Infinity/N4 Tactics/Jurisdictional Command of Tunguska

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Tunugska is one of the three motherships of the nomad nation. Controlled by bankers and mafias they're all about profit. And since they know how to make business their military is very well equipped.

Tunguska, the Nomads' mind.

Why Play the Jurisdictional Command of Tunguska?[edit | edit source]

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. More directly speaking, Tunguska are a pretty straight-forward faction. They have some highly competent gunfighters, arguably the best hackers and even their linetroops form a highly potent backbone. The price for this is the overall high unit cost, making a full 15 unit list a very limited frame to work with. When writing a list for TJC you got to wager if bringing 15+ orders is actually what you need to win the game, because sometimes less can be more in this sectorial.

Faction Features[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

Unit Identifier Tunguska

Light Infantry[edit | edit source]

  • 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 (besides the Spektr). 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. Alternatively you could pick the E/Marat to shave off points.
  • Mary Problems, Tactical ÜberHacker: The named character that can't be an Überhacker in the one ITS mission with Überhackers. The Überhacker that doesn't bring a HD+ and has one less WP than the Interventor. But don't look away yet, MP is a very good unit! She has a HD with Oblivion (+1B) AND a KHD with Trinity (AP), Forward Deployment (+4"), MIM (-6) and climbing plus. She also dodges on a 13 and packs a Pitcher to drop your precious Repeaters wherever you need them. Trust me on this, she deserves to be called the Überhacker.
  • 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.
  • 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 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: The cheapest profile comes at the same cost as the cheapest 'Tate. They got one WIP for a better PH and Dodge (+3), Superjump and MA L1, and they an form a Haris. While TJC got some very good offensive Haris options you might still want to consider running them as a cheap defensive Haris with the Grenzer ML.
  • 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.

Mercenaries[edit | edit source]

  • Authorized Bounty Hunters: They've got Booty (ReRoll) and Fireteam: 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.
    • Father Lucien Sforca: Gives you access to a viral combi with an x-visit, also comes eather as FTO with holomask or with holoprojector.
  • Fiddler: The Aristea Trans-Monkey on wheels now has a N4 profile, and it’s sweet as hell! Fiddler is an engineer with insane mobility and can bring peripheral Jackbots (which are vulkan shotguns on wheels!). She also gets an FTO option with superjump now, an can either join the cheerkillerd or the merc link.
  • Motorized Bounty Hunter: This irregular unit is particularly valuable for TJC because it’s dirt cheap and a capable defensive piece. They can link up in a duo, but keep in mind they can’t use their own orders without splitting up the link!
  • 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.
  • 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]

  • Grenzers, Grenz Security Team: The Grenzer is a wildcard with average stats besides their 6BTS, and they got MSV1 and Shock Immunity. They've got a bunch of profiles:
    • Combi Rifle, light Flamethrower (+1B) Discover (+3): Has a Biometric Visor, and can be your LT. one point more and they trade the Biometric Visor for Sensor, FO and NCO
    • Red Fury: Want a Red Fury but you need to save 0.5 SWC? Pass on the Puppetbot and have a Grenzer.
    • Missile Launcher: One of three Missile Launcher options in TCJ, the Hollow Men one is only 3pts more and brings a 2W profile. Only reason to run it is having a ML in any other link than Hollow Men. In that case they got you, if not- NEXT!
    • Multi Sniper: You always want the one with Marksmanship for 3 pts more. Throw them into a 'Tates core and laugh manically as you hit your opponents expensive toys on 19's more often than not.
  • Zondnautica: Motorcycles that are also robots! As the name suggests they are fast and deadly and also surprisingly durable thanks to ARM3 and Mimetism (-3). Smoke Grenade Launcher and Chain Rifle make them Warband-like, but then they have a BS 12 Spitfire for just one SWC. When dismounted the bike acts like an oversized Auxbot, meaning you can attack from two directions with them. Just run them forward and raise hell. Notable is that you can create forked AROs with the Zondmate and hacker zondnaut, as you give the option to dodge the chain rifle or reset against the hack.

Heavy Infantry[edit | edit source]

  • Kriza Boracs, Special Crisis Unit: The Tunguska beatstick, Kriza Borac is a mini-Szalamandra. ARM5, BS13 and +1Burst means he wants to get in and obliterate anything that's in its path with high Burst firepower. What's more, with the 360 visor on the Mk12 profile he becomes an absolute nightmare to deal with once in Suppressive Fire. He also brings a LT choice. You can build a Hollow Men Haris with a Kriza and spray 6B HMG shots.
  • The Hollow Men, Tactical Assault Team: TJC's S2 HI, and they are very nice. Linkable in Core, Haris and Duo, they can bring a Stempler Zond and/or Kriza Boracs into the link. They got Remote Presence, making them hard to take down for good, also they got Religious Troop and Superjump. Their PH at 10 is abyssmal, so avoid having to dodge or CC at all costs. Every profile's got a Chain-colt, which is great for protecting corners or the objective room, and they bring a bunch of profiles:
    • Combi Rifle: As per usual the cheapest option, can be upgraded with Specialist or a Tinbot (-3) for a point.
    • MULTI Rifle, Pitcher: Probably the most versatile profile, you want at least one pitcher in your list and more often than not this should be at least a consideration. Also having a MULTI Rifle means you got the right bullet for the target most of the time.
    • Missile Launcher: Probably the best option for a Missile Launcher besides the Vertigo Zond, which erves a whole other purpose.
    • Hacker: Comes with a Tinbot (-3) and a HD, which is nice to have every now and then.
    • Spitfire: Everyone loves having the Spitfire, right? Well, the Hollow Men are the perfect Plattform for that.

Tactical Armor Gear[edit | edit source]

  • Szalamandra Squad: The very definition of a frontline Rambo unit, Szally is an ARM8 BS14 TAG with Hyper-Rapid Magnetic Cannon and Heavy Flamethrower for 2SWC and 72pts. It's a peerless monster in the active turn, able to mulch the vast majority of long-range targets with five DMG16 AP/Shock dice from the HMC or simply set them on fire if they get too close. It also makes a great distraction unit, as it forces your opponent to strategize around killing it or risk having it lay waste to their entire army, potentially causing them to make mistakes in the process. Expensive and deadly, when Szally shows up, people take notice.

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. It also can join the Hollow Men Link or the Super-Friends-Haris and gains Superjump for that profile. Yeah, you read it right, Perseus loses this ability to be able to link but that fricking remote can have it. WTF CB.
    • Transductor: The Repeater/Flash Pulse Remote. Very good to have in TJC for increasing your hacking area. An absolute bargain at 7 points- You'll often max out on these just to get more Orders.
    • 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. Pairs particularly well with core-linked Interventors and a ton of repeaters.
    • Meteor: Unique to Nomads, a Forward Observer Remote like the Stempler, but with AD: Combat Jump. This is awesome and hilarious.
  • 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 Spector 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.
  • 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. TJC gives them wildcard.
  • Vostok Sputniks: A bit of a tank, these have two wounds and very heavy firepower. Most of the profiles have albedo, which prevents MSV units from seeing them on the first battle round. One of the MK12 profiles can choose to give up Albedo for Mimetism -6 AND FTO Wildcard, which makes it a fiendish gunner. The red fury is notable for having burst 5, and the missile is interesting being burst 2. As is the norm with Nomad remotes, they have climbing plus which makes them very mobile combined with their 6-4 mov.

Warband[edit | edit source]

  • Perseus, Rogue Myrmidon: The easiest thing to write about him is: he's a standard Steel Phalanx character in the wrong army. To elaborate: Mimetism, NWI, high CC, Martial Arts lv 3, Smoke Grenades, good BS paired with a nice weapon and a Nanopulser... He's a one-man close range killing machine, easily overshadowed by the likes of Ajax or Achilles, which is probably why he's rolling with the Nomads instead. That or he was annoyed by Myrmidons not being able to keep up with his Super-Jumping. Speaking of Superjump, he loses that ability when joining a link for whatever nonsense of a reason - but he's got a FTO option, Counting as Securitate or Hollow Men. He's also part of the Super-Friends Haris.
  • Wolfgang Amadeus Wolff, Wulver Bounty Hunter: One of TJC's 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.

Skirmishers[edit | edit source]

  • Spektrs:The only Hidden Deployment-capable unit in TJC, the Spektr is a pretty basic one. Mines on nearly every profile, two specialist ones and decent stats, including WIP14. Very good at area denial or grabbing objectives, but they're pricey.

Building Your Army and general Tactics[edit | edit source]

What to buy first[edit | edit source]

Luckily CB runs a neat proxying policy, which is very helpful to start an army on a budget. This guide will include a few proxies.

  • TJC Starter: gives you three Securitates, a Kriza, a Heckler and the MULTI Rifle Hollow Man. All of these (except maybe the Heckler but he's a good proxy for the puppetmaster) are staples.
  • Mary problems: Since running both MB and an Interventor or even running two interventors will rarely happen you can save a bit of money and just get her blister.
  • Zonds: S3 Remotes are a staple in any Nomad army, and TJC is no exception. You will definitely run these all the time.
  • Salyut Zonts/Tsyklon Sputniks: Just pick one of the packs to have a general proxy.
  • Securitates SWC Box: Comes with 3 extra 'Tates and a Grenzer.
  • Hollow Men: To give you variety in the Hollow Men Link. Also it's not unlikely to run two.
  • Perseus: He is a popular choice in a Link and generally very useful to have.
  • Puppetactica: It's a staple to run the Puppetmaster, which can be proxied by the Heckler, but for the puppets you'd need S1 Models, and this box gives you three.

Luxury problems[edit | edit source]

TJC gets a lot of premium units for a premium price, and that's actually a big downside. It's hard to fit in all the toys you want to bring to the party, so better pick your essentials and build around them. The good thing is that you will figure out how to either use orders or army points more efficiently!

Fireteam composition[edit | edit source]

Bringing the Szalamandra[edit | edit source]

TJCs TAG brings the biggest gun, has one helluva badass sculpt, is controlled by a Killer Hacker and is beefy as fuck. It can do a lot but you have to build a list around it to make it work and there's a bunch of things one should know first in order to do so.

  • Weapons with traits like AP, K1, E/M, PARA and Monofilament are a real threat to your TAG- don't engage into f2f rolls if the odds aren't way in your favor. Use a secondary murderer to deal with these things. A good reason to run a Zondnaut or Raoul Spector for that purpose, but there's plenty of options.
  • Close Combat is the worst thing ever for your TAG- avoid it at all cost! Your flamethrower might make some protection but good luck taking out a warband dodging on a 17 with that thing. Have potential paths for CC specialists covered with AROs around your TAG.
  • Hacking a Szally is not impossible, even if a BTS9 makes it hard there's plenty of threats to eventually deal with. Your sectorial makes having Hackers of the best kind a staple, but having a Clockmaker around your Szally to get it running again is not exactly a steep investment anyways. If you’re also bringing something like a Meteor Zond or (more likely) Spector bringing an EVO boosts your BTS up to 12.
  • Its not the most efficient ARO piece, so make sure to protect it if your tactic isn't baiting your opponent into wasting a whole turn trying to murder it. But if you actually bait them the Szallys all-around beefy nature does an amazing job. The easiest way to keep it save is leaving 1-2 orders to pull it behind a building you got covered by some other unit at the end of the turn.