Infinity/N3 Tactics/Ikari Company

From 2d4chan
Jump to navigation Jump to search

Why Play Ikari Company?[edit | edit source]

Ikari company specializes in fast, cheap aggression. You get a variety of cheap, linkable heavy infantry forming the core punch of your army, backed up by cheap and aggressive warbands. Ikari hits like a brick: hard, fast, and wholly without subtlety.

Faction Features[edit | edit source]

  • Warbands Galore: Desperados, Kendrat, Yuan-Yuans, and Yojimbo. Not a single one of these is a bad choice - you'll likely start lists with max AVA Yuan Yuans, and your other warbands are no slouches either.
  • Soldiers of Fortune: As well as the amazing Yuan-Yuans, you get access to Brawlers, Bounty Hunters and even Yu Jing combat rems!
  • Heavy Infantry: Good selection of toolbox HI backed up by very effective (and cheap!) warband and light infantry. Tanko and Wu Ming are notably cheaper than many other factions' HI options; the Daiyokai and Karakuri are valuable and durable shock troops; and the Al Fasid provides a niche defensive HI toolbox.

Special Skills & Equipment[edit | edit source]

  • Fireteams: Ikari has decent access to mixed core links, usually mixing light infantry for filler with heavy infantry (see: Brawler+Tanko haris, Tanko+Brawler+Keisotsu core). They also get a Wu Ming core/haris option involving the Clipper 'bot. Unfortunately, almost all of their useful links are very specific in forming them. Wu Ming need a clipper bot to form a Core, Brawlers and Tanko don't have a core link, and Keisotsu cores are just terrible. If a fireteam breaks, expect great difficulty in reforming it.
  • Yuan-Yuans: 8pt warband combat-jumping infantry with smoke grenades and chain rifles. They are one of the largest reasons to play Ikari Company, and they will only rarely fail to make up their points. You get four of them.
  • Lieutenants: The worst (and narrowest) selection in the game: Brawler or Kiesotsu. Both are WIP12. You take the Keisotsu for fewer points, or the Brawler to avoid the dreaded SWC tax on the Lt. Keisotsu.
  • Atrocious Specialists: Again, perhaps the most limited and weakest options in the game. Ikari Company exists to punch throats, not press buttons.
  • Fragile and Specific Links: Did we mention that once your link teams get shot apart, they're almost impossible to reform? Many of the choice fireteams require specific combinations of troops to form at all (4 Wu Ming+Clipper, 3 Keisotsu+Brawler+Tanko). If you don't have the exact composition of troops required, you're out of luck.

Unit Overview[edit | edit source]

Light Infantry[edit | edit source]

  • Authorized Bounty Hunters: You may not get character bounty hunters like in the ISS, but you can take these guys as regular troops and Booty L2 is always a fun roll. The upgraded weapons are great, especially the Sniper/double Breaker pistol combo and Red-fury equipped ones for 21/0.5 each are a steal.
    • Fireteam: Duo: It's hard not to like these, especially a Sniper + Red Fury duo. Decent if you can fit the points and SWC.
  • Bashi Bazouks:Bashi Bazouks have both Holoprojector L2 and Parachutist, an incredible combination. They are a great disruption unit. However, AD:Parachutist requires some foresight. They are irregulars, but cheap - low investment and losing them does not hurt the order pool. Popular profiles are the SMG+Chain Colt, Combi+E/Mauler but the SpecOp and AP-Rifle are appealing too. Remember that Holoprojector 2 and Supressive Fire has an peculiar rule-interaction which adds value to the Bashi-Bazouk.
    • Unlike Druze and Haqqislam, Bashi are often out-performed for combat utility by Yuan-Yuans. Bashi are still good - just consider the context. You will be considering them for specialists, however.
  • Brawlers: These guys and gals can fill a variety of roles in your army. Decent shots with good armour for LI, you can trade their Rifle and Light Shotgun for a MULTI Sniper and MSV2, a Submachine gun and AHD or their primary weapon and pistol for an HRL and assault pistol. They can also be your engineer, doctor or Lieutenant.
    • Speaking of lieutenants, they're one of your two only lieutenant options, both of which are WIP12, and they pay almost twice as many points as a Keisotsu lieutenant. On the other hand, taking this means you don't pay the SWC tax on a Keisotsu lieutenant. Best you figure out whether 1SWC is worth 7pts.
    • Fireteam: Duo: A great combo for lieutenant and support, but otherwise overshadowed by the other two options.
    • Special Fireteam: Haris: Two Tanko + One Brawler, or One Tanko + Two Brawlers. A decent long-range gun platform.
    • Special Fireteam: Core: Three keisotsu, one brawler, one Tanko. An efficient means of getting a cheap HI-lead link team. Don't expect this link to last, but it gets the job done for an okay price. Once it breaks, it's likely gone for good. Remember that you can't reform it if you don't have exactly 3 keisotsu for the link. Consider the Tanko missile launcher and either the MSV2 Sniper, HRL, or Doctor brawler for a defensive core.
      • Note that they are Special Fireteam haris only - they cannot Haris with just three Brawlers.
  • Cube Jaegers: AD paramedic for 18pts. Passable in this sectorial, where WIP13 specialists are the best you can usually hope for.
    • Consider Bashi if you can live with WIP12 and parachutist (and holo2).
  • Keisotsu: Cheap filler light infantry. They're also your only 'pure' Core. You get what you pay for, and what you pay for is cheap, disposable orders. AVA 5... but were you really going to take more than three?
    • The lieutenant costs 1SWC, but is 7pts cheaper than a Brawler. Between the Keisotsu and the Brawler, they're your only two options. If you have a full SWC to spare, save the points, otherwise go for the Brawler. The LT will usually be filler for a defensive mixed link.
    • Core: Boring, cheap, subpar filler. For when you want a core team but can't spare more than 80pts.
    • Special Fireteam: Core: Keisotsu are useful as filler in your Tank+Brawler+Keisotsu core team. Consider using this either defensively or cautiously, as this is a fragile team that is hard to reform.
  • Krakot Renegades, Morat Fugitives: Krakots are a dirt cheap short ranged Regular unit. Forward Deployment L1 makes up for the range, and they have a free order from Impetuous. They can also pick up an extra skill (or two) from the Metachemistry L2 roll. They can be fierce in CC as well with CC21 and the high PH13. All of them have Chest Mines!
    • The perennial favorite seems to be the double chain rifles or double SMGs, but you are not starving for cheap attack pieces in this sectorial, so don't consider these a must-take.
    • Chest Mines have very interesting interactions in both BS and CC. Make sure you read the rules for them carefully before adding them to your list.
  • Libertos Freedom Fighters: Everyone's favorite fish-lizards. Unlike Dahshat, these guys lack a mimetism option. They're still very capable speed bumps though, and they give you your cheapest minelayer option. AVA2, in case you want a defensive screen of mines and shotguns.
  • Tokusetsu Butai: WIP13 Doctor/Engineer. They're basically +1 WIP Keisotsu. Unfortunately, they can't link. Fortunately, they're cheap and can use Servant bots. For the same price as a brawler doctor or engineer, you can get +1WIP and two servant bots, but can't link. Use these as an actual doctor, and use your Brawler doctor as a link-team specialist.
  • WarCor: 3 pts Irregular Flash Pulse ARO piece with 360 visor. Not very useful, but if you have 3 spare points and all your Doctors and Engineers already have G: Servants, why not? Three points goes a long way in Ikari, but never underestimate when a lucky flashpulse ruins someone's push.
    • It warrants mentioning that Warcors are extremely cost-effective. If they cost your opponent even just one order to remove the Warcor, this plucky journalist will have earned its points well-over.
  • Wardrivers, Mercenary Hackers: Do you feel the need to get a hacker in your list for cheap? Here you go. Don't forget that there are a few models they can assist with their hacking. The only real reason to take them is to fulfill classified objectives in ITS. These still only serve as getting a cheap WIP13 hacker in your army for ITS - don't pretend you will be making any game-winning plays with them.
    • On the other hand, a WIP13 regular hacker for 19pts makes her the cheapest hackbuff for your remotes, if you really need to buff your remotes.

Medium Infantry[edit | edit source]

  • Armand 'Le Muet,' Freelance Killer: Poor old Armand can't remember which side he's on. He brings an irritating ARO piece made difficult by his ODD. He also comes with the option for either an antipersonnel minelayer to protect his zone or an MSV1; considering a Brawler has an MSV2 for less, the former might be a better choice.
  • Druze Shock Teams: Potent, versatile, expensive, fragile. Druze have a variety of weapons on just their stock combi profile, and have a plethora of weapon options if you further feel the need for specialization. Druze have neutral or better range-bands out to 32 inches at the least. Viral pistols and chain colts make them very dangerous in the midfield. Unfortunately, they pay for all this with a hefty price tag. Remember that a viral pistol is DAM13 in the hands of the Druze, and that in reactive they're a better gun within 8 inches than your rifles.
    • Fireteam: Duo: very barebones, best used for a hacker and some support.
    • Fireteam: Haris: Much like the Brawlers, a very compact and efficient gun platform for an HMG or marksman rifle.
    • Special Fireteam: Core: Four Druze, one Tanko. Fairly expensive for how fragile they are, but this delicate link team can be very dangerous. Druze Shock Troopers come with very good toolkits but are fragile for their cost. Expect this link team to run you 130pts or more, and just be careful about who you leave as your fireteam leader. Do remember that your Druze HMG is DAM16.

Heavy Infantry[edit | edit source]

  • Al Fasid: The Fasid are a very toolbox HI. It has Veteran L1, Minelayer with Antipersonnel Mines, and SSL1 in it's profile. There are only two options: HMG+LGL with both Normal and Smoke Grenades, or HRL and SMG. Fasids are able to dish out and take punishment as well as securing the deployment zone with Minelayer. The HMG option can provide Smoke Coverage and/or Speculative Fire; The HRL profile provides nice long ranged template with a deadly SMG for close ranged gunfighting. Fasids also stay Regular in Loss of Lieutenant and has that little extra security for when enemies get too close. The Al Fasid does pay for all the extra gear and skills making him the most expensive HI in the Haqqislam army, but it's hard for him to not make his points back through utility alone.
  • Daiyokai Dengekitai: The Daiyokai is a large S5 HI. While only AVA1 and only 2 options, it is a very deadly attack piece. This trooper has all range bands covered! Both options have a Panzerfaust for long ranged AROs. The primary weapons for either profile are mid range guns the Red Fury or MULTI Marksman Rifle. MULTI Marksman Rifle provides different ammo types and the Red Fury focuses on high burst anti-infantry/warband. Naturally those guns are DAM13, but the Daiyokai brings it to 14 (15 for PAnzerfaust!) with Fatality L1 in the base profile. Up close, the Daiyokai wields AP CCW and DA CCW with Dual Wield, CC20, and MA2 (Martial Arts also provides V:Courage and Stealth). This unit is also very durable with ARM5, 2 Wounds, and V:NWI. The Daiyokai now has the NCO rule, so can spend the Lieutenant Order as a regular order, including in fireteams if he is nominated as the team leader.

Daiyokai count as "Headquarters Troops" for the purposes of some of the new Classified Objectives and missions (e.g. gaining an Adhesive Launcher in Hunting Party).

  • Karakuri Special Project: Karakuri are strong specialists. These bots are well known for being able to storm and capture the objective. They are HI with STR value and G:Remote Presence making them hard to permanently remove, and with V:Dogged they will fight to the death (they no longer explode when rendered unconscious). Total Immunity also make them super hard to deal with; they've received a slight price bump since the TI update, but can now substitute their ARM3 for their BTS6 to defend against attacks and are immune to non-lethal ARM/BTS attacks like flash pulses (although are still vulnerable to adhesive weapons). They are all armed to the teeth as well. There are 3 main options, but every option comes with Chain Rifle and D.E.P. They are all also Forward Observers at WIP13, so even if you decide to take a short ranged gun like a Heavy Shotgun, she can still Flash Pulse at a decent value. They are pretty pricey however.
      • Unlike JSA, Karakuri cannot link.
  • Tanko Zensenbutai: Tanko are found providing long range support within a fireteam. Tankos outside of a team are Impetuous; knowing when to keep Tankos in a link and when to let them go crazy and charge at the nearest enemy being a key skill to learn. They have 4 different weapon options, 2 with Blitzens and 1 with a Flammenspeer for those 2 Use long range fire fights. The last is a Tanko with Missile Launcher. All of them have Monofilament CCW, CC22, and MA2. There is no specialist option.
    • Special Core: The Impetuous can be a liability, but is nullified while in a fireteam. Though fragile, the keisotsu+brawler+tanko fireteam means you can give a long-range, mid-BS, two-wound spearpoint to a cheap link-filler haft, possibly backed up by an MSV2 sniper rifle Brawler.
    • Special Haris: 2 Tankos can join a Brawler's haris profile. This can be a potent three-man gun team at long range, or a melee team that brings their own Brawler Doctor along for the ride. As mentioned, the linking negates the Impetuous penalties and impetuous order.
  • Wu Ming Assault Corps: Wu Ming are a very kitted out HI unit. They're expensive, but also offer a few cheaper options. The only specialist option is a Forward Observer. There isn't much point in taking them as solo units. However, they have 2 Fireteam options:
    • Special Core: Wu Ming can form a Core fireteam, making for a very flexible HI pain train. Unfortunately, they can only do so if they have EXACTLY four Wu Ming and the FTS Clipper remote. The Wu Ming HMG or HRL will most likely be the cornerstone of the fireteam, and there great ARO options in the form of a Panzerfaust to back him up. There is also a great 25pt option with Chain Rifle and SMG for filler. The clipper bot will help keep this cheap while providing a long-range option, so don't be afraid to ditch the HRL.
    • Haris: Unlike the Core, you can have a 'pure' Wu Ming haris, or include a Clipper. Special note goes to the Haris chain rifle profile not having a SWC tax for the Haris rule.

Tactical Armoured Gear[edit | edit source]

  • Scarface&Cordelia: This team is comprised of Joe 'Scarface' Turner and his sister, Cordelia.
    • Scarface: For a S7 TAG, Scarface is lightly armored, but heavily armed with 2 Mk12s and a Panzerfaust. BS13 is low for a TAG, but still respectable. V:Courage gives him focus in combat. Scarface also has Assault giving him a 10" charge range. However, Assault is pretty useless since he's only CC19 - Not really a dedicated close combat unit. Scarface is only ARM5. Use him as you would a beefy 3STR Heavy Infantry as oppose to an actual TAG. Scarface has Frenzy! He will go impetuous the turn after he causes a wound gaining the benefits and penalties of impetuous.
    • Joe Turner is the pilot of the Scarface TAG. He's armed with a Light Shotgun and is a Specialist Operative.
    • Cordelia is Scarface's mechanic. She's a very capable WIP13 Engineer with Mimetism and V:Courage like her brother. As well as being a specialist for ITS, she has D-Charges for the Sabotage classified. Though in combat she's armed with a Chain-Colt and a Combi Rifle at BS11. Mimetism will help keep the modifiers in your favor. She's very short ranged and lightly armored, and should be kept safe from long ranged harm.
      • A Nasmat servant can help her keep up with Scarface.

Remotes[edit | edit source]

  • Dronbots: Standard issue S3 Remotes, PanOceanian ones are not special in any way.
    • Clipper: The Smart ML/ ML Remote. It can be included in either a Core or Haris with Wu Ming, giving it the bonuses of fireteams. Note that this is the only way to form a Wu Ming core. Adding supportware to it while in the fireteam is just extra icing, which makes it a vicious ARO-threat (ML with SSL2, +1Burst, +3BS and MML2 has serious bite): If you take Wu Ming, you WILL be taking the FTS missile launcher for the link. Note that only the FTS option can link.
    • 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 16 pts. It is one of two choices for Forward Observer available to DBS.
    • Sierra: The HMG Total Reaction Remote. Just park it where it can cause your opponent the most trouble moving around.
  • Panggulings: Standard Baggage REMs with an EVO Hacker option. These are arguably your best toolbox hacker considering the extras you get out of EVO hacking devices, especially with Yuan-Yuans on the plate.
  • Yaozao: These keep your doctors and engineers safe from harm and extend their range. Consider sticking these to a Tokusetsu engineer or doctor rather than a Brawler, and save your Brawlers for linking.
  • Lu Duan: An unsung hero, Lu Duan play an important role as zone defense. Being 0SWC for a medium-range gun, a flamethrower, MSV1, and holoprojector, they're overshadowed by their brother the Rui Shi, but perform very capably if your SWC budget is tight. With the SWC tax on Rui Shi, don't be afraid to scratch your REM itch with a Lu Duan. However, don't expect to fool anyone with Holo1 shenanigans - Out-of-position Panggulings are very obviously a Lu Duan, and enemies want Rui Shi dead ASAP anyways. Stick to Holo2 (or Holo2+1) unless your opponent is unaware of the Lu Duan's existence.
  • Rui Shi: MSV2 Repeater spitfire, and arguably one of the best (if not THE best) REMs in the entire game. Standard hacking devices can provide the Assisted Marksmanship buff, providing Shock and the ability to ignore the BS component of an enemy's cover. In addition to MSV2, this means that a Rui Shi gets four shots and cover and visibility penalties - which account for 90% of the modifiers in the game. For extra unfairness, try shooting through smoke while in cover to force an enemy to dodge on flats or at -9 to shoot.
    • For those YJ players new to NA2, just be aware that Ikari, JSA, and Dahshat all pay a +0.5 SWC tax on their Rui Shi, for a total 1.5 SWC. They're still worthwhile though.

Skirmishers[edit | edit source]

  • Ninjas: TO camo infiltrating ninja. Despite your limited access to camouflage and TO, you likely won't consider the Ninja unless you want a Killer Hacking Device to zap enemy hackers, or to have a specialist starting in mid-board next to an objective in Hidden Deployment. Aside from the KHD, the other profiles are extremely lackluster, and the Assault Hacking Device profile is almost a joke. The saving grace of the ninja is that you have limited options for specialists anyways, so you might as well consider this trooper for stealing an objective on turn three.

Warband[edit | edit source]

  • Desperados: Extremely Impetuous bikers, with SSL2, V:Courage, Smoke grenade launcher, and Smoke hand-grenades to cover the army. There is a very interesting profile with dual Assault Pistols for high burst close ranged drive-by shooting. Use them the same way as Kum Bikers: Smoke Coverage and Alpha Striking. A smart tactical choice if you want a cheap smoke and chain-rifle biker.
    • For almost the same price as Yojimbo, two Desperados provide better coverage and more smoke, but are less dangerous. Decide whether you want two good bikers or one amazing biker.
    • Keep in mind that Desperados are 8-4 as opposed to most motorcycles' 8-6 MOV values, but this rarely is a problem.
  • Kendrat, Krakot Renegade: A more expensive Krakot, Kendrat packs a few extra goodies on top of a Vulkan Shotgun (fire damage!). She can also duo with krakots, negating the Impetuous denial of cover. There's not much to say here: Decide whether the premium price is worth the extras.
  • Yojimbo, Sword for Hire: An amazing trooper, Yojimbo is V:NWI for that extra pseudowound, cheap, high CC with smoke grenades, a motorcycle, and Crazy Koalas. He's a fast warband that can destroy a large number of points if allowed to run unchecked, and despite his low cost he can be difficult to remove. Be careful when deploying him, as Yojimbo has died many times across the Human Sphere on Turn 1, owing to his large size and Extremely Impetuous order.
  • Yuan Yuan: Yuan Yuans are Extremely Impetuous Irregular mercenaries with Inferior Combat Jump and Booty L1. They are borderline mandatory in Ikari. Though they suffer from have Inferior Combat Jump's -3MOD, they have a high PH14. Of course, they can downgrade to Airborne Infiltration to walk in on a table edge or start the game deployed on the table.
    • Why are they so damn good?
      • They are Extremely Impetuous AD Troops, and do not need to spend an order to drop down. However, you have to spend an Regular Order from the pool to cancel their impetuous move, because they cannot spend their own Irregular order. However, once they hit the table using the Impetuous move, they still keep their Irregular order
      • The cheapest Smoke Grenades in this army, and with PH14 they throw them very reliably.
      • Booty L1: It should not be relied on. Better to think of them as little extras and every now and then they will find themselves a handy tool.
      • They are only 8pts for the cheapest Chain Rifle options. The Yuan Yuans with the Boarding Shotgun and Rifle is worthless because they are only BS9; Yes, only BS NINE.

Building Your Army[edit | edit source]

A key feature of these mercenary company lists is that a lot of them can be cobbled together out of leftovers and cast-offs from other lists. Unless this is your first army, you hopefully will have some of these already available.

That being said, you'll definitely want Yuan Yuans (fat or otherwise), brawlers, keisotsu, tanko, wu ming, and remotes for Fugazi and Rui Shi.

Tactics[edit | edit source]

  • Yuan-Yuan Spam: All lists in Ikari start with four Yuan-Yuans, or otherwise asking yourself why you are not taking them. For 8pts a pop, drop them on mines to clear the way, start them in your deployment zone for easy impetuous smoke, or throw them in awkward spots around the field to try and chain rifle enemy orders and specialists. Don't forget to roll Booty.