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===Light Infantry=== *'''Acontecimento Regulars:''' Higher WIP than regular Fusiliers, at the cost of ARM. A regular might be a good cheap specialist, if you prefer the WIP over the ARM. MULTI Sniper option is worth a look due to Sapper rule - note they get a spitfire instead of an HMG option. *'''Auxilia:''' Loved by Neoterran players, still good in vanilla. Auxillia is a combination of a cheap specialist and camo hunter/close range fighter. The ability to fight in two places at once or use an expendable piece of equipment to force a Camo trooper into revealing itself on a 15 pts FO is not something to scoff at. *'''Echo Bravo, Ready Action Unit:''' If you don't like filthy Tohaa in your army, this guy is here to pick up the slack. He may cost SWC, but he basically has no bad profiles. He's a much better gunfighter than specialist compared to Cube Jager, especially with this LRL or Red Fury he's packing. In case he runs into some heavy units, there's Wild Parrots or DEP/AHD to the rescue. His name is still lame though. *'''Flight Officer Agnes Ferreira:''' At 14 pts Agnes is mainly a cheap generic WIP13 specialist with sixth sense and an SMG to turn into a roadbump vie suppression fire after her button pushing is done. *'''Fusiliers:''' The PanOceanian basic line infantry, 10pts for a base one, with BS 12. Just like everywhere else, in PanO they get all the basic heavy weaponry and specialist options as well as a non-SWC Lieutenant. These guys will be your most likely cheerleaders and BS 12 makes them for a decent ARO piece (especially with a Missile Launcher), if you’re willing to spend 1.5 SWC on a Fusilier. **'''Fusilier Indigo Bipandra:''' A WIP13 Doctor. No longer costs SWC. Has a Nanopulser and WIP13, so worth considering, although you’re likely to choose either the cheaper Trauma-Doc or the hardier Hospitaller. **Fusilier Indigo Richard Quinn:''' *'''Helot Militia:''' The fishbois are supposedly there to act as cannon fodder, but in truth they are sentries. They're irregular, but you'll be using your Helot's Order to reposition him where he can be the most pain in the ass, so it's no biggie. Comes in two flavors: Decoy or Limited Camo. Generally Decoy looks more annoying, but Camo can combo with Zulu Cobra and doesn't cancel when you move him. The MSR and Red Fury are a bit costly for a disposable fish, but the other two profiles are Daylami-level trolling. *'''Hexas, Strategic Security Division:''' A true clandestine PanOceanian unit, Hexas can be a real pain in the ass to remove, if armed with a MULTI Sniper or a Spitfire. WIP 13 and two hacker profiles make it also a decent, if expensive, Infowar and Specialist choice. With Camouflage, Surprise Attack, and Mimetism-6, they're not too expensive for a solid skirmisher unit. *'''Kamau, Amphibious Intervention Teams:''' Kamau are an elite Light Infantry choice, geared for long range fighting. BS13, WIP 13 and Mimetism drive up the price on such a squishy unit, but BTS6 might be useful for a hacker or against Tohaa and the HMG gets an 0.5 SWC discount over the Nisse. Speaking of, there’s an MSV2 MULTI Sniper option too, because clearly every PanO sectorial needs one. What is more interesting is the HRL + SMG profile, both extremely rare weapons for PanO. But in general Kamau are a lot better in Varuna than they are for generic armies. *'''Karhu Special Team:''' These guys get NCO for extra order efficiency, Climbing Plus and total Terrain to get around the board easier, and some weapon choices to hunt town beefy targets with their MSV goggles. MIM (-3) gives them a tad more resilience. Check out that Feuerbach (+1B) profile! *'''Machinist :''' Basically a non-linkable Fusilier with Engineer and higher BTS. Not very good, but it's the only (Regular) Engineer in entire PanOceania, so if you're heavy on Remotes or taking a TAG, you'll be taking him anyway. *'''Nokken, Special Intervention and Recon Team:''' Get Forward Deployment (8") and MIM (-6), making them great midfield units. They have a few nice loadouts for a variation of uses, and four specialist profiles (PanO players should take notice of their WIP13). *'''Order Sergeants and Specialist Sergeants:''' Basic MO Line Infantry. Higher CC, WIP and Religious Troop over Fusiliers, for 3 pts more. ML and HMG swapped for an HRL and Spitfire. Can't be your Lieutenant and you’re limited to 1, so you’ll probably want to look over Specialist profiles. Unless you really want an HRL though, usually not worth considering. **'''Indigo Brother Konstantinos:''' An Infiltrating buffed up Order Sergeant (no point in taking the non-Infiltration profile). Specialist Operative, D-Charges, Assault Pistol, MSV2 and Mimetism make him a great Camo Hunter as well as objective grabber. Don't be fooled by his pose though, you should keep him out of melee. He's pretty expensive, but can work wonders. *'''Tech-Bees, Maintenance Battalions:''' An odd Irregular trooper, the Tech-Bee is a 5pts specialist (WIP12, but for that cost it's still a bargain) armed with a pistol and a Flash Pulse. Lacking its old 'Remote Assistant' option, it's no longer the Engineer buff, but they're still a decent ARO option and can do objectives. Take or leave. *'''Trauma-Doc:''' The cheap Doctor option. Much like Machinist she's not very good, but she's also dirt-cheap. *'''Zulu Cobra, Special Recon and Intervention Group:''' One of your few camouflage troops. Not all bad considering Zulus carry Jammers – even if yours doesn't have it, your opponent may want to stay away from him, keeping the Zulu safe and siphoning the enemy where you want them (like in front of a Nisse or Helot). KHD profile is 1pt more than Hexa, so I'd take her for that duty instead. Same for Spitfire. ====Mercenaries==== *'''Aïda Swanson:''' Aïda is a great piece if you have the first turn: Forward Deployment (+4 inches), mimetic, universal fighter that will move forward, drop a few Viral Mines all over the place and then go into Suppressive Fire. If you don't have the first turn she will probably die. But what is 24pts? Unfortunately she doesn't have Krakot's extra Impetuous Order advantage, but maybe makes up for it in board denial with her mines. *'''Authorized Bounty Hunters:''' Regular in N4, the Authorized Bounty Hunter’s most common role is the Sniper ARO piece: for 19 pts and 0.5 SWC it is a steal, especially if you roll high ARM or Mimetism/ODD on the Booty table. It is also ironically enough the one profile whose model is nigh impossible to get and the one that has least use of the generally available Bike model. Spitfire might be good for low point games as a backup killer piece. Has a 1 in 20 chance to bring Smoke Grenades, which is the only way to get them in PanO. **'''Miranda Ashcroft, Authorized Bounty Hunter:''' A cheap active turn killer unit, kind of curbed by her short range weapons. Still, (Mimetism-6) goes a long way. *'''Cube Jager, Mercenary Recoverers:''' A 0.5 SWC AD Level 2 unit, with WIP13 Paramedic and some nasty close range weapons. The SMG + E/Mitter profile can be a quick way to inconvenience a TAG or a problematic HI, Stealth lets him sneak around without getting shot at. Monofilament CCW seems like a tax though, as he can't melee for shit. This kind of quick and inexpensive specialist is what PanO lacks and the SWC shouldn't be a problem if you're taking Joan. *'''Knauf, Outlaw Sniper:''' Knauf is a great sniper platform. Mimetism gives him an edge in firefights, while MSV1 takes the edge off of Mimetism. His Multi Sniper Rifle already comes with a nice variety of ammo types, but his Marksmanship L1 can add Shock to his shots as well - a very deadly combination. However, in PanO, Knauf has some stiff competition in form of Nisses, Kamau and Bagh-Mari - all of which are very similar to Knauf's equipment and skills - and even more snipers from Hexas, Black Friars, Croc Men, etc etc. *'''Krakot Renegades, Morat Fugitives:''' The only PanO unit with a Chain Rifle and he brought a spare. It’s weird that Krakot is typed as LI, as they are a straight up Warband unit. His purpose is to get up into the opponents face, kill as much as it can and die heroically, in a true Morat fashion. Worth considering for an Alpha Strike, if you can get one. *'''Monstruckers:''' SPAAAACEEE TRUUUCKIIING! Monstruckers are cheap irregular engineers with Climbing Plus and a bunch of nice weapon options. The cheapest loadout comes with an SMG and Drop Bears, making it ideal to push a button and turn their position into a foxhole afterwards. The other two loadouts are also quite useful, just pick the one supplementing your lists loadout the most. Worth mentioning is they’re a cheap WIP13 specialist for PanO. *'''Oktavia Grimsdóttir, Icebreake's Harpooner:''' A mercenary character with BS (+1B), Sixth Sense and Dogged. Whith a Missile Launcher and a Contender her role is as an ARO piece, but since she's expensive and barely filling any holes anywhere the main reason to bring her is the cool sculpts she got. *'''REM-Racers, Mercenary Hacker-Pilots:''' These mercenaries bring quite the fun mechanic into the game: With REM-Driver they can buff a remote in the list depending on which loadout you pick! There's also a hacker profile, which is good to have in PanO. *'''Shona Carano, Special Instructor and Aristeia! Swordmaster:''' Hits like a brick with her (+1Dam, AP) CC attack on 26s, and wields a EXP CC weapon on top. good look trying to hit her as she dodges on 17s. *'''WarCor:''' He's a 3pts Regular Order if you play Joan. Sure, Flash Pulse and Aerocam are nice, but that's not why you're taking him. *'''Wild Bill, Legendary Gunslinger:''' He's fast at MOV 6-2, got (+1Dam) and shock on his BS, also he's got marksmanship and NWI. Neither the rifle nor the contender have a nice rangeband, but with the MULTI pistol he's got a positive rangeband from 0-12", which overall makes him an unpleasant close-range fighter.
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