Infinity/N4 Tactics/Tartary Army Corps: Difference between revisions
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===Warband=== | ===Warband=== | ||
*'''Antipode Assault Pack:''' | *'''Antipode Assault Pack:''' Consists of an Antipode Handler, who brings a smoke grenade launcher and tactical awareness, and three peripheral Antipodes. These can move like a Fireteam, independent from the handler until he‘s not in a null-state. The Antipodes are among the fastest units in the game, letting them zoom over the board very quick to chew on the opponents forces. | ||
*'''Carmen Johns, Mercenary Biker:''' | *'''Carmen Johns, Mercenary Biker:''' Comes with his peripheral Antipode Bātard. Like a lot of motorized warbands he can spread smoke with both a smoke grenade launcher and smoke grenades. Both Johns and Bātard are quite deadly in CC. | ||
*'''Dog-Warriors:''' | *'''Dog-Warriors:''' Impetuous, irregular warbands turning into werewolves when they take damage- these guys want to run straight into your opponents cheerleaders and wreak havoc. | ||
*'''Irmandinhos:''' The cheap, irregular and impetuous engineers from Ariadna come in handy as both smoke throwers and specialists. Booty can give them a nice boost if you're lucky, but they're solid anyways. | *'''Irmandinhos:''' The cheap, irregular and impetuous engineers from Ariadna come in handy as both smoke throwers and specialists. Booty can give them a nice boost if you're lucky, but they're solid anyways. |
Revision as of 15:03, 22 August 2021
An overview for faction units and tactics in N4. WIP
Why Play TAK?
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
Light Infantry
- 112 Emergency Service: The Ariadna Doctor unit comes either on motorcycle or on foot. Either way it’s pretty cheap and with the motorized version getting to wherever you need it to be becomes pretty order-efficient. They can join a Core of Frontoviks.
- Col. Yevgueni Voronin, Cossack Diplomatic Corps: This wildcard makes a great LT with Wip14 and Strategos, but it’s an obvious one. A poor shooter but that doesn’t matter since she’s got Guard with MA L2 and Sixth Sense, letting his doggo CC in ZoC!
- Dozers, Field Engineers: The generic Ariadna engineer, just as the 112 it comes quite affordable and with either D-Charges or an Acrylat-Cannon.
- Dynamo Reg. of Kazak Light Cavalry: Motorized units with mine dispensers, aswell as smoke grenade launchers. These make placingw mines in strategic positions quite a bit more easy, and get an FO and paramedic option for a fast specialist. Also works well as quick gunner with the AP Spitfire.
- Frontoviks, Seperate Assault Bat.: Fireteam: Core and Haris, one can join Line Kazaks and the 112 can join into a Frontoviks Core (but not the Haris!). These are somewhat more combat-oriented MIM(-3) LI with a variety of profiles, including a paramedic, engineer and LT. Weapon picks worth highlighting are the AP Spitfire, T2 Rifles and AP Sniper Rifle with MSV1.
- Kazak Doctors: The second cheap doctor option besides a 112, these get a rifle and can tag along Line Kazaks.
- Kazak Spetsnazs: Parachutists or camo troops with decoy, depending on the loadout. Marksmanshipr and MA L2 making them competent killers in both their roles.
- Line Kazaks: TAKs basic troops, which come with the usual Fireteam: Core and a bunch of loadouts. Can take one Frontovik and Kazak Doctors into their link.
- Streloks, Reconaissance Unit: Streloks are midfield camo-units with decoy and a minelayer option, running a few of these can dial the TAK shellgame up to 11. They also get a profile with a peripheral K9 which is also camoed.
- Wardrivers, Mercenary Hackers: The name describes them pretty well. Both profiles are cheap hackers, although you gotta pay 1 SWC and two more points to let the Wardriver have an actual HD.
- 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
- TankHunters: Camo‘ed troops wielding- you guessed it- weapons to hunt down armored targets. They also have a CoC and a LT profile.
- Vassily Plushenko, TankHunters Officer: Gets a Decoy and Dogged for his extra points, and a bunch of different weapons than regular TankHunters.
Heavy Infantry
- Armata-2 Proyekt 'Ratnik': A S5 HI with two wounds and Dogged, but a degrading statline. You get the choice between two loadouts with a lot of firepower. Comes with Fireteam: Duo.
- Veteran Kazaks: Wildcard HI with Fireteam Core, Haris and Duo. Sixth Sense and Mim (-3) makes them more resilient, and they get access to some very good active turn guns, making them competent gunfighters.
Tactical Armor Gear
TAG is only for weak soldiers afraid of real battle!
Remotes
- Kuryer Unit: This TAK-exclusive remote works exactly like the Traktor Mul, with the only difference being Kuryers having minelayer and shock mines.
- Traktor Mul: The trusty Ariadna REM needs a Dozer to operate one or two of these things- on the battlefield the Dozer and the Muls operate completely autonomous of each other though. The cheapest version comes at 5 pts with only a Deactivator and a Para CC weapon, and there’s two other loadouts: the Uragan MRL acts as total reaction bot with either impact templates or one point of damage more (both modes fire AP+shock ammo), and then there’s the Katyusha MRL, firing DA shots but without total reaction. Worth pointing out is all versions of the Traktor Mul have BS(guided) making them pair well with a FO (or hacker, but Ariadna doesn’t need those).
Warband
- Antipode Assault Pack: Consists of an Antipode Handler, who brings a smoke grenade launcher and tactical awareness, and three peripheral Antipodes. These can move like a Fireteam, independent from the handler until he‘s not in a null-state. The Antipodes are among the fastest units in the game, letting them zoom over the board very quick to chew on the opponents forces.
- Carmen Johns, Mercenary Biker: Comes with his peripheral Antipode Bātard. Like a lot of motorized warbands he can spread smoke with both a smoke grenade launcher and smoke grenades. Both Johns and Bātard are quite deadly in CC.
- Dog-Warriors: Impetuous, irregular warbands turning into werewolves when they take damage- these guys want to run straight into your opponents cheerleaders and wreak havoc.
- Irmandinhos: The cheap, irregular and impetuous engineers from Ariadna come in handy as both smoke throwers and specialists. Booty can give them a nice boost if you're lucky, but they're solid anyways.
Skirmishers
- Pavel Aleksei McMannus, Petsgruppa G: Is a camo'ed specialist character wielding a Ohotnik- an Ariadna exclusive rifle with a very interesting rangeband. T2 CC weapon on top of a collection of CC-improving skills also make him great at lurking behind a corner ready to shank something.
- Scouts: Camo infiltrators with access to the Ohotnik, an Ariadna-exclusive rifle with pretty cool rangebands. All their shots get Shock, making them even more dangerous.
Building Your Army
One to two short paragraphs on list building.
Tactics
- Shoot Enemy, Don't Die:
- Don't Die:
- Play the Objective: