Infinity/N4 Tactics/Starmada: Difference between revisions
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*'''Kappa Unit:''' The Kappa are your cheaper Line Troops, but they are on the upper end of effectiveness. A BS of 12 and WIP of 13 make them stronger shooters and hackers/button pushers than other order fillers. They also have the luxury of being cheaper hackers as they carry Submachine Guns, and can survive being instant killed with Shock Immunity. | *'''Kappa Unit:''' The Kappa are your cheaper Line Troops, but they are on the upper end of effectiveness. A BS of 12 and WIP of 13 make them stronger shooters and hackers/button pushers than other order fillers. They also have the luxury of being cheaper hackers as they carry Submachine Guns, and can survive being instant killed with Shock Immunity. | ||
*'''Lawkeepers, Badlands Patrol:''' | *'''Lawkeepers, Badlands Patrol:''' This biker unit is quite versatile, wielding weapons for most targets and extra damage to make them hurt more. Choose the specialist for some button-pushing sweeps or the Red Fury for what is essentially a shock Spitfire. Adding the Sidebot is also worth the points, as it adds another defensive piece that can also threaten those more heavily armored targets. | ||
*'''Nyoka Assault Troops:''' | *'''Nyoka Assault Troops:''' |
Revision as of 22:41, 30 October 2021
An overview for faction units and tactics in N4. WIP
Why Play Starmada?
Because you like the idea of spacecops and linkable O-12 units.
Faction Features
- The Team of Many Wounds: Starmada can combine incredibly tanky Heavy Infantry options with a wildcard that can heal and repair all of them. While it's a pricey option, seeing a Fireteam like that on the board is sure to make anyone panic.
- Anti-Armor: Enjoy a nice array of armor-cracking options which can attack from any angle.
- Wildcards: The wildcards Starmada does have are all highly effective and definitely worth using.
Special Skills
- Climbing Plus: You get various infantry and REM options that can climb walls without it being an entire order. Useful for creating shortcuts or angles when needed.
- Combat Jump/Parachutist: Make your opponent sweat with the looming threat of your strong flankers. Bully the backline with a Santiago/Nyoka or nuke a target with the Crusher.
- Immunity: There are quite a few light units with Immunity (Shock), and the dreaded Bronzes with their Immunity (Total).
Weapons and Equipment
- 360º Visor: With the addition of the Santiago Knights and Tian Gou, you get 6 units that can watch all around them. Useful for guarding objectives and avoiding being flanked.
- Killer Hacking Device: Starmada offers solid KHD options to protect your Heavy Infantry. Don't let the enemy hack for free.
- Holomask: Between Cho and the Tian Gou, you can turn your Lieutenant into a brutal guessing game. Nobody will want to risk wasting orders assassinating the wrong target.
Units Overview
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Light Infantry
- Andromeda, Sophistes of the Steel Phalanx: The forward deploying S4 CC-nightmare of Aleph- with guard, so nothing within ZoC stays safe. Take the midfield with her and let your doggo blow up anything dumb enough to move close to her, as she's packing D-Charges. If you're not using the explosives to murder they also make a good use for completing objectives- which she also can do as a specialist.
- Casanova, NOC Operative: This suave spy is as deadly as he is charming. His Submachine Gun, Mimetism (-6) and No Wound Incapacitation make him an effective skirmisher, and he's no slouch in Close Combat either. With Martial Arts and a Monofilament Weapon, any unassuming target will end up straight-up dead.
- Cyberghosts, Quantronic Intervention Unit: With a Pitcher, high BTS and Stealth, either profile is worth using. Use the Hacking Device Plus option to protect your units from those pesky Multispectral Visor-wielding AROs.
- Kappa Unit: The Kappa are your cheaper Line Troops, but they are on the upper end of effectiveness. A BS of 12 and WIP of 13 make them stronger shooters and hackers/button pushers than other order fillers. They also have the luxury of being cheaper hackers as they carry Submachine Guns, and can survive being instant killed with Shock Immunity.
- Lawkeepers, Badlands Patrol: This biker unit is quite versatile, wielding weapons for most targets and extra damage to make them hurt more. Choose the specialist for some button-pushing sweeps or the Red Fury for what is essentially a shock Spitfire. Adding the Sidebot is also worth the points, as it adds another defensive piece that can also threaten those more heavily armored targets.
- Nyoka Assault Troops:
- PSI-Cops: CB pushed the Cyberpunk flavor hard with that name.
- Ensign Katherine Cho, Psi Unit:
- Specialized Support Unit Lambda:
- Tian Gou, Orbital Activity Squad: These guys are wildcard units with a 360 visor and Holomask. Add them to a link from time to time and bait with a seemingly poorly positioned disguise, abd your opponents will learn to not trust your ‚mistakes‘ anymore.
Mercenaries
- Parvati, Circle League Star: Is a potent doctor AND engineer at WIP15. One of the few doctors actually patching up two wounds at once. 6-2 Mov makes her zoom around really fast, 2 STR, 2 ARM 6 BTS and remote presence make her really resilient, letting you patch up fallen HI even in dangerous areas. She gets to be a wildcard too!
- 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.
- Warcors: 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it.
Medium Infantry
- Crushers, Special Naval Demolition Team:
- Epsilon Unit:
- Saladin, Naval Liason Officer:
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
- Betatroopers, Remote Activity Unit:
- Bronzes, Deep Space Peacemaker Corps:
- Hector, Homerid Champion:
- Knights of Santiago: The 360 visor knights. 1 SWC Spitfire on a BS 14 troop with 360 visor makes for a scary mid-field unit. Martial Arts let him creep up the board between repeaters. Frenzy can be a boon for him, since it gives him an extra move and Santiago wants to be up close. Don't forget, these guys come with Nanopulsers and E/M grenades. The former is a nice close range deterrent and the latter a great tool when faced with HI or REMs. They are also all Specialists for good measure, with the KHD equipped with a TinBot for protection. This unit really shines in MO though. A fun new profile is the Hacker with Combat Jump.
- Fireteams: These guys can Duo up with a Bronze.
- Raptor Boarding Squad:
Tactical Armor Gear
- Zeta Unit:
Remotes
- Fuzzbots: Classic S4 Baggage bots with an EVO profile, aswell as a combi TR option.
- Copperbots: Typical for S3 remotes these coppers come in a bunch of flavors.
- Kyttä: The Flashbot.
- Millicent: Guided missile launcher.
- Oko: The FO combi rifle gunner bot. Comes with sensor.
- Peeler: Peels the opponent with their TR HMG.
- Yudbots: Alpeh Helperbots.
Warband
- Varangian Guard: Viking warbands with classic warband traits as they come, but with Dogged for that extra bit of resilience!
Skirmishers
No skirmishers for Starmada :(
Building Your Army
One to two short paragraphs on list building.
Tactics
- Shoot Enemy, Don't Die:
- Don't Die:
- Play the Objective: