Infinity/N3 Tactics/Military Orders

From 2d4chan
Revision as of 11:48, 21 July 2016 by 1d4chan>SmaggTheSmug (Created page with "The unit overview and tactica for Military Orders sectoral. thumb|Do it for her. ==Why Play Military Orders== Because DEUS VULT, that's...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

The unit overview and tactica for Military Orders sectoral.

Do it for her.

Why Play Military Orders

Because DEUS VULT, that's why.

Military Orders contain some of the best PanOceanian Heavy Infantry and is the most CC focused part of this overall shooty

faction. It is still PanOceania though, so BS 14 all around. While they're not as adept in CC as some other factions are, they

can at least put up a fight. Still, you should be shooting first, cutting later.

Unlike most sectorals, MO did not gain any Haris units; you are limited to Core and Duo.

In General a Military Orders list will be centered around strong, straightforward HI units. And they give you an excuse to blast

Saxon at your opponent.

Faction features

Order and Confrere Knights

This is a rule absent from the Army Builder, yet still coded into it: you must choose one order as your main Military Order,

which gives you AVA 4 of their knights. Aside from that you can take up to 2 knights from a Confrere Order – which is any order

different from your main one. You are unlikely to go beyond that limit though.

Special Skills

Religious Troop: As expected, nearly all of MO units are Religious. Considering low PanO WIP, not having to roll Guts after

being hit is a boon, This is a bit moot however because of the next one.

Martial Arts: Usually limited to 2, aside from Joan and De Fersen, and not every Order has them. While CC benefits are

obvious, the more important ones are Courage (overriding Religious Troop) and Stealth that come packaged with it.

Frenzy: Quite a few knights get a price reduction through Frenzy; however this is not as important as it would seem, since

you'll probably want to link your knights anyway, nullifying Impetuous state.

Weapons and Equipment

It's a Heavy Infantry-focused sectoral, so naturally most important units have at least ARM 3 and 2 Wounds. What this also means

is that the knights are susceptible to hacking and E/M ammo, but can usually shrug off Shock and Viral. Their high BS lets them

win quite a few FtF rolls, adding to their survivability. Watch out for knights with Frenzy.

Knights have a preference for medium ranged guns, namely MULTI Rifles and Spitfires. Their access to Missile Launchers, MULTI

Sniper Rifles and HMGs is somewhat limited, but they also have a few linkable Panzerfausts in the mix. Being PanO you should not

feel outgunned. Being knights, your units will likely have interesting CCWs and Pistols.

PanO's hi-tech nature grants them a selection of MSV troops and TO Camo capabilities, but also no regular Camo or smoke. The

Hyperpower does not use tricks as much as it shuts them down, and this is still true for Military Orders.

Units

Line Infantry

Those guys will be your Cheerleaders and cheap, backup specialist. Unfortunately PanOceania does not have them in flavor cheaper

than 10 pts, but at least they can fight on their own.

  • Fusiliers: The PanOceanian basic line infantry, 10pts for a base one, with BS 12 and Fireteam: Core. Just like everywhere

else in PanO they get all the basic heavy weaponrt and specialist options as well as a non-SWC Lieutenant. Unfortunately they're

AVA 3 in MO, so you can't make a full 5-man link with just them as a defensive cheerleader link.

    • Fusilier Indigo Bipandra: A WIP13 Doctor linkable with Fusiliers. Unfortunately still costs 0,5 SWC. Unless you're hell-

bent on playing a Fusilier link in MO for some reason, don't.

  • Order Sergeants: The true basic MO Line Infantry. Higher CC, WIP and Religious Troop over Fusiliers, for 3 pts more. ML

and HMG swapped for an HRL and Spitfire. Can't be your Lieutenant and have only one specialist profile (Paramedic), but as a back

bone Core link for a Seraph or a Duo list they're workable.

    • Specialist Sergeants: These guys lose Linkable ability for a bunch of different toys and abilities. The highlights are an

MSV2 Spitfire profile, perfect against Camo infiltrators, and the two TO Camo Infiltrators, since they're your only camouflage

troops. They can be a little SWC hungry though, so watch out not to overcommit.

    • Indigo Brother Konstantinos: Good in vanilla, excellent in MO. Linkable with Order Sergeants, but that's not what he's for:

always take him with Infiltration. Specialist Operative, D-Charges, Assault Pistol, MSV2 and Mimetism make him a great Camo

Hunter as well as objective grabber. Don't be fooled by his pose though, you should keep him out of melee.

  • Machinist (Father-Engineer): Basically a non-linkable Fusilier with Engineer and higher BTS. Not very good, but it's the

only Engineer in entire PanOceania, so if you're heavy on Remotes, you'll be taking him anyway.

  • Trauma-Doc (Father-Doctor): The cheap Doctor option. Much like Machinist she's not very good, but she's also dirt-cheap.

If you are not playing Hospitallers, and you don't want to pay extra for Bipandra, you may consider her.

  • WarCor: He's a 3pts Regular Order if you play Joan. Sure, Flash Pulse and Aerocam are nice, but that's not why you're

taking him.

Medium Infantry

Not too much of it. Military Orders MI are very niche.

  • Crusader Brethren: Strike from the sky, brothers! MO's AD troop has one purpose: to deliver pain from an unexpected angle.

They have good ARM and BTS, but average Phys, so supportware their jumps. A MULIT Rifle + Light Flamethrower is going to be a

pain for anything mid-board.

  • Black Friars: You may not be expecting the Inquisition, but it certainly expects you. The Black Friar has two distinct

profiles: an MSV2 MULTI Sniper, making him a Nisse substitute and an anti-shenanigan MULTI Rifle profile. MSV2, Biometric Visor

and Albedo should cut short any fancy movements from Camouflaged, Holoprojector and Impersonation units, without fear of

retribution from MSV ARO pieces, while Drop Bears let him mine the minelayers. The downsides are his squishiness and slow

movement, but he shouldn't be moving too far; he's a bit of a scare unit.


Heavy Infantry

This is where the fun starts: the knightly orders. Nearly all of them linkable, most with AVA 4 (although not all of them worth

taking 4 of). This is the meat of the sectoral. Knights are all pretty straightforward.

  • Joan of Arc/2.0: Let's start with the poster-girl and obvious Lieutenant. Joan comes in two flavors, a heavier, more

support one, with +1 SWC, and a lighter, faster Spitfire option (which also have +1 SWC, albeit eats 2, so it becomes 1 SWC

spent). Both profiles linkable with Hospitallers and Santiago, allowing a full link. Inspiring Leadership gives you an option to

run her solo, activating a pesudo-link with her Lieutenant Order. NWI and MA3 go a long way too. The only "downside" is that you

don't have that many Irregular troops to take advantage of Inspiring Leadership, as well as Frenzy.

  • Equestrian Order of the Knights of the Holy Sepulchre: The Holoprojector 2 knight. Martial Arts 2, DA CCW and a Spitfire

(or a Combi + DEP option if you're strapped for SWC), Holy Sepulchre makes for a decent solo rambo. Now with Surprise Shot on

Holoprojector and the ability to disguise Holoechoes, Sepulchre saw a rise in points, but he is still a pretty decent solo

knight.

  • Holy Order of Hospitaller Knights of St. John of Skovorodino: The biggest Military Order and the most versatile linkable

HI in the sectoral, Hospitallers are better, cheaper ORCs when linkable. HMG, MA2 and a Doctor profile make Hospitallers a common

choice of main Order.

    • Father-Officer Gabriele De Fersen: The last Templar, linkable with Hospitallers, De Fersen is a very valid multiple-

purpose HI character. Armed with a Spitfire and an Assault Hacking Device, this guy is ready to inflict pain and grab objectives.

He's also one of the few knights with MA3 and no Frenzy. And, obviously, has a Templar CCW. Changing his regular HD to AHD in

Human Sphere N3 limited his functionality and made "A Knight and His Remotes" list less viable, but he is still one of the best

PanO hackers.

  • Magister Knights: The go-to Heavy Infantry Core link. Cheap as chips, armed with Panzerfausts and Light Shotguns, and can

take a Missile Launcher, making them dominate both long and short range. Now that they can mix in Hospitaller or Santiagos, they

can also escort a Specialist or just be a cheap source of Fireteam bonuses for your HMG/Spitfire troops. They should not run

unlinked.

  • Military Order of Father-Kinghts: Not actually a knightly Order, Father-Knights are extremely hardy general purpose HI.

BTS 9 and WIP 13 make them a pain to hack, Assault and Kinematica lets them close distance to non-CC focused troops quite well.

They can also be armed with an ML or take a specialist profile. Lastly, there's a Duo profile, so you can take two Father-Knights

riding together. What's not to like?

  • Sacred Military Order of Knights of Montessa: Slightly lower armor in exchange for Mechanized Deployment, Duo on all

profiles and LGL/LRL options. Montessa make for a very aggressive secondary link option, able to get into optimal range very

easily. Also not Impetous in any way, meaning they can deliver Speculative Fire with no regret. Chain-Colts can be useful for any

links or Camo troops that stray too close.

  • Sacred Military Order of Knights of Santiago: The 360 visor knights and the second Order that can take Joan. With both

Fireteam Core and Duo, Santiago are a purely aggressive option, with no blind spots. Their only downside is no long-range

weaponry, but since you can just add one or two to a Magister link, that should not be a problem. They want to push forward

anyway.

  • Sacred Military Order of Teutonic Knights: Sadly, they're kinda shit. Non-linkable, Frenzy, buffed up Magisters with none

of their perks. Sure, they provide a cheap BS 14 Spitfire platform, but is it really worth saving points on knights?

Tactical Armoured Gear

  • Seraph Armoured Cavalry: From the wide selection of PanO TAGs, knights have access to the fastest one with the smallest

gun. Seraph is a jumping, mid-range TAG with great BS and ARM, a dedicated Active Turn killer. Don't worry about keeping the

Auxbot in range too much, it's more of a bonus which you are bound to lose when jumping around. CC 20 and an EXP CCW makes it

also one of the few TAGs able to stand on their own in melee, although much like with knights, you should consider it plan B or

even C. Just remember to hide it or put it in Suppressive Fire at the end of your turn.

Remotes

  • Dronbots: Standard issue S3 Remotes, PanOceanian ones are not special in any way.
    • Clipper: The Smart Missile Launcher Remote. Unfortunately PanO does not have good FOs or Hackers, so it's usually a waste

to take one.

    • Fugazi: The Repeater/Flash Pulse Remote. Cheap Regular Order and a mobile Repeater, always good to have.
    • Pathfinder: The Forward Observer Remote. Mobile Repeater, armed, specialist, for 16 pts. Good, cheap, fast.
    • Sierra: The HMG Total Reaction Remote. Always good to have, expecially in a sectoral with limited access to HMGs and

Snipers. Can give your forward-pushing knights much needed long-range support.

  • Mulebots: Standard issue S4 Baggage Remotes. Come with Minesweeper, EVO Hacker and TR Combi profiles. EVO Hacker is the

one to take if you plan on using Crusader Brethren or Armbots. Minesweeper is a standard cheap Order and a way to dominate a

quadrant. You may want to park one near Magisters and shoot Panzerfaust everywhere, but that tactic is order-intensive.

  • Armbots: PanO-specific combat Remotes, come in two flavors:
    • Bulleteer: ODD, BS 12, Spitfire, Repeater, 23 pts. Bulleteers are known cheap killers. With Marksmanship supportware a

Bulleteer is a sure way to clear out enemy TR Remote and other ARO pieces in a straight up gunfight. When the knight link is on

one side of the table, a Bulleteer is a sure way to cover the other one.

    • Peacemaker: Just like Bulleteer, comes with a Repeater and a Heavy Shotgun and Spitfire options. Loses ODD in favour of

an Auxbot, making it a less straight-up aggressive bot, fit more for clearing out infiltrators. Much like Bulleteer, can be used

to fill a blind spot, arguably better due to it's two-in-one nature.

  • Palbots: PanOceanian G: Servants. If you take Machinist or any of the Doctors (aside form a linked Hospitaller), it's good

to have one.

Warbands

None. Your Warband are the Magister Knights.

Building Your Army

(...)

Hints and Strategies

(...)