Infinity/N4 Tactics/Jurisdictional Command of Corregidor
One of the three motherships of the Nomad nation. Corregidor is packed with people, and everyone's either doing their part or leaving- sometimes through an airlock. The people of Corregidor are serious and straightforward- just as their military. A lot of this military force guards the countless mining operations of JCC, but it's not uncommon for them to be hired as mercenaries.
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Why Play JCC?[edit | edit source]
Corregidor is no-bullshit. Their units are straight-forward, highly efficient in their purpose, but without any fancy tools besides the necessary. 'nuff said.
Faction Features[edit | edit source]
- Tons of wildcards: All the Wildcard units and characters make links a very flexible thing in JCC.
- Limited LT choices: Three units with LT choice isn't much. One of them has a SWC tax. This is probably the biggest downside of this sectorial.
- Just pay what you want: Since most units and profiles are very linear in their equipment and abilities you rarely pay extra for a tool you don't really want to have.
- Multiple threat vectors: The cut price cost of many different attacking options in CJC means that you can present a myriad of different threats, to ensure that you don't have to fight fair.
Special Skills[edit | edit source]
- Climbing +: A lot of units have this skill, which comes in really handy at getting lines of fire that allow you to avoid fair fights. It's also ridiculous in a couple of ITS13 missions for giving you an additional inch of Movement for essentially free - as you're taking these units anyway.
- Courage: Corregidor troops stand their ground. Only a minority of units in this sectorial doesn't have this skill.
- Aerial Deployment skills (Combat Jump(+3), Parachutist, Parachutist (DZ)): CJC has 9 AVA of models that can use an aerial deployment skill of some description; they all sit at similar price points so it's difficult for your opponent to know whether they need to be worried about a Tomcat walking on a board edge, Carlotta walking on behind them or a Hellcat dropping anywhere.
Units[edit | edit source]
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Light Infantry[edit | edit source]
- Corregidor Alguaciles: These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, and have a LT option which comes at 1SWC- which feels really bad but sometimes it still is something to consider. Typical for a sectorials linetrooper they get Fireteam: Core.
- Alguacil Vortex Lupe Balboa: Costs extra for MIM (-3), Dogged and being a specialist. She also gets a Panzerfaust and access to smoke- and she's a wildcard.
- 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.
- Daktaris: 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.
- Jazz and Billie: Jazz is for her points the best hacker in the game. The only things you could possibly want is a BTS stat of 9 or Wip 15. She has a hacking device plus with trinity +1 damage as a bonus program. This enables her to credibly threaten other hackers, support the rest of the army with white noise and hide in cybermask during the reactive turn if the opponent has killer hacking.
- Billie: He is optionally purchased as a bundle with jazz. He is excellent by providing an additional repeater to defend the DZ or to push forward into the table to project hacking control. His EM-mines are excellent at threatening almost every troop type and his flashpluse is useful. He is also a extremely cheap regular order.
- Tomcats: Excellent selection of parachutist profiles. Doubles as a climbing plus assault piece and supporting specialist for a very attractive price in the form of the doctor and engineer profiles. You can repair models that have gone unconscious by the side of the table or score objectives. Profiles with shock mines or repeaters can bully the opponent well. Multi rifle+lsg engineer is super interesting, being unable to take a zondcat is a shame but the guns might make up for it.
- Carlota Kowalsky, Tomcats Sergeant: One of the rare units with Parachutist (Dep. Zone). As an engineer she's got more uses out of her Parachutist skill- no side of the table is off-limits for her. She also brings some nice weapon options for most situations, like the Breaker Combi Rifle, or either an Adhesive Launcher or a Panzerfaust. The Panzerfaust profile comes with MORIARTY, her PARA CC peripheral.
Mercenaries[edit | edit source]
- Valerya Gromoz, Mercenary Hacker: An inexpensive WIP 14 multi-purpose Hacker. She comes with a Pitcher, and can be easily parked next to a Salyut baggage REM to resupply. She can join any of the fireteams of JCC 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.
Medium Infantry[edit | edit source]
- Hellcats: ARM 2, BTS 3, Courage and Combat Jump +3. Can be taken as a either a short or medium gun fighter. Due to the +3 mod they get to combat jump they're the best unit at hot dropping in the game , if you use support ware you get to drop on a 18. On the off chance that you do fail, having a Spitfire or hacker profile, landing in your Deployment Zone is not as bad. The deployable repeater profile is worth mentioning as you can very easily get repeaters in position in your opponents DZ to cause massive issues. Even though they have AVA 4, you should not be taking more than 2, as they can be order hungry.
- Intruders: The former king, the one that veterans remember calling an auto take. Times have changed, but they are still strong, just not against everything. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG. Third: Jaguars give you cheap smoke. Intruder can easily snipe off enemy killer units and ARO pieces from a distance and safety of smoke screen and Camo lets you abuse Surprise Shot. Unfortunately the modern trend of powerfull hard AROs in core fire teams such as the Kamau have made his job of enemy suppression much harder. Furthermore the lack of AP on the HMG can make it difficult to quickly tackle enemy armour with him. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit. Perhaps most interesting is the new - as of N4 - Shock MMR, KHD profile: a pocket specialist; KHD option to help keep your key hackers alive and a gun that is 'good enough' to fill the role Intruders are now best at: reliably clearing disposable AROs (Daylami, Flashbots, Jaguar Panzerfausts, Metros etc) for relatively low risk while you use your SWC for something else.
- Lobos: Badass prison guards. Their ranged attacks get +1 damage while their attacks get +3 to hit on top of their 20 CC; nor they will run away from anything with their Religious Troop and Veteran combo. They also pack good armour, a biometric visor and a breaker pistol and PARA CC weapon. Even their cheap options pack a surprising amount of weapons like a +1B flash pulse with the boarding shotgun or an ADHL (also with +1B) on the CR/LS option. Or can be had as a SpecOp with a BCR, that +1B flash pulse and your choice of a heavy riotstopper or a light flamer with +1 damage. For 1 SWC you can take an NCO with a Red Fury and that bonus shot flash pulse. If you don't have at least one in a fireteam, you should be asking yourself why because these guys were basically made for them.
- Sombras: A very tough, mobile midfield unit. They have arm 3, NWI and climbing plus allowing them to take a hit and move around terrain easily. They're a decent gun fighter with small arms carrying AP ammo, or a burst 4 gun in the form of the red fury which they can use very well very quickly thanks to forward deployment. The shotgun that the rifle profiles carry can be devastating. The hackers benefit a lot from having BTS 6 and NWI. The specialist operative is very strong due to not being hackable, having breaker and access to mines.
- Wildcats: These have a interesting mix of profiles, the core of them is having BS13 and MSV1. The Heavy rocket launcher is very cheap, the hackers are interesting due to having BTS6 and firefighting power. The engineer is combo of combat unit and relevant specialist. It's worth noting that the Spitfire profile that has NCO: CJC really struggles to leverage their LT order in the early game, so this is an absolute boon. They have both Fireteam: Core and Haris, and the Number 2 skill.
Heavy Infantry[edit | edit source]
- EVAders: Evaders are a slower, less durable HI unit thanks to only having 4-4 movement and 1W+NWI. However, they're still very mobile due to climbing plus. The AP spitfire steals the show, giving you a excellent gun on a good chassis and you can choose to make him a engineer on top of it. A Engineer with a AP spitfire, what a world! You have the option to take a feuerbach, multi rifle or shotgun on him too. Note the Multi rifle has a Panzerfaust, and the Shotgun has AP Mines! Evaders became a staple in a lot of CJC lists because they are a wildcard and can form both a haris- and a core-link.
- Mobile Brigada: Another wildcard option for Corregidor, they're also able to form a core-link themselves. The basic Heavy Infantry option. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. These are one of the more durable LT choices in Corregidor.
- Diablos: The worst of the worst, the meanest sons of bitches in the Corregidor prison system. More machine than man (as evinced by their STR in place of W), they're effectively shock troops with Natural Born Warrior and CC 23, best thrown at your opponent (literally because they're Berserk) for maximum carnage and destruction... assuming they survive. All their ranged attacks do an additional damage and their melee hits do +2 damage (+1 in battle-ravaged state). Their weapon options aren't special being largely close range items giving you the choice of a LSG, SMG or for the pricey option, a combi-rifle and a flammenspeer. All profiles pack a pistol (which will probably never get used), trench hammers (which you will certainly run out of) and a Shock CCW. Keep them in a fireteam with a Lobo and/or Jaguars to keep their impetuousness minimized.
Tactical Armor Gear[edit | edit source]
- Gecko Squadron: The best example of the 'light tag' idea. Cheap, durable, packing low-SWC but effective weapons, they fill the slot of a 'superheavy' heavy infantry. Losing one is less of a problem in your list, and their general durability and decent (for a TAG) mobility makes them cost-effective. They will do work. A popular choice is running two in a Duo link.
- Iguana Squadron: Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around it's own Hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.
- The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry a HMG.
- Gator Squadron: Nomads finally have a 2nd battle tag to compare to Sally, and it's a bit of a beast. While both have similar roles, Gator tends to be more aggressive. With a shorter range gun (Multi HMG), dedicated anti-CC (NBW, -3CC, and E/M CC), and area denial (minethrower), Gator does very well pushing early and holding key locations. The NCO option helps to add even more aggression giving you a very strong unit to burn your LT order on. At two points its ususally worth taking. Make sure to leverage all of its tools to get the maximum use, throw mines to block ARO's while you punch key HI and Tag units in the face. It's b2 chain rifle allow for some very nasty situations where you take little risk offensively. Very difficult profile to get through due to it's armor 8 in cover, especially with a Moran nearby, ecm hacker, and the potential to go into suppressive, hackers and close range gunfighters tend to struggle to fight it. Not to mention Corrigedor's slew of engineers to bring it back up if needed. However, long range profiles can give it trouble; Hidden/Camo mimetism ARO pieces can be weathered unless they sport armour busting weapons (thankfully uncommon but not not unheard of - Swiss Guard, Sunduqbut, Scouts and Tankhunters for example) or offensive MSV pieces in factions with smoke such as the karhu in white co or the Imperial Service. Make sure it isn't getting shot by these unit archetypes.
Remotes[edit | edit source]
- 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.
- 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 or just want to improve the odds of Hellcats landing where he's supposed to be.
- 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; but unfortunately one that starts in your DZ.
- 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. CJC gives them wildcard.
- Vostok Sputniks: Nomad-specific AP-immune heavy weapon platform. Most often taken with the mim6/+1 dam Mk12 profile for the fireteam bonus or as a gunboat. Can also take the Rem Racer buffs to create a solid tough roadblock unit with high arm, mim6, 2str, and RemPrez. Notable racer profiles would be the +arm (in cover -9 to hit / 7 ap-immune arm) or +dmg (17dam Mk12) . Also comes with albedo variants with +1B rockets, +1B Redfury, or +1dam Mk12. Mileage may vary on these depending on the matchup and how well you can utilize the albedo blindness. Is also a wildcard for additional team composition.
Warband[edit | edit source]
- Jaguars: Come with Fireteam: Haris and Core, aswell as Dogged and MA L2. 10-11pts is a steal for these guys. Two of the profiles get smoke, which is great for moving your gunfighters into their favorable rangebands, or pull of smokeshots with an Intruder. The third profile (ADHL, Panzerfaust) shouldn't be overlooked as the profile a great secondary ARO option in a Fireteam to watch a shorter firelane. And they act as cheerleaders. You'll learn to love these guys really quick.
- McMurrough, Mercenary Dog-Warrior: The fast irregular and impetuous McMurrough is a legendary Dog-Warriour, mostly because he's dishing out even more CC-capability than a regular Dog-Warrior! His Grenades are one of his better attacking features: Spec Firing them on 13s is a great way to punish a null defence or to punish a Targetted SK in the midfield.
- Senor Massacre: Totally-not-Deadpool is made for throwing eclipse grenades, and shank basically anything. Regeneration is really nice and gives him even more flavor. E/M CC Weapons are scary. E/M grenades in a link can be wicked. He's a wildcard, but having him run solo isn't a bad idea either. Just make sure to keep those terrible jokes coming whenever you run him.
- Wolfgang Amadeus Wolff: One of JCCs 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. But his best feature is, remarkably, his Dodge (+2") and Dodge (+3) - this gives him a 4" engage range to Dodge into CC in ARO, to follow up with -9 on any FTF CC Attack - which allows him to act as a highly survivable defensive piece even when pushed into the midfield and hiding from LOF.
Skirmishers[edit | edit source]
- Corregidor Bandits: Corregidor's only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which makes the the most toolboxy of the infiltrators. An FO/AHD/KD Bandit for example is a quick specialist, ADHL troop and a close combat killer, thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines+Repeater option for more traditional area denial. Booty can be very funny, the value of getting a HMG or 8-4 movement on these is crazy.
- Moran, Maasai Hunter: You’d be a Moran not to take one. Walking repeater, FO profile, infiltration and, probably most importantly, Crazy Koalas. Morans make excellent area denial units and two of them can effectively block off enemy from advancing. Note that Camo units can slip through them.
Building Your Army[edit | edit source]
CJC is - even more than most sectorials - a faction defined by its Fireteams. In CJC's case, the sheer flexibility of options.
In practice, CJC has 3 main Cores:
- Alguicils - taken because you don't have the points for a MB LT, because your meta is too full of Pitcher spam to keep a MB LT alive and unisolated, or because you want a SS Hacker to support Jazz + Billie and can't afford Valerya.
- Jaguars - the mainstay of CJC Fireteams: a couple of Jags to round out a Wildcards that are the faction feature gives a lot of combat and utility power. Adding another couple of Jags nearby to bring the link back up to 5 members when it takes losses is a good option.
- Wildcats - cheapest 'decent' ARO and second best Hacker point-for-point to give SS to are the reasons you take this Fireteam. Unfortunately with Daktaris your cheapest link option, you end up with less points on your features and more on the filler.
The other cores are either EVAder or MB Cores but everything in them is a Wildcard, so it's ridiculously easy to compose them and generally these will only feature in a reformed link made up of survivors or in higher point games where you can justify a MB Core with wildcards added in to keep the price down.
These cores can be supported by flexible Haris' (generally some combination of 'gun'-piece, warband and specialist), a single Duo option with the Gecko (ably assisted by Wildcard options to make this an actually excellent choice) and a myriad of soloists (either attackers like McMurder, Bandits and certain AD profiles, as specialists or in a flexible piece that can easily be used to do either, such as Tomcats and Sombras).
Key to making a lot of this work is the almost ubiquitous presence of two Morans in CJC lists: these provide a defensive screen, a midfield-Repeater net at deployment to leverage your hackers and capable specialists in a ridiculously cheap package. These are generally only omitted in Exclusion Zone / Confused Deployment missions or maybe where SWC issues mean they simply can't be fit in.
This allows CJC to keep a familiar shape and tailor easily to missions and opponents by swapping around a few - usually similarly priced - profiles or even, a feature almost unique to the faction, simply by changing initial Fireteam composition: for instance, a Daktari may be part of an aggressive Haris in Supplies while being swapped for a second Jaguar in Frontline, to keep that useful specialist safer in the Core.
Tactics[edit | edit source]
- Defence in Depth Unless you're running a MB ML, CJC doesn't really have absolute top tier ARO pieces (think Kamau MSR, Bolt MSR, Grenzer MSR, KoJ ML etc) but what it does have are 'solid' options, Morans, hackers and templates. Defending with CJC involves carefully layering these over each other to make it a fucking pain-in-the arse for your enemy to push: the ideal situation is something like an EVAder Feurbach on a conservative fireing lane covering a Moran, who's Repeater and CK covers the ideal firing position to engage the Feurbach. This sort of layer forces your to trade something (usually orders) to crack your defences, preventing them from really pushing into your backline (where they're fighting Jaguars anyway) and leaving you in a position to counter-attack.
- Billie, Transductors, Jaguar Panzerfausts are great secondary ARO pieces to layer in as part of this: Billie in particular does well on a flank watching a cross table firing line in front of your DZ, his Repeater/EM Mines give you a response to threats pushing his flank and forcing your opponent to deal with enfilading fire when he's expended a bunch of orders to get there can make the difference between an attack getting to your obvious LT, or pulling back to consolidate in the midfield.
- The other great option to support this are Sixth Sense Hackers: playing Morans you'll learn to hate Stealth, and Sixth Sense lets you ignore it. But **take a hacker outside of the Core as well**: you want your opponent to fight your AROs from inside your Repeater net, if your only hacker is in the Core then when they do this you're forced to either decline to ARO with your hacker or your hacker will drop from the Fireteam (it's worth remembering that if the Fireteam doesn't break they will return in your Active turn though).
- Stab them in the back... and just keep stabbing CJC profiles, on the whole, are kinda 'meh' in straight up gunfights (notable exception goes to the Vostok MK12): which drives a play style where you *should not fight fair*. CJC is about isolating your opponent in a dark alley and then stabbing them in the back with a homemade shiv until they can't threaten Uncle Ben again (with great power comes an overwhelming need to instill fear in anyone who would take it away from you).
- To do this you need to leverage Hacking, mobility (C+ is awesome), off-table vectors (Tomcats, Carlotta and Hellcats) and CQC attackers (McMurder, Massacre, Wolfy, Jaguars and Bandits) to break open seems that you can exploit, or to eliminate gunfighters that your own guns can't take in a straight fight.
- When you're staring at a PanO list which can no longer outshoot you because their guns were bricked and then killed at close range with Shotguns, EM CCWs and the like that's the time to take up aggressive positions with your 'merely average' AROs and dominate the table.
- Play the Objective: CJC has specialists for days - it can honestly be absurd, and admittedly awkward in Firefight - and a lot of these specialists are perfect for efficiently completing objectives. Tomcats walking on from a board edge, Hellcats dropping next to an objective on 15s, EVAder Engineers in your Fireteams and 2 Morans deployed to contest objectives (and therefore also generally close enough to grab them yourself with only a couple of orders). Not to mention Smoke/Eclipse to make it easy to ignore AROs while getting the Objective. For objective based missions; CJC is absolutely one of the easiest factions to get a specialist to a button, and more-often-than-not the *right* specialist for those sweet sweet B2 +3 WIP bonuses.
- Learn to love classified heavy missions: when you've got Combat Engineers, a Dr in every link, Veterans in every link, multiple hackers and D-Charges *everywhere*, doing classifieds can often be trivial. Telemetry is the perfect example: it requires your to Spotlight an enemy trooper... something you're probably doing **as an ARO** to disposable enemy troopers simply because you 'may as well'.
- Burning a couple of orders to bank objectives early can often put your opponent on the back foot, and leave them playing catch up. With judicious use of smoke / white noise or eclipse you can often simply boop a button more efficiently than fighting the God-tier ARO set up to cover it. Moreover, having these points in the bank can easily leave you in position to pull off a late game play with only a couple of orders.
- CJC doesn't usually win by tabling their opponent; they win by having the right troops in the right place at the right time to do whatever is necessary. DO THE MISSION.
Example Lists[edit | edit source]
Note: These lists are not meant to be definitive, depending on tournament or situation these are even sub optimal, these are just meant to be beginner lists for players to start to understand the sectorial. Feel free to switch it up!
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Gator list: gfYKY29ycmVnaWRvcgEggSwCAQsAhiwBAgAAgZYBAQAAhjQBAQAAgaUBBAAAhgcBBQAAhg8AAgAAgSgBCAAAgZwBAQAAgakBAQAAgX4BCgAAgZQBAwACBQCBmgEBAACBnAEBAACBpQEDAACBKAEJAAAyAQEA