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An overview for faction units and tactics in N4. WIP ==Why Play Svalarheima?== Text Blurb. ==Faction Features== *'''Features 1:''' *'''Features 2:''' *'''Features 3:''' ==Special Skills== *'''Skills 1:''' *'''Skills 2:''' *'''Skills 3:''' ==Weapons and Equipment== *'''Equipment 1:''' *'''Equipment 2:''' *'''Equipment 3:''' ==Units Overview== [[File:Unit Identifier Svalarheima.jpg|thumb|Unit Identifier Svalarheima]] ===Light Infantry=== *'''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. WinterFor let's her wildcard, so she's turning into a cheap linkfiller. *'''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 Richard Quinn:''' *'''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! **Fireteam: Karhu can form a Duo or Haris, and get to be wildcards. Even more Feuerbach burst, baby! *'''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). *'''Trauma-Doc:''' The cheap Doctor option. Much like Machinist she's not very good, but she's also dirt-cheap. ====Mercenaries==== *'''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. *'''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. She's a wildcard so take her as the CC expert into your offensive link. *'''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. ===Medium Infantry=== *'''Indigo Spec-Ops Captain Uma Sorensen:''' *'''Infirmarers of Saint Lazarus:''' *'''Nisses:''' Nisses are nearly synonymous with "MSV Sniper" and make every other unit of this type look bad (with the exception of Nomad Intruder). Rather cheap, MSV2, ARM 3 and Mimetism, coupled with BS 13 on an MSR or an HMG, Nisses make for both excellent active turn killers as well as ARO pieces. They're now in Svarl, and more useful there, but still fairly good. And you get on in the PanO starter, so why wouldn’t you? Just keep a medic next to him, because he’s a priority target. **Fireteams: Core and Haris, Machinists can join their link. *'''Troll-Hunter Gunnar Lundmark:''' *'''Vargar Maximum Security Team:''' ====Mercenaries==== *'''Chaksa Longarms:''' Ever felt the urge to field a DMG 16 portable autocannon? These guys got your back. The Longamrs get BS Attack (+1Dam) on their overall rather potent weapon choices. The cheapest profile brings E/M grenades which is worth mentioning. The ML profile is quite solid as an ARO pick. Bioimmunity makes them a tad more sturdy. They can form a Fireteam: Haris or Duo. ===Heavy Infantry=== *'''Boyg Soldiers:''' *'''Knight of Justice:''' *'''Knights Hospitaller:''' *'''Orc Troops:''' PanOceanian poster boy HI, has a reputation of being useless. This is mostly down to the fact that ORCs are as baseline as they come: no special skills, no fancy equipment, no interesting weapons, WIP 12. Their one saving grace is being a relatively low points BS 14 HMG platform with Lieutenant option. **Fireteams: Up to 2 Orcs can join any Core in this sectorial, making them a quasi-wildcard. Alternatively they can take up to 2 Vargar into their own Core. ===Tactical Armor Gear=== *'''Jotums, Svalarheima’s Armoured Cuirassers:''' Jotum is the biggest and hardest humanoid TAG, the only one completely unaffected by Combi Rifles when in cover. In straight up gunfights hardly anything can threaten Jotum. Keep away from hackers and warbands though. ===Remotes=== *'''Dronbots:''' Standard issue S3 Remotes, PanOceanian ones are not special in any way. **'''Clipper:''' The Smart Missile Launcher Remote. Unfortunately PanO does not have good FOs or Hackers, so it's usually a waste to take one. Especially as the missiles can be hacked back by other faction's better hackers. **'''Fugazi:''' The Repeater/Flash Pulse Remote. Cheap Regular Order and a mobile Repeater. Nice filler or Flash Pulse ARO. **'''Pathfinder:''' The Forward Observer Remote. Mobile Repeater, armed, specialist, for 16 pts. It is one of PanO's better specialists, in part due to its fast movement. **'''Sierra:''' The HMG Total Reaction Remote. Just park it where it can cause your opponent the most trouble moving around. *'''Mulebots:''' Standard issue S4 Baggage Remotes. Come with Minesweeper, EVO Hacker and TR Combi profiles. EVO Hacker is the one to take if you plan on using a lot of AD (you shouldn’t), TeamPro or Armbots. Minesweeper is a standard cheap Order and a way to dominate a quadrant. *'''Armbots:''' PanO-specific combat Remotes, come in two flavors: **'''Bulleteer:''' MIM (-6), BS 12, Spitfire or Heavy Shotgun, Repeater, 17-23 pts. Bulleteers are known cheap killers. With Marksmanship supportware a Bulleteer is a sure way to clear out enemy TR Remote and other ARO pieces in a straight up gunfight. After you’ve paid premium for your awesome HI trooper, a Bulleteer is a good way to cover his flank. Definitely better with a Spitfire than a Shotgun. **'''Peacemaker:''' Just like Bulleteer, comes with a Repeater and a Heavy Shotgun and Spitfire options. Loses ODD in favour of an Auxbot, making it a less straight-up aggressive bot, fit more for clearing out infiltrators. Much like Bulleteer, can be used to fill a blind spot, arguably better due to its two-in-one nature. For this role the Shotgun is preferable. *'''Palbots:''' PanOceanian G: Servants. If you take Machinist or any of the Doctors they will usually need one. ===Warband=== *'''Liang Kai, Wandering Shaolin Monk:''' He pays for being regular and a lot of tools making him war more resilient, and deadly! For 21 points he isn't even close to being expensive given all the great warband tools he gets. ===Skirmishers=== *'''Kunai Solutions Ninjas:''' These guys come at the price of regular ninjas, but with fewer loadouts, no infiltration (which feels pretty bad), and no specialist option. Not the most attractive unit of this kind, better safe your points for something else. *'''Locust, Clandestine Action Team:''' We're all Locusts now. An infiltrator with MIM (-6) and stealth. Breaker Rifle will make low-tech armies cry. Drop Bear profile is for mining up your opponent’s half of the table from relative safety. Marksman is just a straight up killer, worth considering in an awkward spot. Finally has a model, but only the AHD profile. ==Building Your Army== One to two short paragraphs on list building. ===Tactics=== *'''Shoot Enemy, Don't Die:''' *'''Don't Die:''' *'''Play the Objective:''' [[Category:Infinity]] [[Category:Infinity Tactics|Infinity Tactics]] [[Category:Infinity Tactics|Infinity N4 Tactics]] [[Category:Infinity N4 Tactics|Svalarheima Winter Force]] [[Category: Infinity Tactics|Svalarheima Winter Force]]
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