Infinity/N3 Tactics/Jurisdictional Command of Bakunin: Difference between revisions

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*'''Der Morlock Gruppe:''' Basic warband with high PH13, Chain Rifle, and Smoke Grenades with a Bakunin twist in the form of MetaChemistry. They're all Irregular and Extremely Impetuous, but also super inexpensive. The most noteworthy are the 6pt Chain Rifle Smoke Grenade choice and the 8pt with the same loadout only with an Assault Pistol in place of the normal sidearm. Use them to get Smoke Coverage for your advancing troopers.
*'''Der Morlock Gruppe:''' Basic warband with high PH13, Chain Rifle, and Smoke Grenades with a Bakunin twist in the form of MetaChemistry. They're all Irregular and Extremely Impetuous, but also super inexpensive. The most noteworthy are the 6pt Chain Rifle Smoke Grenade choice and the 8pt with the same loadout only with an Assault Pistol in place of the normal sidearm. Use them to get Smoke Coverage for your advancing troopers.


==General Army Strategy (WIP)==  
==General Army Strategy and List Building==  
The Jurisdictional Command of Bakunin has a mixed bag of troopers each with a different role of method of getting things done.
The Jurisdictional Command of Bakunin has a mixed bag of troopers each with a different role of method of getting things done. Though thia army has a versatile selection of troopers, an army list will require a balance of tactics.
 
Because of all the tools and tricks available to them, there is a strong temptation to pull off wacky -but order intensive- tricks and combos. Don't. Even in previous editions, those tactics are considered traps. The most notorious is the Guided Missile Strike which on average takes 5-6 orders to accomplish. There are very few times when this is even worth it (usually only if gets you Objective Points for Telemetry AND gets you closer to you overall goals).
 
Bakunin may struggle against Camo and ODD, because they lack MSV2 and 3. However, there are ways to deal with these troopers.
*Most obvious is to mitigate these negative MODs, with MSV1 from Riot Grrls. Though only MSV1, it still helps to nullify those penalties, especially if they are in a full Core fireteam.
*Zeros are also good counter threats as well thanks to their Antipersonnel Mines. This also lends to gaining on board control
*Following the similar tactic as Zeros with Mines, are Lunokhods and Taskmasters and their CrazyKoalas.
*Your very own Camo and ODD. Apply nasty penalties of your own. This is especially brutal when you stack Cover and Suppression Fire as well
*Direct Template Weapons such as Flamethrowers and Chain Rifles. The user will likely take a free hit, but these weapons don't require rolling on BS with penalties.


==Tactics==
==Tactics==

Revision as of 05:42, 1 February 2017

The unit overview and tactica for Nomad Jurisdictional Command of Bakunin sectorial.

We all know why you're here

Why Play Bakunin

Tunguska is the money. Corregidor is the labour. Bakunin is the trade soul. For the Nomad Nation, Bakunin is the center of culture, radical ideas, and freedom of identity. Each individual brought together only by their refusal to conform to the established society puppeted by the AI, ALEPH. Freedom of thought without any legal restriction makes Bakunin the leader of technology, and the core of bio modifications in the Nomad Nation. They deal in luxuries both exotic and illegal.

Bakunin has a variety of aesthetics from the sexy nuns of the Observance to even troopers with drastic bio mods like the Uberfallkommandos.

Faction Features

Special Skills

  • The Observance: This is a religious group absolutely dedicated to the eradication of the AI, ALEPH. Troopers from the Observance -Reverend Moiras, Reverend Custodiers, Reverend Healers, Cassandra Kusanagi, and the Sin-Eaters- all have the Religious rule making them unflinching in firefights but potentially to their detriment.
  • Biofreaks: Bio modifications is just another Tuesday for the citizens of Bakunin. In the Bakunin forces, troopers like the Uberfallkommandos and Morlocks come with some of these enhancements.
  • Get Fighty: Though Bakunin Jurisdictional Command is not known for Close Combat, they have some interesting close combat counters throughout the list with troopers with high CC, Martial Arts, and even Natural Born Warrior.
  • The Toy Chest: Befitting of the Nomads' engineering branch, Bakunin has access to a lot of different weapons and gear throughout as well as an interesting selection of REMs and multiple types of Hacking Devices.
  • Fireteams: You get Core, Haris and Duo fireteams with interesting configurations depending on the unit.

Equipment

  • Pitchers: Use guns to launch out repeaters. These are important for Bakunin as your hackers are squishy and/or slow. It also greatly increases your hackers' influence on the battlefield.
  • Hacking Device Plus: A gem of a toolbox kit, the HD+ is a straight upgrade over a standard HD and Bakunin has access to units that can take them. Especially of note is the White Noise program - as it counters MSVs, and Cybermask.
  • CrazyKoalas: Troopers with CrazyKoalas offer a whole lot of board control. Be sure you read up on the rules for Perimeter Weapons:.
  • Camo and ODD: Lots of troopers with Camo, Mimetism, or ODD.
  • NO MSV2 or higher: Riot Grrls have MSV1 and that's it. But there are many ways to deal with Camo/ODD.

Unit Overview

Light Infantry

  • Moderators from Bakunin: Moderators are the bulk of the law enforcement on Bakunin. They have very low stats compared with other basic troopers. However, that is reflected in their LOW costs. Their equipment is mostly standard; However, instead of HMGs and MLs, they can bring a Spitfire or Combi Rifle+Pitcher. There are two Specialist choices: Hacker or Paramedic. Don't forget that they're also immune to Shock! Individually, they're best for cheerleader roles, Pitcher support, or ITS Specialist.
    • Core: Moderators can link up for a very inexpensive Core fireteam. They also happen to have access to one of the most inexpensive Spitfire in the game and it would be a good idea to double up on them. In a 5-man team their crappy BS10 goes to BS13. But still it's probably better to keep them away from firefights.
  • Bakunin Clockmakers: They are very competent WIP15 Engineers with D-Charges, so you should take one especially if you're playing TAGs or Remotes.
    • Zoe and Pi-Well, Special Clockmakers Team: For 47pts, you get both Zoe and her AI friend, Pi-Well! Remember that they are NOT a G:Synchronized unit, so they don't have to follow coherency rules and Pi-Well does not deactivate if Zoe falls.
      • Zoe: Zoe is a Clockmaker character with Engineer as well as a Hacking Device. Her Hacking Device is upgraded with Stop!. WIP15 makes her very competent for both skills, and for ITS, she's got it all covered - especially in Highly Classified or other missions get can benefit either Hackers or Engineers. She's a very soft target in gunfights, so it's a good idea to keep her safe from harm. As a hacker Zoe can buff REMs like Pi-Well with Supportware.
      • Pi-Well: Pi-Well is basically a S2 Stempler Zond, but with ODD. His ODD gives him a much better edge in firefights, and his Repeater allows Hackers like Zoe to buff him with Supportware. For ITS, he is a WIP13 Forward Observer.
  • Daktari (Daks, Campaign Doctors): Daktari is the cheap, backline Doctor option especially compared with the Reverend Healer or Avicenna.
  • Warcors, War Correspondents: 3pts Irregular Flash Pulse ARO piece with 360 visor. Don't underestimate that WIP13 Flash Pulse.
  • Avicenna, Mercenary Doctor: If you really need a fast moving Doctor, take Avicenna instead. She also has Doc Plus, a 6" move value and V:NWI. Worth the points for a singular doc. In combat she's very short ranged and lack any defensive skills like Mimetism. Keep her out of LoF from enemy snipers and other troopers with Shock or Viral.
  • ALIVE Anti-Establishment Group: A small Hacking group for 50 pts and 1 SWC, including AHD, KHD and WHD. They have no lethal weapons (aside from the Killer Hacker Device and knives) and can be taken together or separately, in latter case being Irregular. That is a lot, but they provide a reasonable Repeater network all by themselves. However "anti-establishment hacking group" is basically what Nomads already are, making them a dubious choice.

Medium Infantry

  • Reverend Moiras: Reverend Moiras are a high-end sexy nuns Medium Infantry. 4-2MOV makes them pretty slow, but ARM3 protects them. In firefights, ODD gives Reverend Moiras a huge advantage over their foes especially with their good BS12. They also have a good PH12 though with no Throwing Weapons, and WIP14 makes the Assault Hacker a capable specialist. Though ARM3 in cover is strong against incoming shots, Moiras completely lack BTS. Individually, there's not much to offer especially in comparison to other troopers in the same price range like Prowlers, Custodiers, and even Riot Grrls.
    • Core: The Moiras can form a Core Fireteam of sexy nuns dangerous troopers with ODD. In a Core team, their slow MOV is greatly mitigated by the movement bonus. The Moiras are also incredibly scary to go up against in gun fights; In a 5-man team, they have an increased BS of 15, and with ODD they're super hard to contest. The increased BS is also very useful when Speculative Firing with the E/M Grenade Launcher(a very rare weapon). Add an Assault Hacker to make them ITS ready. Despite all the positives, this fireteam has a hefty toll on both points and SWC (if you want to include more than just a HMG).
    • Reverend Superior Cassandra Kusanagi: Kusanagi is the Reverend Moira character. She has similar stats except for a higher BS14 and PH13, and she's got V:NWI and is a Specialist Operative. Kusanagi really has 2 weapon options with a LT option for both: Spitfire and the other that brings a Multi Rifle+LFT with E/M Grenades. Both options have good potential and the Multi Rifle LT even increases the SWC allotment. However, she is super expensive costing as much as high-end Heavy Infantry.
      • Core/Haris: Cassandra Kusanagi can join a Core Fireteam of Reverend Moiras. In this team, her Multi Rifle+LFT can be put to good use. Her high PH and Fireteam bonuses allows for decent Speculative Fire with her E/M Grenades. Though her Multi Rifle is short ranged, a Moira with a HMG can cover those long range support. Cassandra can also join a Haris team of Reverend Custodiers. In this team, her Spitfire becomes far more relevant because Custodiers lack any high burst weapons. This team is a great little Specialist team that can take on gunfights. For either team, Kusanagi is a WIP14 Specialist Operative, and, though Moiras and Custodiers are expensive, ODD fireteams can be super deadly.
  • Reverend Custodiers: Custodiers are another high-end MI option for Bakunin. Similar to the Moiras, but with less CC and PH, and increased BTS. However, Custodiers are high quality Hackers of the Observance. They have access to 2 hacking device: Hacking Device Plus (HD+) and Assault Hacking Device. WIP14 and BTS3 makes them really good hackers, and they have BS12, ARM3, and ODD for gunfights. They have 3 weapon options, but the most interesting choice in the Combi Rifle+Pitchers - which makes her a rare Hacker that bring her own hacking support. Custodiers also makes for an excellent -though somewhat obvious- LT option.
    • Haris: They have the Haris skill in their profile. This little team is perfect for ITS specialist roles. However, they lack a strong point man with a high burst gun. Thankfully, Kusanagi can lead this team. Otherwise, they can use that mobility to move up field, and break off to capture multiple objectives, go into Suppression Fire, etc etc.
  • Reverend Healers: Healers are yet another high-end MI from Bakunin. As their name would suggest, they are all Doctors and with WIP14. Unfortunately, they only have Mimetism which in itself is not bad, but certainly not at the same level of protection as ODD like on the Moira and Custodier. They only have 3 weapon options -Boarding Shotgun, Multi Rifle, Combi Rifle- and they're all short ranged.
    • Fireteams: The Healer does not have either Core or Haris skill in their profile, but 1 can join either a Reverend Moira Core or Custodier Haris. Traditionally, filler troopers for Fireteams are taken with the cheapest option just to get all of those bonuses. The Reverend Healer is less in cost than most of the main team options, but still pretty pricey. Though only armed with a rather short ranged gun, her doctoring adds to the survival of the team as well as being a ITS Specialist.
  • Sin-Eater Observants: Sin-Eaters are some of the most deadliest ARO troopers in the game with their high BS, Mimetism, Neurocinetics, and their array of great weapon options. Though only 4-2MOV, they would only need to move to get into better positions. Mimetism is a huge deal for ARO troopers, and it gives the Sin-Eater a big advantage over the target especially in Partial Cover. The HMG is the most widely used for the longer rangebands and the Burst, but the other weapon options are good too; The Sin-Eater wields them at a very good BS13. The Sin-Eater IS Religious, however - which can be good or bad.
  • Prowlers: Prowlers are a high cost Medium Infantry with Bioimmunity Camouflage and Infiltration. Though only 4-2MOV, Infiltration greatly mitigates their slow movement, and, though only ARM2 BTS0, Camouflage/Bioimmunity gives them the edge in combat. The Spitfire options makes for a brutal shock trooper, and the Combi Rifle+LFT with ADHL option is a fantastic toolbox unit. There is only a Specialist Operative at WIP14 for ITS objectives. Overall a very capable soldier.

Heavy Infantry

  • Riot Grrls: Riot Grrls are a mid cost HI unit. They have pretty good profile stats - most notably BS13, PH13, WIP13, ARM3, BTS3, and 2 Wounds. They are also equipped with MSV1 to help against Camo/ODD, and Hyper-Dynamics L1 allowing them to dodge with a +3MOD to PH. They have the usual standard weapon options many HIs (Combi Rifles, Multi Rifles, ML, Spitfire, BSG), but the most intriguing would be the Stun Grenades. With their high PH value (and range bonus), Riot Grrls can more reliably hit their target with Speculative Fire. The Combi Rifle option also comes with a Blitzen which is dangerous versus enemy TAGs and HI as well as Isolating any other targets. They have a single specialist options in the form of a Specialist Operative. Watch out! because these bitches have Frenzy which mean they will Impetuous the following turn after they've caused a Wound.
    • Core: In a Core team, Riot Grrls suppress their Frenzy/Impetuous allowing them to fight as a cohesive team. It's a good idea to take a Spitfire as the point man, a Specialist Operative, and perhaps even a BSG with a TinBot B. If you want some more range there is the ML or Blitzen options as well. Stun Grenades suddenly become more potent in Speculative Fire, and, with SSL2, they can dodge on PH16. These girls can dominate the midfield.
    • Haris: There is a Haris option for a fireteam with a smaller footprint. They can be a great little team for fire support, and/or even escort a Specialist Operative to the Objective leaving you another CORE option elsewhere. Together they also suppress Frenzy/Impetuous.
  • Taskmasters, Bakunin SWAST Team: These are S5 heavies from Bakunin with great BS13, PH14, WIP13, and strong ARM5/BTS6. Not only do they having imposing stats and excellent choice of weapons (especially that Red Fury!), they also offer board control with CrazyKoalas. Martial Arts L1 gives them Stealth and V:Courage, and Free Agent can be a useful skill as well. They are high cost troopers, but there isn't much competition in the price range and tabletop role.
    • Duo: In a Duo, a pair of beastly Taskmasters will march down the field to take on just about anything. They have NO specialist options, so these guys are solely for fire support and board control.

TAG

  • Lizard Squad: Fairly standard TAG stats and armed with a Multi HMG and either Heavy Grenade Launcher or Heavy Flamethrower. However, the Lizard cost just under 90pts and has some great Engineers to support her. Use the HGL option if you plan on doing some Speculative Fire. HFT is great for crowds and Fire sensitive targets.
    • Lizard Pilot: She carries a SMG on her supple ass, making her a lot more dangerous than before, especially with the ability to use Suppressive Fire. She is also a Specialist Operative with WIP13.
  • Scarface & Cordelia, Mercenary Armoured Team Now that Scarface & Cordelia are everywhere, Nomads can take them too. With twin Mk12, 3 Structures and an Engineer it is a good package if you want to try something different. A Taskmaster can easily outperform Scarface, and you're not exactly starved for Engineers.
    • Joe himself is now a Specialist Operative with a Light Shotgun. He still has Frenzy, but with WIP13 he can take an objective in a pinch.

Remotes

Nomads have a fantastic selection of REMs to choose from each out offering something different. They also have some of the best Hackers, so it's a good idea to include a basic Hacker or HD+ for Supportware.

  • Zond Remotes: Basic S3 REMs.
    • Stempler: Standard issue toolbox (Forward Observer, Sat-Lock, Sensor, Repeater) REM, but with Climbing Plus.
    • Reaktion: Total Reaction, 360 Visor HMG REM, but with Climbing Plus.
    • Vertigo: Standard remote with Smart Missile Launcher. Bakunin has access to a whole lot of hacking support as well as Forward Observers, so guided strikes may come in handy.
    • Transductor: Super cheap 8pt Flash Pulse bots with Mimetism and Repeater. Great for order generation, Flash Pulse coverage, and Repeater influence.
  • Meteor Zond: The same as a Stempler Zond but, instead of Climbing Plus, it gets +1PH and AD:Combat Jump. It's easy to walk in on a board edge for ITS Objectives, increasing hacking influence, and/or harassment.
  • Salyut Zonds: Standard issue S4 Baggage Remotes with Minesweeper, EVO Hacker, or Combi Rifle/Total Reaction options. EVO Hacker is fantastic for Overclocking some of the best REMs like the Lunokhod or Tsyklon Sputniks and even the Transductors.
  • Lunokhod Sputniks: Lunokhods are tough Nomad Combat REMs with ARM3 and BTS6. There are only 2 options, but both offer a TON of board control: 6-4MOV and Climbing Plus lets them get just about anywhere, Heavy Shotgun for close encounters especially versus Camo/ODD, Minesweeper to take enemy deployables and AI Beacons, Repeater to extend hacking influences, D-Charges for the Sabotage Classified, and even a pair of CrazyKoalas! The only difference is Heavy Flamethrower or the ADHL (even more utility!).
  • Tsyklon Sputniks: Tsyklons have the exact same chassis as the Lunokhods, but they drop Minesweeper in favor of both 360 Visor and X-Visor. Tsyklons also benefit from the fast 6-4MOV with Climbing Plus, robust ARM/BTS, and Repeater. However, they're built for more longer ranged fights with either Spitfire or Feuerbach. Both come with Pitchers which can help dominate with infowar even further.
  • Zondbots: Keep your Doctors or Engineers safe by giving them a Zondbot. They are possibly far more useful for your Engineers depending on how many REMs there are in your list.

Skirmishers

  • Zeros: Zeros are a bare bones Camo Infiltrator. For a decent price, Zeros have average profile stats, but a plethora of options. Side for the one E/Mauler option, all loadouts include Antipersonnel Mines. There are 3 specialist choices: Assault Hacker, Killer Hacker, and Forward Observer. With AVA 3 and their low cost, they're an easy include for any army list. Also consider that Zeros and the Zero Character are the only infiltrating camo specialists in Bakunin. In missions without exclusion zones, cheap infiltrating camo specialists are nigh auto-includes.
    • Bran Do Castro (Triple Zero): Bran Do Castro is a character Zero with several bio-modifications. Firstly, his CC rockets up to CC22 and and physique goes to PH13. He has Superior Infiltration (though the infiltration roll may not be worth the risk even with +3MOD), Martial Arts L3, Super Jump, AND Climbing Plus; Bran can go anywhere! There are 2 options: He just average BS, so the BSG can greatly increase his accuracy in the short range. But the other option is a Specialist Operative with a Combi Rifle+E/Mitter - which doesn't have the great +6 shotgun range, but can go into Suppression Fire. Even though Bran's got a strong CC stats, his best targets are basic bitches as opposed to more dedicate CC troopers.

Warband

  • Bakunin Uberfallkommando: The Uberfallkommando are a deadly harassment unit. If left unattended, they can easily wreak havoc in close combat (similar to Antipodes). The Chimera is the team's weakness, because if she dies her G:Synchronized Pupniks go inert. Thankfully, she's got PH13 for her Eclipse Grenades and Total Immunity in case she takes a hit. The team is also Extremely Impetuous and Irregular, which is reflected in their rather low costs. Despite some of those drawbacks, the team is fast and very mobile with 6-4MOV and Climbing Plus. The Pupniks will dodge on a PH19 thanks to Hyper-Dynamics L2. They hit like a train in close combat. Eclipse Grenade can isolate their target(s), and the team can dog pile in. In CC, the Chimera wields a Viral CCW at CC21, and gets Burst and PH bonuses for each Pupnik in the brawl. Her Natural Born Warrior is the ultimate counter to enemy CC specialists as well.
    • The Chimera can take 0-3 Pupniks. Less will decrease their footprint, but make them less potent in CC.
  • Der Morlock Gruppe: Basic warband with high PH13, Chain Rifle, and Smoke Grenades with a Bakunin twist in the form of MetaChemistry. They're all Irregular and Extremely Impetuous, but also super inexpensive. The most noteworthy are the 6pt Chain Rifle Smoke Grenade choice and the 8pt with the same loadout only with an Assault Pistol in place of the normal sidearm. Use them to get Smoke Coverage for your advancing troopers.

General Army Strategy and List Building

The Jurisdictional Command of Bakunin has a mixed bag of troopers each with a different role of method of getting things done. Though thia army has a versatile selection of troopers, an army list will require a balance of tactics.

Because of all the tools and tricks available to them, there is a strong temptation to pull off wacky -but order intensive- tricks and combos. Don't. Even in previous editions, those tactics are considered traps. The most notorious is the Guided Missile Strike which on average takes 5-6 orders to accomplish. There are very few times when this is even worth it (usually only if gets you Objective Points for Telemetry AND gets you closer to you overall goals).

Bakunin may struggle against Camo and ODD, because they lack MSV2 and 3. However, there are ways to deal with these troopers.

  • Most obvious is to mitigate these negative MODs, with MSV1 from Riot Grrls. Though only MSV1, it still helps to nullify those penalties, especially if they are in a full Core fireteam.
  • Zeros are also good counter threats as well thanks to their Antipersonnel Mines. This also lends to gaining on board control
  • Following the similar tactic as Zeros with Mines, are Lunokhods and Taskmasters and their CrazyKoalas.
  • Your very own Camo and ODD. Apply nasty penalties of your own. This is especially brutal when you stack Cover and Suppression Fire as well
  • Direct Template Weapons such as Flamethrowers and Chain Rifles. The user will likely take a free hit, but these weapons don't require rolling on BS with penalties.

Tactics

  • Hacking Device PLUS: HD+ has everything you need for your Custodier to kick ass. ODD is completely negated by MSV2, but White Noise can block MSV. A Custodier can also Cybermask herself to avoid mines and/or move up safer.
  • Supportware and REMs: Nomads are notorious for having some of the best REMs. Buff them with Supportware: Assisted Fire, Enhanced Reaction, Overclock, etc etc
    • Overclock: This is a EVO Supportware available only to the Salyut Zond EVO Hacker. Most Nomad Remotes have a built in Repeater, but Nomad Remotes are also some of the best in the game. By spending a single full order, Overclock will give every REM with that Repeater B2 in ARO - especially common with Tsyklons with Feuerbach and those EXP rounds, and even the humble Transductor Zond and it's B2 Flash Pulse.
  • Board Control: There are a lot of troopers with CrazyKoalas, Mines, and even REMs with Supportware as well as plenty of hacking support with great Hackers to dominate in infowar.
  • No MSV and Smoke: Though Smoke Grenades are easy to come by in Bakunin, there is no MSV2 or higher in the army list - which is odd considering Bakunin develops much of the Nomad tech.