Infinity/N4 Tactics/White Company

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An overview for faction units and tactics in N4. WIP

Why Play White Company?[edit | edit source]

You bought Kaldstrom and don’t want to split it. Or you just like the idea of PanO guns feat. Yu Jing hacking prowess! White Company is an exception among the mercenary companies since it’s pretty simple and straightforward, yet it gives a lot of tactical depth.

Faction Features[edit | edit source]

  • Features 1:
  • Features 2:
  • Features 3:

Special Skills[edit | edit source]

  • Skills 1:
  • Skills 2:
  • Skills 3:

Weapons and Equipment[edit | edit source]

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

Units Overview[edit | edit source]

Unit Identifier White Company

Light Infantry[edit | edit source]

  • CSU, Corporate Security Unit: CSU have Metachemistry, which can be very good if the RNG-gods favor you. They also get sixth sense which doesn’t really matter all too much since they‘ve mainly here to go into Fusiliers or Kaplan linkteams. And since their cheapest profile comes at 11pts and the specialist trait it’s very attractive, even if it’s just to shave off a few points of your core link.
  • Danavas Hacker: For 22 pts you get a WIP15(!!!) Hacker with HD+ and an extra Burst on Oblivion. They also get a Pitcher, so park them near a Baggage bot, spam the board with repeaters and watch your opponent sweat.
  • Fusiliers: The PanOceanian basic line infantry, 10pts for a base one, with BS 12. Just like everywhere else, in PanO they get all the basic heavy weaponry and specialist options as well as a non-SWC Lieutenant. These guys will be your most likely cheerleaders and BS 12 makes them for a decent ARO piece (especially with a Missile Launcher), if you’re willing to spend 1.5 SWC on a Fusilier. They're linkable as Core and can have CSU and up to 2 Orcs in their link.
  • Karhu Special Team: These guys get NCO for extra order efficiency, Climbing Plus and total Terrain to get around the board easier, and some weapon choices to hunt town beefy targets with their MSV goggles. MIM (-3) gives them a tad more resilience. Check out that Feuerbach (+1B) profile!
  • Mech-Engineers (Zhanshi Gongcheng): Yu Jings generic engineer. Pretty important when a big chunk of your army is allergic to E/M ammo. If you take him, give him a Yaozao as well.
  • Nokken, Special Intervention and Recon Team: Get Forward Deployment (8") and MIM (-6), making them great midfield units. They have a few nice loadouts for a variation of uses, and four specialist profiles (PanO players should take notice of their WIP13).
  • Shona Carano, Special Instructor and Aristeia! Swordmaster: Hits like a brick with her (+1Dam, AP) CC attack on 26s, and wields a EXP CC weapon on top. good look trying to hit her as she dodges on 17s. She's able to join a link of Kaplans or Varangians.
  • Valerya Gromoz, Mercenary Hacker: An inexpensive WIP 14 multi-purpose wildcard Hacker. She comes with a Pitcher, and can be easily parked next to a Kameel baggage REM to resupply. She can join any of the fireteams of DBS due to being a Wildcard which would potentially reduce costs, add specialists, or add more hacker support/fulfilling fireteams that have recently deceased troopers.
  • Warcors: 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it.
  • Zhanshi Yisheng: Yu Jings generic doctor. Very standard and not always necessary since a lot of your dudes have NWI. Might be more efficient to pack paramedics into your links. If you do take her, don't skimp on expenses and give her a Yaozao.

Medium Infantry[edit | edit source]

  • 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.
  • John Hawkwood, Mercenary Officer: The Boss of this company, and naturaly a wildcard for that purpose. He comes with either a Red Fury or a K1 Marksman Rifle, and a Chain of Command profile aswell as two LT options (naturally). While his stats are pretty alright and his skills complement the loadouts well he's coming in very pricey- more of a flavor pick than anything else!
  • KTS, Kaplan Security Units: Kaplans shoot as well as Fusiliers at more than twice the price, but they come with WIP 14, making their specialist profiles very appealing. They also bring a few extra weapon options to the sectorial. Link: Core, Haris or Duo, CSUs, Jujaks, Liang Kai and Shona can join these intellectual mercenaries. This makes them a good character delivery system/all-purpose link.
  • Nisses: Nisses are nearly synonymous with "MSV Sniper" and make every other unit of this type look bad (with the exception of Nomad Intruder). Rather cheap, MSV2, ARM 3 and Mimetism, coupled with BS 13 on an MSR or an HMG, Nisses make for both excellent active turn killers as well as ARO pieces. They're now in Svarl, and more useful there, but still fairly good. And you get on in the PanO starter, so why wouldn’t you? Just keep a medic next to him, because he’s a priority target.
    • Note that Nisse without MSR or HMG is a waste of points.
  • Tiger Soldiers: The infamous Yu Jing combat jump unit. Their stats and skills make them excellent at their job, and their profiles give you the right tool for most tasks.

Heavy Infantry[edit | edit source]

  • Haidao Special Support Group: Naval HI, the Haidao pack a wide variety of skills and specialist options to round out your links. All of the specialist profiles are great and the MSV2 Sniper is a very strong ARO piece when linked. Be aware that Haidao are rather weedy for HI with PH11 and BTS0.
    • Fireteams: Wildcard
  • Jujak Regiment, Korean Shock Infantry: These guys are cheap, versatile, and can join a link of Kaplans and Orcs. Alternatively you can stick the engineer or Tinbot-profile to your TAG, which is making playing the Guija waaaaay safer.
  • ORC Troops: PanOceanian poster boy HI, has a reputation of being useless. This is mostly down to the fact that ORCs are as baseline as they come: no special skills, no fancy equipment, no interesting weapons, WIP 12. Their one saving grace is being a relatively low points BS 14 HMG platform with Lieutenant option. They can form a Haris or Core, and 2 Orcs are allowed to join a Fusiliers link.

Tactical Armor Gear[edit | edit source]

  • Guijia Squadrons: Formerly the most basic bitch TAG available, the Guijia got a nice glow-up in N4 with the addition of Super Jump and Martial Arts. Super Jump gives it that extra little edge in mobility (and lets you hover up to get unexpected angles on cowering enemies), while Martial Arts means you have less to fear from one of TAGs' natural enemies - CC warbands.
    • Fireteams: Duo. Probably best to take a Jujak with them.

Remotes[edit | edit source]

  • 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. Especially as the missiles can be hacked back by other faction's better hackers.
    • Fugazi: The Repeater/Flash Pulse Remote. Cheap Regular Order and a mobile Repeater. Nice filler or Flash Pulse ARO.
    • Pathfinder: The Forward Observer Remote. Mobile Repeater, armed, specialist, for 15 pts. It is one of PanO's better specialists, in part due to its fast movement.
    • Sierra: The HMG Total Reaction Remote. Just park it where it can cause your opponent the most trouble moving around.
  • 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 a lot of AD (you shouldn’t), TeamPro or Armbots. Minesweeper is a standard cheap Order and a way to dominate a quadrant.
  • Armbots:
    • Peacemaker: The gunfighter remote comes with a Repeater and a Heavy Shotgun and Spitfire options. Brings an Auxbot, making it a less straight-up aggressive bot, fit more for clearing out infiltrators. For this role the Shotgun is preferable. The peacemaker is quite useful for setting up a repeater in the midfield, that can defend itself or redeploy as required.
    • Bulleteer: MIM (-6), BS 12, Spitfire or Heavy Shotgun, Repeater, 17-23 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. After you’ve paid premium for your awesome HI trooper, a Bulleteer is a good way to cover his flank. Definitely better with a Spitfire than a Shotgun.

Warband[edit | edit source]

  • Liang Kai, Wandering Shaolin Monk: He pays for being regular and a lot of tools making him war more resilient, and deadly! For 21 points he isn't even close to being expensive given all the great warband tools he gets.
  • Varangian Guard: Viking warbands with classic warband traits as they come, but with Dogged for that extra bit of resilience! They can form a Duo and take Shona with them.

Skirmishers[edit | edit source]

  • Huiláng Skirmishers: Camo Infiltrators with MSV1- these guys come with a bunch of useful loadouts for any occasion. Worth mentioning is the minelayer with deployable repeaters since he's giving your hackers a bigger threat range from the deployment on.
  • Kunai Solutions Ninjas: These guys come at the price of regular ninjas, but with fewer loadouts, no infiltration (which feels pretty bad), and no specialist option. Not the most attractive unit of this kind, better safe your points for something else.

Building Your Army[edit | edit source]

One to two short paragraphs on list building.

Tactics[edit | edit source]

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