Infinity/N4 Tactics/Jurisdictional Command of Bakunin

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Revision as of 11:33, 10 January 2022 by 1d4chan>NomadGuy (Mercenaries)
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One of the three motherships of the Nomad Nation. Bakunin is all about individuality- it's a place where people take body modification and push it into the extreme. It also has religious fanatics. And it has a strict rule of coexistance in peace since blowing each other up on a spaceship doesn't end well. That's why their militia looks like a weird mixture of things, and it actually is exactly that.

Bakunin, the Nomads' soul.

Why Play Bakunin?

Überfallkommando.

Faction Features

  • Features 1:
  • Features 2:
  • No MSV2: Bakunin cannot completely ignore stronger Mimetism and Visibility Zone modifiers (which means smoke is still useful against this sectorial). However, Morlocks and Überfallkommando more than make up for that.

Special Skills

  • Doctor: Not Haqqislamite-levels, but Bakunin is the Nomad sectorial with more Doctors. Avicenna can join Moderators or Riot Grrls in a Fireteam while Reverend Healers can join Moiras. Bakunin takes care of its people.
  • Hacker: Having access to 3 WIP 14 and 1 WIP 15 hackers (and they have nifty special abilities), Bakunin is well-poised to kick ass in the infowar.
  • Religious Troop: Bakunin units from the Reverend Order (and Chaksa Longarms) stand defiant against overwhelming odds. They won't buckle under enemy fire (which can be disadvantageous in some situations).

Weapons and Equipment

  • DA CC Weapon/E/M CC Weapon/Viral CC Weapon: Bakunin has a strong fist - Bran do Castro, Morlocks, Taskmasters, Überfallkommando and Wolff have access to DA CC Weapons. Morlocks can have an E/M CC Weapon for just 6p, while the Überfallkommando has a Viral CC Weapon (the only thing that makes Antipodes sweat).
  • Spitfire: The sectorial with the widest access to this weapon, Bakunin sports 6 of them. Prowlers can use HD to fire at people's backs and Riot Grrls are fast and tough.
  • Equipment 3:

Units Overview

Unit Identifier Bakunin


Light Infantry

  • Clockmakers A clockmaker is a premium engineer, able to use their WIP 15 and burst 2 gizmo kit to very easily fix models that have STR or have suffered the indignity of having states such as isolation applied to them. The clockmaker only really engineers though, so you may find the other engineers in faction more interesting for your list. She is also a devil waifu, so. Bakunin gives the Clockmaker wildcard.
  • Daktari He is a very basic doctor, only taking the bare necessities. Which makes him pretty good if you want the choice to be able to revive key models and fight a war of attrition or sustain a bout of bad luck.
  • Moderators from Bakunin: The cheapest of the Nomads Linetroopers, these guys and gals are mainly there to generate orders. A notable profile is the hacker, which is a cheap specialist. They also bring a LT option, but it's 1SWC.
  • Zoe& П-Well: Zoe is a hacker AND an engineer, making her a two-in-one package with an excellent WIP of 15. Her HD has Zero Pain, her GizmoKit gets an extra burst, and she's bringing D-Charges to the party. She's also got Bioimmunity and Immunity (shock), making her better at not dying. For 19 pts extra she can bring П-Well, who has a built in repeater, sensor and MIM (-6).

Mercenaries

  • Avicenna, Mercenary Doctor: A premium Doctor to bring if you really want to get your gunslingers back up again - with WIP15 and Doctor (+3), she will take care of that. NWI and Bioimmunity allow her to risk taking a hit, but neither her BS nor her PH really begs for any risky moves with her. MOV 6-2 makes her more order efficient in what she's supposed to do. She can join Riot Grrls or Moderators in a link.
  • Fiddler, Aristeia!'s ex-toymaker: The Aristea Trans-Monkey on wheels now has an N4 profile, and it’s sweet as hell! Fiddler is an engineer with insane mobility and can bring peripheral Jackbots (which are Vulkan Shotguns on wheels!). These little fellas give her great utility; however, with Clockmakers able to join links and Zoe being a staple in Bakunin lists, she's might not be that cost-effective. Make sure you actually need her on your list.
  • Warcors, War Correspondents: 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

  • Reverend Agents: The main Bakunin combat force, the Observants are all Medium Infantry with ARM3 and Mimetism, designed to fit specific combat roles, but all of them aggressive. Slow and 1-wound, but effective. Variants include:
    • Reverend Custodiers: Comes with her own Pitcher which is always a good thing. MIM (-6) makes her survivable, all of the profiles are hackers, and they bring one LT option. They can form a Haris and/or join Moiras in their link.
    • Reverend Healer: Or Healer-Killer as fluff would have it, Healers are the ones with MIM (-3) and high CC skill. Her main use is putting one in a link of Moiras.
    • Reverend Moiras: Moiras are a gun fighting unit that use Mimetism-6 to put the enemy on poor odds as you fire with generally a HMG or Multi Sniper. They all have NCO, which lets them use the LT order which is quite nice but they as a group are quite expensive. The LT has a SWC tax for whatever reason. All the other Reverend Agents can join their Haris.
    • Reverend Superior Cassandra Kusanagi: The head nun is a little package of hurt. BS14 Spitfire paired with MIM (-6) lets her win most firefights and NWI is there for those she loses- Shock Immunity makes shure she can get up again too. With a Specialist Operative skill and two LT choices on top Cassandra is a very decent pick for a Reverend Haris.
  • Prowlers: This is a interesting unit with Infiltration, Camo and hidden deployment. Hidden Deployment allows them to be very safe until you choose to have it reveal its self. The unit is quite good at scoring objectives in ITS due to having specialist operative, D-charges on three of its profiles and its unit type and classification. The spitfire is very interesting as a midfield specialist that's packing a serious gun which can pop out of nowhere thanks to hidden deployment. The Combi+Flamethrower is fun with the concept of getting a ARO flamethrower on clumps of passing enemy troopers. The KHD benefits from the beefy BTS6.
  • Sin-Eater Observants: Sin-Eaters could actually be a nice unit if it weren't for the fact Neurocinetics isn't really a nice thing to have in N4- at least not on a unit in this price category.

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

  • Riot Grrls: The bane of shitlords everywhere, the Grrls are a cheap Frenzy HI unit with some cracking close range guns and the spicy missile launcher. What makes them is that MSV1 is very useful at wiping enemy skirmishers and warbands out of existence. They have +1 damage on all their weapons which makes them just that bit more likely to terminate whatever they're shooting at. The missile launcher is a interesting ARO piece due to its low cost, durability and the ability of MSV1 to see through smoke and it can be used well in coordinated orders to break especially difficult hard AROs. They have Fireteam: Haris, Core and Duo and can take Clockmakers, Taskmasters and Avicenna with them. Alternatively Riot Grrls can join Moderators in a link.
  • Taskmasters: The S5 HI of Bakunin brings Minelayer with CrazyKoalas and MA L1 to the table, making it efficient at protecting the backfield. The plain profile comes with a Heavy Shotgun, other options are the HRL, a Red Fury or a HMG (which swaps CrazyKoalas for shockmines, what a bummer). They have a LT option on the Red Fury and can join Riot Grrly in a link.

Tactical Armor Gear

  • Lizard Squad: Lizard is a no-nonsense frontline TAG: BS14, ARM8, armed with a MULTI HMG and a choice of Heavy Flamethrower or a Heavy Grenade Launcher. Speculative shot anyone? With the amount of engineers and hackers to keep it alive and cheap cheerleaders in form of Moderators it is easy to build a list around this thing. Not to mention it has the single sexiest pilot model in the range.
    • The Lizard Pilot now carries a Submachine Gun on her supple ass, making her a lot more dangerous than before, especially with the ability to use Suppressive Fire. And is also a Specialist Operative.

Remotes

  • Zond Remotes: Standard issue S3 Remotes, but with a twist here and there.
    • Reaktion: The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.
    • Stempler: The Forward Observer Remote. A fast and cheap specialist and a mobile Repeater. Sensor makes it good for Camo hunting. Also Climbing plus.
    • Transductor: The Repeater/Flash Pulse Remote. Very good to have for increasing your hacking area. An absolute bargain at 7 points.
    • Vertigo: This thing can be very strong in a list that utilizes the faction strengths in spreading repeaters and taking good hackers. By threatening a guided missile strike after spotlighting a enemy model that wonders through your repeater area you can discourage them from passing through that area, denying it to the enemy. Furthermore in the active turn you can get a repeater within range of a target, spotlight them and then destroy them with the missiles. The missile launcher in direct fire can be a good hard aro denying areas parallel with your table edge, or later in the game watching your opponents models.
    • Meteor: Unique to Nomads, a Forward Observer Remote like the Stempler, but with AD: Combat Jump. This is awesome and hilarious.
  • Salyut Zonds: Standard issue S4 Baggage Remotes. Come with Deactivator, EVO Hacker and TR Combi profiles. EVO Hacker is nice if you run a lot of HI/REMS.
  • Lunokhod Sputniks: Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes they have both high ARM and BTS values. Mostly a board control unit.
  • Tsyklon Sputniks: Also Nomad-specific, these are long range combat Remotes for both offense and defense. The X-Visor is mostly useful at long bomb pitchers into the enemy. These have a spitfire for medium range gunfighting, or a feuerbach for long range. Unlike most remotes they have both high ARM and BTS. BJC gives them wildcard.

Warband

  • Morlocks: An old classic. These will rip apart enemy armour with their E/M CCW. Furthermore they're very good at destroying enemy skirmishers in the middle of the table by using their WIP 14 to discover, or attempt intuitive attacks with their chain rifle. The smoke they provide is invaluable and they pad the list out very well when your taking heavy infantry, remotes and tags. The morlock with DA ccw is a good choice in missions where anti material is relevant. The Assault pistol morlock is great fun at putting burst 4 into targets. But the E/M CCW is generally preferred due to the ease in which it annihilates amour.
  • Uberfall Kommando:The so-called furry guided missile. The Chimera of the group is silly dangerous with a Viral CCW, eclipse grenades, Natural Born Warrior, martial arts lv2, Total Immunity, cc attack -3 and Climbing Plus. Then on top of that, she brings 1-3 pupniks that are synchronized with dodge +6 (perfect for soaking up AROs), climbing plus and DA CCWs. Just don't let them get caught in the open with their frenzying (use those eclipse grenades). Although she can't take a hit, she can dodge, and a gaggle of ultra-cheap pupniks is dangerous to anything in the game.
  • Wolfgang Amadeus Wolff: One of Bakunins wildcard options, but he's also very capable of going solo. He's got a MULTI Rifle (+1B) which is nice, but he really wants to get up close; Berserk (+3), MA L3 and a PARA CC Weapon (-6) are probably the meanest combination of things you can bring into CC in this sectorial. To finish the enemy unit off for good he's also bringing a DA CC Weapon.

Skirmishers

  • Zeros: Zeros are MIM (-3) Camo infiltrators with a bunch of useful profiles. They're not really good at shooting, but their WIP 13 makes them excellent button pushers if you pick either one of the hackers, the FO or the minelayer.
    • Bran do Castro, Tripple Zero: Is a specialist on both his profiles, and pays extra for Superjump, Climbing plus, Infiltration (+6) and Martial Arts L3, making him more versatile.

Building Your Army

One to two short paragraphs on list building.

Tactics

  • Shoot Enemy, Don't Die:
  • Don't Die:
  • Play the Objective: