Infinity/N3 Tactics/Caledonia

From 2d4chan
Revision as of 18:05, 14 August 2017 by 1d4chan>Tyriel Mortal (Technology Void)
Jump to navigation Jump to search

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 bringing the fanciest toys to the table; you can't play with toys when you are dead. Unhackable HIs in a sectorial almost devoid of hackers are a good example the strength and weakness compromise. Killer hacker? Bet you are a better shot than he is. T.A.G.s got you down? T2 ammo available in every gun platform except HMG will tie them up quick enough.

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
  • MSV2 and Smoke Grenades:
  • Martial Arts and Stealth:
  • Martial Arts and Fireteams:
    • Example:
  • Kinematika:
  • 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.