Infinity/N4 Tactics/Nomads: Difference between revisions
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*'''Riot Grrls:''' The bane of shitlords everywhere, the Grrls are a cheap Frenzy HI unit with some cracking close range guns and the spicy missile launcher. What makes them is that MSV1 is very useful at wiping enemy skirmishers and warbands out of existence. They have +1 damage on all their weapons which makes them just that bit more likely to terminate whatever they're shooting at. The missile launcher is a interesting ARO piece due to its low cost, durability and the ability of MSV1 to see through smoke and it can be used well in coordinated orders to break especially difficult hard aros. | *'''Riot Grrls:''' The bane of shitlords everywhere, the Grrls are a cheap Frenzy HI unit with some cracking close range guns and the spicy missile launcher. What makes them is that MSV1 is very useful at wiping enemy skirmishers and warbands out of existence. They have +1 damage on all their weapons which makes them just that bit more likely to terminate whatever they're shooting at. The missile launcher is a interesting ARO piece due to its low cost, durability and the ability of MSV1 to see through smoke and it can be used well in coordinated orders to break especially difficult hard aros. | ||
*'''The Hollow Men, Tactical Assault Team:''' Highly Mobile unit, well poised to make use of their super jump and 6-2 move value to root out dug in opponents. All of them have chain colts, which is lovely on a durable unit like this. The spitfire is a good medium range gunner in vanilla, but the Multi rifle+pitcher profile is most interesting in that it combines a short range gun fighter with a model that supports your hacking game. This unit is extremely durable due to having 2 STR and Remote Presence. Engineering support can really help these go the extra mile. | |||
===TAGs=== | ===TAGs=== | ||
===Skirmishers=== | ===Skirmishers=== | ||
Revision as of 11:53, 13 August 2021
The unit overview and tactica for Nomads.

Why play Nomads
Because everyone else does!
Nomads are by far the most popular faction in Infinity and their inclusion in Operation: Icestorm solidified this position. It's not because they are OP or anything, quite the opposite – Nomads are the most "middle ground" or jack-of-all-trades faction, with good stats across the board, Medium Infantry focus and access to most tools in the Human Sphere. Sure, they're expert Hackers, but hacking has quite limited applications.
Simply speaking Nomads can do everything quite well without deviating too much in one direction (aside from sexually deviating that is).
Faction features
Special Skills
Hacking area: entire table: Nomad hacking capabilities are one of the reasons Ariadna became popular. Nomads have access to HD+ on WIP 14 and 15 profiles for low points and an absurd number of repeaters. Basically if it's hackable, Nomads will find it. While KHD units could use this to get at Nomad hackers, they may find themselves in a situation not unlike trying to outshoot PanOceania.
Courage and Religious Troop: Courage being a signature of Corregidor and Religious Troop of Bakunin Reverend Agents. Nomads usually have medium armour, which is enough to survive most shootouts and having your guys stay where you want them is a useful skill.
Toolbox units: A lot of Nomad units can perform several jobs at once. No, not just having different loadouts – all on one model. It is especially true of Corregidor units.
Engineer: Being meteorheads, Nomads have quite a few Engineers. Standard issue Clockmakers are better than other factions equivalents, while all the other ones are engis in addition to having other skills.
Weapons and Equipment
Medium armour: The classical unit focus of Nomads is Medium Infantry, like Heavy Infantry are to Yu Jing. This means the guys tend to have one wound only, making them susceptible to Shock ammo. Doctors can help them out a lot. Keep faster support in mind.
Adhesive Launchers: Nomads have as many as 6 units with ADHL and one Akrylat-Kanone. Basically if you have trouble hacking it, glue it.
Underslung Light Flamethrower: Nomad units favour Rifle + Light Flamethrower over Rifle + Light Shotgun combo. Good for reacting to enemy that gets too close or for Intuitive Fire. Position your dudes accordingly, since you can't flame over your own troops.
Smoke grenades: Great way to cover your advance, available in spades.
Units
Light Infantry
- Alguacil - These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, but generally don't get taken in competitive lists as to take the LT costs 1 SWC and you have more efficient options for Oder monkeys and specialists.
- Moderators - excellent LT and decoy. Hacker is interesting for having bts3 and being very cheap
- Sercuitates- premium line infantry LT.
- Clockmakers A clockmaker is a premium engineer, able to use their WIP 15 and burst 2 gizmo kit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them. The clockmaker only really engineers though, so you may find the other engineers in faction more interesting for your list. She is also a devil waifu, so.
- Daktari He is a very basic doctor, only taking the bare necessities. Which makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.
- Puppetactica Company On his own, the puppet master is a 12 points counterintelligence. Add 2 more you get the mine layer profile for that DZ defense and for 17 points you get a hacker profile.He also comes in with 3 puppets of your choice forming a mini fire team with them.The BSG FO is the choice of bots because it gives you a 2 wound WIP 14 specialist with a shotgun. For mid range firefight you take the 14 points AP Marksman rifle +1 burst and shock. The red fury is rarely picked due to coming in with 1.5 SWC but +1 burst red fury.Overall a very good order efficient units, for vanilla they are a disposable ARO piece that you can just deploy to check corners. In active turn they can also face check a mine since they have 2 wounds. Just be careful not to get the puppet master killed.
- Jazz and Billie - Jazz is for her points the best hacker in the game. The only things you could possibly want is a BTS stat of 9 or Wip 15. She has a hacking device plus with trinity +1 damage as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with white noise and hide in cybermask during the reactive turn if the opponent has killer hacking.
- Billie- He is optionally purchased as a bundle with jazz. He is excellent by providing an additional repeater to defend the DZ or to push forward into the table to project hacking control. His EM-mines are excellent at threatening almost every troop type and his flashpluse is useful. He is also a extremely cheap regular order.
- Tomcats- excellent selection of parachutist profiles. Doubles as a climbing plus assault piece and supporting specialist for a very attractive price in the form of the doctor and engineer profiles. You can repair models they have gone unconscious by the side of the table or score objectives. Profiles with shock mines or repeaters can bully the opponent well. Multi rifle+lsg engineer is super interesting, being unable to take a zondcat is a shame but the guns might make up for it.
- Carlotta Kowalsky- She is a greatly improved tomcat engineer. One of four units that can walk in from the opponents deployment zone table sides.She is well armed with a breaker combi rifle, +1 burst adhesive launcher and light flame thrower. She can very quickly put on the hurt on any target by catching them out of cover whilst scoring objectives and classified cards.
Medium Infantry
Heavy Infantry
- Mobile Brigada The basic Heavy Infantry option. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. These are your cheapest durable LT.
- Riot Grrls: The bane of shitlords everywhere, the Grrls are a cheap Frenzy HI unit with some cracking close range guns and the spicy missile launcher. What makes them is that MSV1 is very useful at wiping enemy skirmishers and warbands out of existence. They have +1 damage on all their weapons which makes them just that bit more likely to terminate whatever they're shooting at. The missile launcher is a interesting ARO piece due to its low cost, durability and the ability of MSV1 to see through smoke and it can be used well in coordinated orders to break especially difficult hard aros.
- The Hollow Men, Tactical Assault Team: Highly Mobile unit, well poised to make use of their super jump and 6-2 move value to root out dug in opponents. All of them have chain colts, which is lovely on a durable unit like this. The spitfire is a good medium range gunner in vanilla, but the Multi rifle+pitcher profile is most interesting in that it combines a short range gun fighter with a model that supports your hacking game. This unit is extremely durable due to having 2 STR and Remote Presence. Engineering support can really help these go the extra mile.
TAGs
Skirmishers
Remotes
- Vertigo zond: This thing can be very strong in a list that utilizes the faction strengths in spreading repeaters and taking good hackers. By threatening a guided missile strike after spotlighting a enemy model that wonders through your repeater area you can disincentivize them passing through that area, denying it to the enemy. Furthermore in the active turn you can get a repeater within range of a target, spotlight them and then destroy them with the missiles. The missile launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponents models.
Warbands
- Morlocks: An old classic. These will rip apart enemy armour with their EM CCW.Furthermore they're very good at destroying enemy skirmishers in the middle of the table by using their WIP 14 to discover, or attempt intuitive attacks with their chain rifle. The smoke they provide is invaluable and they pad the list out very well when your taking heavy infantry, remotes and tags. The morlock with DA ccw is a good choice in missions where anti material is relevant. The Assault pistol morlock is great fun at putting burst 4 into targets. But the EM CCW is generally preferred due to the ease in which it annihilates amour.
- Uberfall Kommando: Best read about here but, the long and short of it is you get a very powerfull, very mobile close combat specialist in the form of a chimera and she brings along three pupniks that have a long list of plays associated with them. Very powerfull unit.