Infinity/N4 Tactics/Shasvastii Expeditionary Force

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Revision as of 07:17, 17 August 2021 by 1d4chan>Serrionavyr (Warband)
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An overview for faction units and tactics in N4. WIP

Why Play Shasvastii?

The Shasvastii Expeditionary Force specialize in keeping your opponent on edge, impeded, misdirected and controlled. They are easily capable of fielding all or mostly camo lists, and have amazing midfield control with multiple Forward Deploy and Infiltration units, Minelayers, the extremely efficient Taighas, and arguably the deadliest Impersonator in the game, the Speculo Killer. With all the Marker states and Hidden Deploy options, Shasvastii are able to play mind games with the opponent and force uneven trades through asymmetric warfare. They are also one of the best factions for actually scoring on objectives. Their special Shasvastii rule is amazing for Zone of Operation missions, and all of these Infiltrators and Forward Deployers save you orders on actually walking up to the buttons you need to press.

That being said, Shasvastii can be unforgiving to pick up. Most of their troops rely on not being hit as their defense, with some combination of Stealth, Mimetism, and marker states. There is also a notable lack of high burst AP ranged options, so you may have trouble cracking into your opponent's HI or TAGs without getting danger close with melee troopers.

Definitely consider playing Shasvastii if you enjoy the feeling of handing your opponent a blank sheet of paper for a courtesy list, watching them squirm knowing that a Noctifer could be watching any corner, burning their precious orders discovering mines and double tapping unconscious troops, or if you just can't get enough of those sneaky lizardmen.

Faction Features

  • Marker States and Superior Deployment: Arguably the biggest draw of the Sectorial is the amount of powerful deployment skills available. Shasvastii can take up so much board space with Forward Deploy and Infiltrators. Why walk up to push a button or grab supplies when you can start the game already there? Throw in some Minelayers and watch your opponents struggle to figure out how to even engage you. Be aware of Exclusion Zone missions, as you can lose a lot of value from units that are paying a premium to start outside your DZ.
  • Taighas: These puppies deserve special mention here for their uniqueness utility. They're extremely cheap, and flexible as both offense and defense, and unique as the only Impetuous option available. You'll usually see at least 1-2, but often 4 and a Noctifer for Group 2.
  • The Noctifer Missile Launcher and the Speculo Minelayer: Generally always consider running at least one of these guys, if not both or multiple. These are your Faction-defining units, and you should have a good reason for their absence. Shasvastii thrive on causing disruption, and these are possibly he most disruptive Troops you have

Special Skills

  • Shasvastii: The Sectorial's Eponymous ability. With the exceptions of Taighas, REMs and the Sphinx, everyone gets this. This Skill lets troopers enter the special Shasvastii-Embryo state instead of the normal Unconscious. The difference is that Embryos count as VP even though they are in a Null-State. This is HUGE for controlling zones- If you're elevated or behind cover, your opponent might lose LOF when they become S0, so be mindful when deploying. Worst case scenario, your opponent burns another order to fully kill the model, but you weren't going to get an order anyway so not a huge deal.
  • Stealth, Camouflage, Mimetism: Lumping these all together since so much of the Sectorial has at least one, if not all three of these. Your units have very little beef so these are your core defenses. Cautious moves and/or stacking Mods to dissuade BS Attack AROs/ encourage enemy Dodges help you get in the perfect position on your active turns. Keep your opponent's template weapons and MSVs in mind, because they really level the playing field, and Shasvastii never want to fight fair.
  • Skills 3:

Weapons and Equipment

  • Equipment 1:
  • Equipment 2:
  • Equipment 3:

Units Overview

  • Overview 1:
  • Overview 2:
  • Overview 3:

Remember to keep Unit blurbs short and succinct. This is 'what they do and why they're good' not 'here's how you use them'.

Light Infantry

  • Light Infantry 1:
  • Light Infantry 2:

Medium Infantry

  • Medium Infantry 1:
  • Medium Infantry 2:

Heavy Infantry

  • Heavy Infantry 1:
  • Heavy Infantry 2:

Tactical Armor Gear

  • TAGS:

Remotes

  • Remotes:

Warband

  • Taigha Creatures: Very nearly auto-include, extremely cheap and efficient warband. A Bastardized hybrid of the best parts of both Gakis and Pretas with extra abilities on top. Fast (Mov 6-6!) and Impetuous, They always Dodge on 16s thanks to Sixth Sense, and even move a whopping 4" when they succeed. They also have a Chain Colt (Don't ask about the lack of apparent projectile weapons on the model), so they typically always have something good to do in the reactive turn. Did I mention they have Berserk? and CC 21? Optional DA CC Weapon? Only 5-6 pts??. Very uniquely also S1, so they can hide behind a lot of short cover and windows. These guys are great at Deployment Zone Babysitting, Grabbing space in the Midfield, Turning off enemy mines with their face, and Trading way up in value with a Move-Dodge into Berserk 2 order combo. Take a couple. Fill out your group 2 with them. Maybe don't go for the full AVA 8???

Skirmishers

  • Skirmishers:

Building Your Army

One to two short paragraphs on list building.

Tactics

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