' Motorcycles that are also robots! As the name suggests, they are fast and deadly and also surprisingly durable thanks to ARM 3 and Mimetism (-3). Smoke Grenade Launcher and Chain Rifle make them Warband-like, but then they have a BS 12 Spitfire for just one SWC. When dismounted, the bike acts like an oversized Auxbot - meaning you can attack from two directions with them. Just run them forward and raise hell. Notable is that you can create forked AROs with the Zondmate and hacker Zondnaut, as you give the option to dodge the Chain Rifle or Reset against the hack.
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