Infinity/N4 Tactics/Jurisdictional Command of Tunguska
An overview for faction units and tactics in N4. WIP
Why Play FACTION?
TJC are all about the the money, and premium tech. They got some of the best hacking units, lots of high tech, and a lot of remote presence. Also their TAG carries the biggest guns of the whole model range, and everyone knows bigger is better.
Faction Features
- Hackers: The best hackers in the best combinations in the game. Combined Army still has the EI devices, but Tunguska has a lot of repeaters, high WIP, and good options across the faction.
- Action Pieces: A heavy focus on active-turn pieces. TJC doesn't have weak ARO options by any means, but active turn is where they shine.
- Expensive toys: Much like the Combined Army, Tunguska has a lot of expensive units and limited ways to provide them orders. Your cheapest LI is 13pts, and you have limited AVA for cheap remotes.
Special Skills and Equipment
- Peripheral (Control): The models with this skill acts instead of the controller model activating. Risky, because the guy running the marionettes can get sniped; but powerful because it's a cheap quasi-HI haris.
- Counterintelligence: The main reason to take solo Puppetmaster besides him being the cheapest regular order. Cuts effectiveness of enemy Strategic Token strategic use in half - i.e. instead of taking two of your orders, they only take one.
- Hacking area: entire table: The combination of a lot of pitchers, deployable repeaters, crazykoalas and an abundance of decent hacker choices makes your opponents hackable units more of a pain to use than anything else. Also your best hacker profiles pack either a Hacking device plus, or even both a regular HD and a KHD.
- Veteran LI: Securitates are not affected by loss of lieutenant or retreat. While it's not a skill doing much in most of your games it is really nice to have.
- AI motorcycle: TJC's got a motorcycle turning into a Peripheral slinging a chainrifle. That's not just insanely cool, it is actually a really useful equipment.
Units Overview
- Overview 1:
- Overview 2:
- Overview 3:
Remember to keep Unit blurbs below short and succinct. This is 'what they do and why they're good' not 'here's how you use them'. Keep them to a paragraph.
Light Infantry
- Securitates: TJC's Linetroopers, and they are expensive at 13 pts on the cheapest profile. You get what you pay for, since they've got BS12 and WIP14, which makes them quite versatile. They've got Fireteam: Core and can bring Perseus or a Hollow Men into the link. Also they've got Veteran! It's one of the skills you never want to be relevant and probably don't want to pay for, BUT whenever it gets relevant it's such a great thing to have. Having a few regular orders when losing your LT early can make the difference between losing and winning a game, or at least between a minor and a major victory. Typical for this kind of units they've got quite a few profiles:
- Combi Rifle, Pistol, CC Weapon: Your linkfiller, also comes as LT. You'll bring a few more often than not. for two points more you can make them Paramedic, or pay 16 pts for a built in repeater (which also come with BSG option instead of the Combi for the same cost).
- Hacker: A cheap hacker option overshadowed by the Interventor and basically any other Hacker in the Sectorial.
- MULTI Sniper: It's cheap, but we at TJC HQ are thirsting for another sniper profile.
- HMG: A nice choice for a more aggressive Core.
- Feuerbach: Core-linked Feuerbach? Yes please. Of all the SWC profiles this is the one that actually doesn't compete with more reliable units (sorry Tsyklon Sputnik), and the Feuerbach is very useful in active turn and ARO.
- Jelena Kovač: As the named Securitate Jelena brings a few extra gimmicks. First off, she's TJC's cheapest wildcard at 20 pts. She also brings sensor, which can be nice against certain matchups, and she is a specialist. Like most of the dire foes characters she's got her use, but is mostly useful in specific situations.
- Tunguska Cheerkillers:
- Clockmakers: TJC's only Engineer profile, at least until fiddler drops. 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.
- Daktaris: TJC's only Doctor. 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.
- Hecklers: Our only camoflage Unit. The most noteable profile is probably the one packing a Jammer and a Fastpanda, which can ruin your opponents plan if they don't expect him.
- Puppetactica Company: On his own, the puppet master is a 12 points counterintelligence- which is also our cheapest regular order that's not a REM (or the Authorized Bounty Hunter). If you got 2 points and 0.5 SWC left take the Minelayer profile, especially if you got something held back or a camoe'd Heckler. The Hacker profile is also nothing to sneeze at with WIP 14 at 17 pts/0.5 SWC. While it's not easy to fit 15 Units and three puppets into a list it is still worth it. The BSG FO is the choice of bots because it gives you a 2 wound WIP 14 specialist with a shotgun. For mid range firefight you take the 14 points AP Marksman rifle +1 burst and shock. The red fury is rarely picked due to coming in with 1.5 SWC but +1 burst red fury. Don't get your Puppetmaster killed when using puppets, it REALLY SUCKS.
- Tunguska Interventors: Russian hackers best in world! 24 pts for an HD+ WIP15 BTS9 hacker is just insane. With White Noise and Cybermask, supported by regular smoke, an Interventor could easily get where she needs to be safely. And then another one, a KHD for 22pts is a great hacking ARO piece, making sure the enemies think twice about using your repeaters against you. Interventors are auto-include against anything HI-based and a popular choice even when not. Throw at least one of them into your 'Tates-core for that sweet sixth sense bonus. They are a LT choice, but at WIP 15 they are an obvious one.
- Warcors: 3pts for an irregular Flashpulse ARO. Fit him into your list whenever you got the slot and points, they're well worth it.
- Mary Problems, Tactical ÜberHacker:
- Raoul Spector: NWI, Martial Arts L2 plus Natural Born Warrior plus E/M and DA CC weapons, Mimetism -6, Courage and stealth. Oh yeah, AND he's a Specialist! He comes with two vastly different profiles; the Combat Jump/Parachutist option is irregular at 33 pts, which is expensive but he's quite the package. Drop him at the right spot and watch your opponent despair. The FTO profile trades the BSG for a MULTI Rifle and a Nanopulser and is way more versatile. It's a wildcard and part of the Superfriends Haris.
- Authorized Bounty Hunters: They've got Booty (ReRoll) and Fireteam: Haris and Duo, and a 12pts profile which is appealing since it's cheap. Also stealth can be quite neat in certain situations, but mostly they are a niche unit who can be nice to have if you want to bring something specific to your list 'Tates or Cheerkillers don't have.
- Miranda Ashcroft: As a Wildcard Character she's got a place as a linkfiller. Mimetism -6 makes her a tad more reliant in a gunfight. She is neither the cheapest nor the most versatile tool, but she got a few nice twists to her profiles to spice up your murder Haris from time to time.
Medium Infantry
- Grenzers, Grenz Security Team:
- Zondnautica Rapid Offensive Unit:
Heavy Infantry
- Kriza Boracs, Special Crisis Unit:
- The Hollow Men, Tactical Assault Team:
Tactical Armor Gear
- Szalamandra Squad:
Remotes
- Lunokhold Sputniks:
- Vostok Sputniks:
- Tsyklon Sputniks:
- Stempler Zonds:
- Meteor Zonds:
- Reaction Zonds:
- Salyut Zonds:
- Transductor Zonds:
- Vertigo Zonds:
Warband
- Perseus, Rogue Myrmidon:
- Wolfgang Amadeus Wolff, Wulver Bounty Hunter:
Skirmishers
- Spektrs:
Building Your Army
One to two short paragraphs on list building.
Tactics
- Shoot Enemy, Don't Die:
- Don't Die:
- Play the Objective: