Infinity/N3 Tactics/Caledonia: Difference between revisions

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==Hints and Tactics==
==Hints and Tactics==
*'''Damned if you do. Damned if you don't'''  
*'''Damned if you do. Damned if you don't'''  
*'''MSV2 and Smoke Grenades:'''


*'''Martial Arts and Stealth:'''
*'''MSV2 and Smoke Grenades:''' Unless you are willing to remember what everyone else's troops have, make sure to ask at the beginning of any game "Does anything have MSV 2?" If you aren't munching on their order pool, killing the units with MSV 2 is usually a safe priority. Granted, this is based on killing priorities, which always come second to taking objectives.
 
*'''Specialist spam:''' You are spamming specialists, right? Good. Take the objective. Pass the WIP test. Do all the things.


*'''Martial Arts and Fireteams:'''   
*'''Martial Arts and Fireteams:'''   

Revision as of 19:19, 14 August 2017

The unit overview and tactica for Ariadna's drunk scotsmen, the sectorial Caledonia.


Why play Caledonia

Caledonia represents the Scottish, British, and Welsh that settled on Dawn. They brought with them a dear respect for the old ways of the Clans, congregating into expansive families within the northern reaches of Ariadna's realm. They also happened to primarily settle on the largest deposits of Teseum, a space-age metal that can be treated to become harder than diamond. Mining operations began and continue under their supervision, with the largest clans maintaining hefty coffers of Teseum ingots.

Caledonia isn't a sectorial for tricksters. It's not a sectorial for people that want to hulk around in power armor, or want to be "kawaii". Caledonia takes those core rules of Ariadna, huge camouflage, huge smoke, big guns, and presents it with Scottish flair. You play Caledonia because you want to paint your family's tartan. You play Caledonia because you want to face your problems head-on, and like to win, with tactics, over top of technologically advanced forces. You play to offer oh-so-many nomad plays a chance to kiss the edge of your claymore.

Sectorial features

Technology Void

  • What's hacking, again? The very same lack of technology that makes Ariadna, and there-by Caledonia, weak also gives them a stronger identity. After all, the game isn't won by bringing the fanciest toys to the table; you can't play with toys when you are dead. Unhackable HIs in a sectorial almost devoid of hackers are a good example of the strength and weakness compromise. Killer hacker? Bet you are a better shot than he is. T.A.G.s got you down? T2 ammo available in every gun platform except HMG will tie them up quick enough.

Specialist Spam

  • Overcompensate with Specialists It doesn't matter what game mode you are playing; if there are objectives, your list had better be full of specialists. Most of your troops are 1 wound, and specialists aren't hard to come by. FO, the 112... that one hacking chick. If you can bring them, bring them. Make their deaths count, if they must die, and use your hefty order pools to your advantage.

Special Skills

  • V: Dogged: After losing all their wounds, a trooper with this skill can keep on fighting while in the unconscious state and falls dead at the end of the current turn. Many of the troops in this army have this skill making them very hard to put down. Look out for Viral and Shock ammunition.
  • Martial Arts: Many troopers in this sectorial has the Martial Arts skill as well as high CC values. Martial Arts also provides Stealth and V:Courage.
  • Frenzy and Impetuous:

Weapons and Equipment

  • T2: Caledonians have so much god-damn Teseum, that they put it in their cutlery. They put it in their jewelry. Its in everything, down to the bullets in their guns. Said bullets are jacketed with Teseum, which fragments off on impacts, and deals 2 wounds for a single failed armor roll. T2 rifles will have your opponents a bit annoyed, but just wait till they learn what T2 means in a sniper rifle. The one camo marker in your army using the Irregular order WILL be known, trust me.
  • Smoke Grenades: In any army, Smoke coverage is very useful to advance up the board. Caledonia has so much access to smoke, they might as well rename it "Vape Nation". 6pts for a 45th Highlander, for a chain rifle and smoke grenades. Laugh when your opponent realizes half the board is smoked out and you haven't even used an order yet. Or cry.

Units

Light Infantry

  • Caledonian Volunteers:
    • Volunteer Intel Isobel McGregor:
  • Highlander Caterans:
  • 112, Emergency Service:
  • Dozers, Field Engineers:
  • Warcor: Cheap and Irregular 3pt WIP13 Flash Pulse dude. Take them if you got a few points left over. Don't underestimate how useful they are as an ARO piece, because they are amazing in ARO.

Medium Infantry

  • The Scots Guards:

Heavy Infantry

  • 3rd Highlander Greys:
  • Caledonian Mormaers:

TAGs

See Cameronians

Remotes

  • Traktor Mul:

Skirmishers

  • S.A.S.: Notable for being fans of mac-n-cheez, which they eat while camouflaged and waiting, the S.A.S. are AVA 4 British Ninjas that help form the backbone of Caledonia spamming camo tokens. Is it Uxia? Is it the S.A.S.? Is it that ole Cateran? While the rifle option isn't all that spectacular, other options can form some tricks for your opponent to deal with. Avoid the sniper option. He's not that great.
    • Uxia McNeill: You have two options with Uxia. There's 2 Assault pistols Uxia (Covert action), with only smoke grenades, or there's boarding shotgun Uxia with regular grenades (S.A.S. CP). Either way, she can be a little hard to bring, performing well sometimes and other times running right into a template. She's a mello rambo unit who could really use a bit more flavor in her gun selection in exchange for a point increase. If you are playing mission with room control, her PH 13 can combine well with grenades to clear out rooms.

Warbands

  • 9th Wulver Grenadiers:
  • 2nd Irregular Cameronians Reg.:
  • 45th Highlanders rifles:
    • William Wallace:
  • McMurrough, Merc. Dog-Warrior:

Building Your Army

Start with the Sectorial starter box. This will give you a good amount of kilts, T2 rifles (you'll be using them), and spans about 100 points. From there, you will want to do a few things.

1. Figure out how many volunteers you want to bring.

2. Figure out if you like having 4 SAS.

3. Have another pint (you'll need it).

Hints and Tactics

  • Damned if you do. Damned if you don't
  • MSV2 and Smoke Grenades: Unless you are willing to remember what everyone else's troops have, make sure to ask at the beginning of any game "Does anything have MSV 2?" If you aren't munching on their order pool, killing the units with MSV 2 is usually a safe priority. Granted, this is based on killing priorities, which always come second to taking objectives.
  • Specialist spam: You are spamming specialists, right? Good. Take the objective. Pass the WIP test. Do all the things.
  • Martial Arts and Fireteams:
    • Example:
  • Kinematika:
  • Fireteam Compositions: Play around with the options. Generally, you should have a cornerstone unit with a high BS and high Burst, and at least a couple of specialists.