Infinity/N3 Tactics/Caledonia

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Revision as of 16:07, 14 August 2017 by 1d4chan>Tyriel Mortal (Building Your Army)
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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 makes them strong. After all, the game isn't won by who can bring the most fancy toys to the table; you can't play with toys when you are dead. Unhackable units are a great example of this. Killer hacker? Bet you are a better shot than he is.

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 with the Irregular order will be known, trust me.
  • Smoke and Eclipse Grenades: In any army, Smoke coverage is very useful to advance up the board. Myrmidons and their officers come standard with one or the other. It's a good idea to have both types: Smoke and Eclipse. Units without ODD will need smoke coverage to safely advance. Myrmidons have ODD to protect them, but they will need Eclipse coverage against MSV.
  • Netrods: They are dirt cheap 4pt order generators. Only AVA2 in Steel Phalanx, but they help offset the costs of the expensive characters. Look out for Minesweepers, because they can now take Netrods.
    • New FAQ UpdateThe bearer of an AI Beacon CANNOT benefit from the +3PH from EVO Hackers when deploying. The bearer of the AI Beacon is considered a deployable equipment therefore cannot be repaired. Netrods cannot be transfered between Combat Groups using Command Tokens because they are not troopers.

Units

Light Infantry

  • 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. Sure Yudbots could be useful for those 3pts, however, your Doctor/Engineer is likely to be in a fireteam and it's better that way.

Medium Infantry

Heavy Infantry

TAGs

See Cameronians

Remotes

Skirmishers

Warbands

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.

Hints and Tactics

  • Damned if you do. Damned if you don't This is a general strategy that can be applied to other armies. However, the Steel Phalanx troopers are so well equiped, that they will give your opponent a hard time with AROs. The NCOs, Drakios and Scylla are the masters at this.
    • Example: If Scylla's Devabot approaches an enemy Yan Huo, he can ARO with shoot, dodge, or reset, but it doesn't matter because Scylla can easily counter any ARO. If the Yan Huo dodges, Scylla can hack. If the Yan Huo Resets, Scylla's Devabot can fire its HFT.
    • Another Example: A Myrmidon with a Spitfire is the link leader and has Ajax in the team. The opponent can ARO against the Spitfire which would let Ajax to get closer OR shoot Ajax and get hit by a Spitfire at B5.
    • The opponent could shoot back, but suffer heavy modifiers from range, ODD, and Cover, OR forgo shooting back and dodge - and your Myrmidon is safe from ARO.
  • MSV2 and Smoke Grenades: The army has plenty of Smoke and some of the best MSV2 troopers in terms of BS value.
  • Martial Arts and Stealth: A lot of the fireteam options have a level of Martial Arts. If the entire fireteam has it, then they can benefit from Stealth.
  • Martial Arts and Fireteams: Close combat is not always the safest action because of the low Burst. However, Burst and PH increases by 1 for every fireteam member engaged with the adversary.
    • Example: If a Myrmidon team lead by Eudoros drops Smoke on top of their target blocking its LoF, Eudoros and his buddies can easily jump into close combat. Eudoros would get +1PH and +1B for each member engaged PLUS any CC Skill and Martial Arts level (MA4 in this case).
  • Kinematika: A lot of the Steel Phalanx profiles have Kinematika L1. If you successfully Dodge in ARO, Kinematika gives you extra movement. Kinematika also applies to Engage ARO, so, if your opponent is foolish enough to get too close to a team of Myrmidons, that team can Engage into Close Combat in ARO with the extended Engage distance.
  • Fireteam Compositions: Play around with these options. Generally, you should have a cornerstone unit with a high BS and high Burst, and at least a couple of specialists.