Lampyridae

The Crooked Grin Of Corregidor: Tactica

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Light Infantry

Alguaciles

N3 Update: Points reduction

-Defensive link. point fillers, backup firepower and specialists.


Unit Analysis
Alguaciles are the bread and butter of Corregidor. Like Moderators, they are glorified police, but they are significantly better trained. Statswise, they are pretty much the same as the line infantry everybody else has. BS 11, ARM1 and WIP 13. In fact, they are the vanilla line infantry of Infinity. They have nothing special or weak about them. This makes them extrtemely versatile. They work best if linked, of course but if you just want them on guard duty consider the Jaguars.

Profile Analysis
Alguacil - Combi (10|0)
The plain old Tommy Atkins of the list, he's the backbone of any link team. As with any unit in Infinity, you pay for what you get and he is always better on the offensive.

ALGUACIL - Lieutenant (10|1)
A cheap, reliable and easily hidden LT., although you may find yourself hurting for SWC in both high and low point games (thanks Errhile).

ALGUACIL - FO/Repeater (12|0)
The Forward Observer and Repeater option is a great way to defend your Link Team: Repeaters to discourage HI and a B2 Flash Pulse at WIP13 to tackle longer ranged threats. Very useful if you have a Wildcat or Intruder Hacker.

ALGUACIL - Paramedic (12|0)
Whilst most would forgo the medic for a proper Doctor thanks to the dreaded PH-3 roll, one should consider having the advantage of a second healing unit - especially one usually positioned in the centre of a Link Team. The Pistol nature of the Medikit is risky but can save a valuable unit. Useful for ITS scenarios, so now they are at least worth a look.

ALGUACIL - Grenadier (14|1)
Besides hand-thrown grenades this is the only option for Parabolic Fire in Corregidor. A useful anti-camo option if there's a Tuareg sneaking around. Speculative Fire doesn't benefit from Link bonuses unless there's a full Link (+3 to BS). It's not the most useful option but it's there.

ALGUACIL - HMG (18|1)
The HMG is your bread-and-butter firepower base. BS11 is suitable for taking on most opponents, especially with the +1B from a Link.

ALGUACIL - Hacker (23|0.5)
With WIP13 and BTS 0, the Hacker option is not the most amazing you'll see. Take him to bring in Remotes, or else as a backup hacking option. He's also useful as a mobile repeater, moving up with an Alguacil Link.

ALGUACIL - Sniper (18|1.5)
Compared to the HMG, the Multi Sniper Rifle doesn't see much action. With a low BS of 11 and no decent armour or survival tricks, she's squishy at the best of times. For less than the price of the Intruder (and same SWC), you can get a 3-member link team which can move faster and does more damage in ARO and 3DA shots in Active Turn.

ALGUACIL - Missile (15|1.5)
Unless he can attack unopposed or with a very large range advantage, it's not worth it to risk a FTF with only a B1 weapon. The new N3 template rules make it much easier for him to bag multiple enemies, although at the risk of getting shot in return.

Remember: it's Alguacil (singular) and Alguaciles (plural) (pronounced Al-gwah-see-less or Al-gwah-see-lays)

 

 

Tomcats

N3 Update: Points reduction, E/Mitter points increase

-Emergency response team, super effective specialists

Unit Summary

TOMCAT - E/Mitter (20|0)
This is the only version that comes with Mines, and the only one in Corregidor with mines for that matter and unfortunately it doesn’t come with a Flamethrower. Due to this, it is often overlooked in favour of other loadouts. But Climbing Plus is an advantage that more than makes up for that... it is an enabler of much mischief and mayhem. As a defensive unit, worth deploying right at the start instead of in AD. She can help bunker up the DZ with mines if you're expecting a visit from an Aragoto.

TOMCAT - Deplo Repeater (19|0.5)
A great way to get a repeater where you need it, fast. It's also a cheaper way to get a flamethrower than the Doc or Engineer options but still costs SWC.

TOMCAT - Combi + DEP (19|0.5)
The DEP armed Tomcat is a bit of a quandary. A DEP is a point-blank AP+ EXP DAM14 weapon. It’s a huge gamble but a huge payoff, nly worth it if you can shoot something in the back at point blank range. It is useful for threatening ARO and for Coordinated Orders, especially against heavily armoured targets. However, that depends on there being other units in the area to co-ordinate with! Not a common situation with AD units, who basically land with their butts flapping in the breeze. On the whole I would rather opt for ADHL Hellcat or Carlota.

TOMCAT - Engineer (22|0)
Apart from their obvious skill advantages, the Engineer and Doctor profiles also offer the only non-SWC flamethrower carriers. AD:2 means you can readily deploy a doc or engineer wherever they’re needed, instead of burning orders to send even a Zond racing up the board.

TOMCAT - Doctor (22|0)
Possibly the most commonly used Tomcat loadout, she's often jumping in to save the day. At WIP13, she's as good as a Daktari and can fight better than an Alguacil, with BS12 and a flamethrower. The downside is having to choose between saving your troops and attacking the enemy. Fortunately with a Zondcat you can do both!

TOMCAT - Engineer+zond (26|0)
Tomcat - Doctor+zond (26|0)
For 4 extra points, you can get a Zondcat that you can send in if the area's too hot. Not however that it does NOT having Climbing+! However, the 6-4 MOV plus the ability to come in from either table edge cuts even more Orders needed to get into position.



Carlotta Kowalsky

-Emergency engineer and anti-armour assault trooper

Unit Summary by Errhile
Carlotta Kowlasky 30|0
Carlotta is a Tomcat Engineer with a better eye for shooting, better training (useful for repairing stuff), and wearing a better armor jacket. She also packs an ADHL in addition to the standard combirifle + flamethrower and D-Charges. Yes, at 30pts she's 8 points more expensive than the standard Tomcat Engineer, but those 8 points are well spent!

Carlotta, for an extra 4 points, can be brought with her personal Zondcat, Moriarty, in tow. Moriarty has better BTS than standard Zondcats, apart from that there is no difference here.

 

Daktaris
Unit Summary by Errhile
DAKTARIS 14|0
They speak Swahili (though likely thier Swahili, if translated, wouldn't be fit for publication!). They patch up folks. They're Nomad campaign doctors. Luckily for us, not all of them are cat-girls... Some wear just a standard Algulacile outfit instead.

There is not much to be said about Daktari. She's our Doc (along with Tomcat Doc, though that one is usually more occupied with burning things down), she's just as competent doctor as a Tomcat, and as competent fighter as an Algulacil. She's way more effective than the Algulacil Paramedic, but in turn cannot join Algulaciles Link Teams. With a Zondbot or two, Daktaris can serve as a "lookout" for enemy troops.
 

As with all Doctors, the Daktari gets a re-roll for units with Cubes by spending a Command Token. Note that this is not a separate Order expenditure - it's a re-roll. She also has a Medikit for desperate situations, so she can attempt to shoot and heal but with the miserable PH-3 roll of Medikits.

 

Clockmakers

 

Unit summary
CLOCKMAKERS 18|0

-Most skilful Engineer money can buy.

One of the specialties of the Nomads is having fantastic Engineers; living in space means your survival depends on your equipment working correctly. Fixing G:Remote Presence units is even easier now with the Command Token re-roll. With the 2 levels of Uncosciousness for G:Remote Presence, it's quite feasible to get a completely trashed REM up and running.

As with the Daktari, the Clockmaker doesn't have to split its mission between support and assault. That means he won't be tearing off to the front lines and potentially being at a long distance from stuff that needs repair. For campaign and ITS missions the Clockmaker is also competitive due to his higher WIP and 4-4 MOV - but he is still very fragile.

 

 

Valerya Gromoz
Unit Summary by Errhile
VALERYA GROMOZ 21|0.5

-Worth it if you don't take an Alguacile Link.

Our Romanian Connection is a basic Hacker, who brings only two things you could find interesting: good WIP (14), comparable to Intruder Hacker, and a Pitcher. She doesn't however provide a HD+, but has the very useful Expel program which is great when dealing with anyone who might bring a manned TAG to the party. With the cost of an Interventor, that's hardly inspiring. As a rifle, she's as competent as an Algulacile (save for the extra WIP point), but she loses to the Algulaciles Hacker due to Mr.Muscles being able to operate in a Link Team.

I can't really find a niche for her, unless you are going to run a Mobile Brigada link team, or maybe a Wildcat link team without Hacker, and yet you desperately want to have a hacker on-board. Oh, and you still have 21pts to spend! The Pitchers are nice, but in Corregidor we do have a number of Repeaters - either Deployable, or carried as equipment, so you'd rather won't have to rely on long-range Marker shots. Even then, Tsyklons carry Pitchers and are AVA 2.

Honestly, the best reason to take her is so that you can have McMurrough as Colossus, her as Negasonic Teenage Warhead and Senhor Massacre as well - you-know-who.
 

 

Lupe Balboa

N3 Update - No change

- Buffed link leader, cheap + tough assault troop / specialist

 

LUPE BALBOA 23|0

Unit Summary

Looking at her stats, it's clear that Lupe Balboa was designed in the Paradiso era, where it was like Oprah handing out Panzerfausts. While Qapu Khalki gets their ridiculously good and cheap Kaplans, Lupe will push buttons in scenarios, or die whilst doing so with V:Dogged.

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Medium Infantry

 

Intruders

N3 Update: Points reduction

- Camo hunters, TAGbusters, general killiness, area denial, hard-to-kill Lt.

 

Stats:

Type: MI MOV:4-2 CC:14 BS:13 PH:12 WIP:14 ARM:3 BTS: 0
CH: Camo, MSVL2, Multiterrain

 

Unit Summary
Widely considered to be one the best MI in the game, if not the best, Intruders are the ones you turn to when you have a problem that needs fixing. Long range weapons, a high BS of 13, MSVL2 and Camo means you are always either on an even footing or have the advantage. With the new rules, attacking with Combat Camo is less risky now. Watch out for Hacking Device Plus as White Noise can really ruin an Intruder's day by messing with his MSVL2 and blocking LoS.

 

INTRUDER Combi Rifle + LFT, Grenades / Pistol, CCW (35 | 0)
The default loadout, this version is by no means a pushover. Very handy unit to have on your flank as a means of discouraging AD attacks or bum rushes. Nestled as a Camo Marker in the ideal spot for an Intruder HMG or Sniper, the Combi Rifle Intruder causes enemies to avoid those firelanes like the plague. LFT is a perfect last-ditch attack and the Intruder can sometimes survive unscathed thanks to Camo and ARM3. Difficult enemies can be rooted out with Grenades. I would take this one over a Wildcat link for house-clearing.

INTRUDER Combi Rifle + LFT, ADHL / Pistol, CCW (36 | 1) Swapping Grenades for an Adhesive Launcher, this Intruder makes for a great sticky surprise. One of the perfect Link Team hunters, he can glue some poor sod around a corner and then proceed to incinerate everyone behind him, using his victim as a shield. They can still dodge (being able to see you) but can't draw LoF through the glue-covered patsy.

 

INTRUDER HMG, Grenades / Pistol, CCW (43 | 1.5)
Everybody's favourite lurking killer, he lets his HMG do the talking. He takes a lot of Orders to get into position, but unlike the Spitfire Prowler, he can attack from range bands that favour him the most, making survivors' retaliation less deadly. On the defensive, the HMG is effective due to its extended range but the Intruder is still very squishy. Rather hide out if you can.

 

INTRUDER MULTI Sniper Rifle / Pistol, CCW (43 | 1.5)
Sporting the X-Visor - and a hugely reduced cost - this loadout makes the Intruder one of the deadliest - perhaps the deadliest - sniper in the game but it is extremely expensive and difficult to justify over the HMG. At long range, it can ignore a Swiss Guard's TO penalty, outrange its ML/HMG with the MSR and have that penalty reduced to 0 in the -3 range bands. Don't burst out of cover in ARO unless the shot is golden.

INTRUDER Lieutenant Combi Rifle + LFT, Grenades / Pistol, CCW (36 | 0)
At 14 WIP, 0 SWC, ARM 3 and starting as a camo marker which can hide at least two other Intruders (or Zeroes or Prowlers in vanilla Nomads), there is probably no better MI Lieutenant in the game. Best taken with other Intruders in Corregidor. Due to the difficulty of digging him out, your opponent will often simply not bother - or forget. The flip side of this awesome Lieutenant is that he is expensive at 36 points and the temptation is to actually use him. Good for a list-ditch DZ defence though.

Tactical Analysis

The obvious trick with Intruders is to use Smoke - Jaguars, Lupe or McMurrough can toss grenades - and shoot through the concealing Zero Visibility Zones to pick off MSV-less fools. Survivors can only shoot back at -6, unless they have Sixth Sense. Abuse this as often as you can!

 

A common mistake with Intruders is to simply let them lurk. Sometimes, this may be the best plan. For threats lurking just behind the corner, such as Total Reaction REMs, Grenades are a handy tool for dislodging difficult customers.

 

With Camouflaged Deployment, you can put up to 3 Intruders under the same Camo Marker. Sometimes this is a great defensive tactic and you can use it to play shell games with your Intruders. But a single Discover or Intuitive Attack roll can reveal all of them under the Camo Marker. In return, though, you can hit the attacker with 3 separate B1 rolls in ARO.

 

 

Hellcats

N3 Update: Superior Airborne Deployment, BTS 3

- Emergency response, assault trooper, cheerleader killer, specialist, reprisal unit

 

Stats

Type: MI MOV: 4-2 CC:14 BS:12 PH:12 WIP:13 ARM:2 BTS: 3
Cube, V: Courage, Superior Combat Jump / Zero-G Terrain

Unit Summary

PanO has high BS Religious paratroops (even if their PH sucks), Yu Jing have Tiger Soldiers which are crazy good with CH:Mimetism, BS13 and flamethrowers. But the Nomads have the Hellcats which have Superior Airborne Deployment - a failed PH roll which takes you off-table or into terrain where you can't deploy means you can still deploy anywhere in your DZ. If you aim close to the edge or corners, you are more likely to be able to use the ability. If you go deep and scatter off the enemy DZ edge, you can also choose to come in instead via your DZ instead of the closest edge to the enemy DZ. That ability is unique to the Hellcats so far. Gaining BTS3 is icing on the cake, and losing the expensive secondary LSG is the cherry on top.

HELLCAT Boarding Shotgun 21|0
The cheapest in the list. Unlike a Combi Rifle, a Boarding Shotgun can be an extremely punishing weapon if applied to a blob of cheerleaders or rammed up a TAG's backside with AP ammo, hitting on +6. Well worth it. I would say this is your go-to profile.

HELLCAT Combi Rifle 22|0 -
The value package if you favour B and a little extra range over raw stopping power.

HELLCAT Lieutenant 22|1 -
Probably the only reason to take the LT is for the rarely-used Zero-G option. I've played Infinity for five years and have never once used Zero-G terrain. (Mainly because everyone else doesn't have it).

HELLCAT ADHL 23|0.5 -
This is what I call value for money. Combi Rifle and an ADHL all for the low, low price of 23 points. TAGs, HI and REMs are all candidates for a sticky demise. A cheaper option than Carlota, I would still rather recommend only using him with Hacker support and a well-placed Combat Jump unless you're aiming for your own backyard.

HELLCAT Paramedic 24|0 -
The Paramedic is a cheap specialist, probably your default AD:3 option if you are playing the ITS scenarios. Oh, and it can heal things with its pistol, if you feel like wasting an Order (OK, it sometimes works). The Tomcat Doctor is way better if you actually want to save lives, though.

HELLCAT HMG + E/Mauler 31|1.5 -
An odd fish, left over from the days of 2nd Edition, the -3 short range band makes this chap seem a bit out of place for a "jump in there" paratrooper. However, being able to place E/Maulers wherever you want and to usually position anywhere in your DZ should you fail badly are unique selling points.

HELLCAT Spitfire - 29|1.5 -
Mayhem for the slightly less budget conscious.

HELLCAT Hacker 28|0.5 -
The Assault Hacking Device brings great opportunity for cyberwarfare, with great deployment options.

HELLCAT Deployable Repeater 23|0.5 - with Hackers not wanting to share their Hacking ZoC anymore due to shared brainburn, this guy is your cheap option to extend Hacking coverage.

 

 

Wildcats

Unit Summary

Most people find Wildcats slow and frustrating to use, despite their high BTS and BS. With Haris options and the ability of D-charges to make holes in walls, they *might* be worth taking. Some people do very well with them, others hate them. Don't forget that they do have Multiterrain, which can be very useful if you are playing anything other than an urban layout.

Stats:

MOV: 4-2 CC:14 BS:13 PH:11 WIP:13 ARM:2 BTS: 6

Cube, V: Courage, Multiterrain, Linkable, Haris

WILDCAT LFT (19|0)
The standard loadout, he's the next model up from an Alguacil. Worth taking to hide your Lieutenant, but will you ever bother with those D-charges, even if you can now blow through walls?

WILDCAT Boarding Shotgun/Deployable Repeater (18|0)
Packing Flash Grenades, this profile has become a lot more useful. 1: The Boarding Shotgun is a great "doorkicker" unit, and would go great in a Haris. The Flash Grenades suffer from the low PH. You'll have to make rolls at 8 even within 8" to throw speculatively, 11 with a full Link. Most horrible nasties will have a high BTS anyway and it's easier to just pump order monkeys full of bullets.

WILDCAT Lieutenant LFT (19|0)
The Lieutenant is yet another 0 SWC for Corregidor, which of course makes it easier to take the big toys. What this Wildcat option does is not obligate you to choose the usual Intruder Lt. and hide him under a camo marker, or take an MB and worry about charging off with you Lt. Order and getting shot up. The Wildcat Lt. can use his order effectively, shuffling around the back, taking potshots with his reasonable BS of 13 and being a threat to incoming AD and fast troops with his Light Flamethrower.

WILDCAT N2 (20|0)
The Number 2 is what gives the Wildcats durability. If the Link Leader dies or falls unconscious in the Active or Reactive Turn, this guy can step in and take over, instead of the usual train smash of being taken apart one by one with the Link Leader down. Unfortunately, the Number 2 rules do not allow for the taking over of a Link when a Jammer is used on the Link Leader, or if the Link Leader is Sepsitorised. The N2 is also public information, so narrows down your potential Lts a little. But otherwise he is a very useful inclusion.

WILDCAT Engineer (23|0)
The Engineer is what makes the Wildcats shine in scenarios. Rerouting consoles, breaking open crates, theft of alien artifacts - the Wildcat Engineer is usually there, doing it over the smoking corpses of his rivals. He can also blow the D-Charges set by any other unit in your army and can fix damaged equipment, REMs and TAGs or unglue his buddies. Slightly more expensive than the Tomcat Engineer, he is less efficient at getting to his target even considering the Tomcat starts off in AD and not contributing an order. Don't forget, he can take a Zondbot.

WILDCAT Spitfire (24|1.5)
The iconic Wildcat, he doesn't come with D-Charges but certainly doesn't need them. A highly competent BS of 13 makes this a very cheap and useful attacker, and functions as a good stand-in for an Alguacil HMG. With a full Link, he is absolutely lethal with B5 and maximum BS19.

WILDCAT Hacker (28|0.5)
This Wildcat has an assault hacking device, which gives you the hardcore CLAW-3 programs but lets you niss out on all the other regular programs. BTS 6 is useful in Hacker duels but otherwise WIP 13 is nothing special.

WILDCAT HRL (20|2)
Wow. Cheapest HRL in the game, but most highest SWC. Useful for taking out clumps of enemies in covering positions, and dealing with snipers. She is the only Wildcat long range option. The Assault Pistol makes her useful at extremely short range too.

WILDCAT Haris (20|0.5)
Not sure what CB was thinking with this profile. Is it useful? Yes. Does it make the Wildcats any more useful? Not really. It opens up the utility of having them as medium-range bodyguard units, but do you really need one when you have Sr. Massacre and the Jaguars?

 

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(Reserved) Heavy Infantry

 

Mobile Brigada

Type: HI MOV: 4-4 CC:15 BS:13 PH:14 WIP:13 ARM:4 BTS: 3 W:2

Cube, V: Courage, Fireteam: Core

 

Pros:

-V:Courage keeps them standing their ground with Guts Rolls or in Retreat

-Like most HI, Cube allows you to recover these valuable troopers

-Tinbot 2 makes them much harder to Hack

-The only HI in Corregidor aside from the Iguana Operator

-Won't turn on you like a TAG would

-LFT

-MultiRifle for enemy armour and V:NWI troops

 

Cons:

-Standard HI; no frills

-V:Courage rarely used due to Retreat!

-Giving them Fairy Dust eats up a Supportware allocation that could be used on a REM or Combat Jumps

 

MOBILE BRIGADA MultiRifle + LFT (39|0)
Competes with Intruders for auto-include status. The LFT is not as hot as it used to be, but can encourage entrenched troops to leave their position (Dodge or get burnt with no ARM from Cover). There is quite a lot that is vulnerable to fire, and the MultiRifle's ammo suite comes in handy more often than not, especially AP.

MOBILE BRIGADA MultiRifle + LFT (39|0) - Lieutenant
If you went a well-protected LT, other than the excellent Intruder, this is your best choice. Since he's so well-armoured, it makes sense to use his LT order, especially in a pinch.

MOBILE BRIGADA HMG (42|2)
The original - except no substitutes. Board-controlling firepower in a sturdy package. If you keep him at long range, Hackers will have a hard time locking him down. 4-4 MOV just lets him reposition more effectively.

MOBILE BRIGADA Missile Launcher (40|2)
Expensive but especially dangerous in a link. Useful for board control, V:Courage will keep her in place. One of Corregidor's good anti-armour options.

MOBILE BRIGADA Boarding Shotgun (33|0)
A cheap room cleaner, worth taking in any link. The Brigada can take ARO hits on her armour even if she misses with some template shots. Note that the template mode denies cover ARM, which is probably the better option when dealing with anything other than a TAG or a lone fool in the open.

MOBILE BRIGADA Combi Rifle (34|0)
The budget alternative. Mostly for padding links or when you really, really, can't afford the MultiRifle and want that high B.

MOBILE BRIGADA Hacker - Combi Rifle (43|0.5)
The Hacker can protect herself and the link, and also go on the offensive. Plus, you can support your REMs or whatever other assets you are working with. In most cases, I would go with Valerya, but what the heck, she comes in the Mobile Brigada pack of 4...

MOBILE BRIGADA Combi Rifle +Tinbot B (37|0)
If you take a link, this is definitely the second member. +6 to your BTS on Hacking defence for the whole link can be invaluable and lets you assign Supportware elsewhere if needed.

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Warbands and Skirmishers

Moran Massai

- Crack infiltrator

N3 Updates: Shotgun +6 range buff, Repeaters now a backdoor

Unit Summary by Errhile
Our only Infiltrators, and - curious fact - with no proper Camo (Mimetism is not that good...). They pack repeaters, Competent riflemen, but squishy due to Arm 0. However - which is very, very nice - they carry Crazy Koalas.
They aren't very expensive (21 pts, 24 if FO), but 0,5 SWC is a downside.

I don't use them much, so can't really comment on them - they end shot down by the enemy early in the game, but their Teddy Bears remain on board, creating an Area Denial zone. And this is very useful - I might try using Moraan as back yard defenders.

MORAN - Boarding Shotgun 20|0.5
Excellent for the "hack and spray" strategy: hack a HI through the Moran's Repeater then use the normal ammo to template the guys behind. The +6 BS and CH: Mimetism makes for a viable option to attack hard targets, if you can get in close.

MORAN - Combi Rifle 21|0.5
With a higher B, longer range and no Combat Camo, probably the better option for most situations.

MORAN - FO 22|0.5
No difference except for the Forward Observer option.Flash Pulse is useful as a disabling weapon in its own right, working off the Moran WIP of 13, and is a reasonable ARO weapon - but better to be in a position of not having to ARO. I wouldn't take it unless there was an objective that used a FO or else if you had a GML or grenade launcher. Avoid spending points on high-risk units like this: those 3 points could be the difference between Retreat and continuing the fight.

 

Bandits

- Infiltrators looking to crack some heads

Unit summary

These are an interesting unit and very different from Corregidor's playstyle. On the upside, they offer another Infiltration option to supplement the generally vulnerable Morans, have pretty decent BS and the ability to steal enemy gear with Scavenger. Their downsides are being Irregular, and somewhat less, having low WIP and paying for CC abilities that you may wind up never using.

BANDIT - Combi Rifle, AP Mines - 27|0
Pretty much your standard Infiltrator option. What does make him interesting is that he can easily pilfer a second Combi Rifle from regular foes (Haqq and Ariadna excepted) and effectively gain a Spitfire lite.

BANDIT - Boarding Shotgun, E/Mauler - 26|0
E/Maulers are somewhat more useful now, but AP mines are what you really want. Take this if mostly you want the Boarding Shotgun's AP slugs.

BANDIT - Light Shotgun, Adhesive Launcher - 22|0
The Adhesive Launcher is a fun weapon - IF you can pull it off. Its value mostly lies in ARO.

BANDIT - Light Shotgun, Adhesive Launcher (AHD) - 28|0.5
AHDs are useful if you want to lock down heavy infantry, especially up against tech-heavy factions like Yu Jing and PanO.
 
BANDIT - Light Shotgun, Adhesive Launcher (FO) - 23|0
A useful option for button-bashing ITS scenarios, and cheaper than the AHD option.
 
BANDIT - Combi Rifle, AP Mines (Deployable Repeater) - 28|0
I'm not really sure this guy is going to be all that useful, but the Deployable Repeaters may come in handy every now and then. Combo with a Hacker and you can immoblise a Heavy Infantry and steal his loot. Before you get too excited, remember that HRMCs and other weapons of mega-death are Not Lootable!
 

Jaguars

Type: WB MOV: 4-4 CC:21 BS:11 PH:13 WIP:12 ARM:1 BTS: 0 W:1

FRENZY, NO Cube, MA: Lvl 2, V: Dogged, Fireteam: Core, Fireteam: Haris (special, with Sr. Massacre)

- Crack-smoking psychos from the borderlands

Jaguars are used by most as alternatives to Alguaciles, but are offer far fewer options. The N3 HS update lets Senhor Massacre form a Link with these guys. They sort of fall in between the usual Warbands, which are cheap but can't shoot to save their lives, and regular Light Infantry, which are cheap but can't fight their way out of a paper bag.

JAGUAR - Chain Rifle, Smoke Grenades, DA CCW - 10|0
Your go-to cheap order generator. Watch out for Frenzy on this guy - once he gets a wound off, he loses his cover bonus. The free Impetuous Order from this can be useful, but if he's killed something it's either an enemy AD unit or you are already rampaging deep in enemy territory. Used on his own mostly for the smoke when rampaging with an Intruder. Also useful when you don't have Alguaciles and need a 10 point filler or want some serious close-in defense for your DZ. Otherwise, he is there to pad out the Jaguar link. With Sr. Massacre, these guys are a great way to defend our favourite psychopath. Want a piece of the Deadpool? Walk through my double Chain Rifle template first!

JAGUAR - Light Shotgun, Smoke Grenades, EM CCW - 13|0
Probably the most useful option, the Light Shotgun gives some short-ranged offensive punch whilst the EM CCW lets you threaten technological units in Close Combat. Don't forget that the EM CCW also does regular damage. A great choice to put in the Sr. Massacre fireteam... two EM weapons, both hitting twice, will almost certainly knock out even the highest level BTS targets out there.

JAGUAR - Panzerfaust, ADHL, DA CCW - 13|0.5
Don't forget that this fella does not pack the smoke grenades like his buddies do. A bit of an oddity, all he really is good for is either Hail Mary shots against enemy heavies or packing a decent ranged ARO threat with his Panzerfaust. You won't be using his ADHL very often, unless it's desperation fire. Worth taking in a Sr. Massacre fireteam for a once-off double-B AP+EXP punch (assuming you hit anything with a humble BS of 11)! The ADHL is also a great way to perform a Zamboni kill, if linked. Possibly even funnier.

 

Senhor Massacre

- You should be taking this guy. There is no reason not to.
 

Type: HI MOV: 6-4 CC:23 BS:12 PH:13 WIP:13 ARM:2 BTS: 3 W: 1

FRENZY, Cube, Dual Wield, Natural Born Warrior, Regeneration, Kinematika lvl 2.


Senhor Massacre used to suck. Like Rob Liefield's knowledge of anatomy. Now, it's time to make the chimi-f***ing-changas! He has a shiny new gun and can lead his merry band of disposable meathshie- uh, Jaguars - into battle with him. He also boasts a shiny new Breaker Combi Rifle, which is fantastic as it's a good offensive buff against low-tech country bumpkins like Ariadna, and is even a decent desperation weapon against Heavy Infantry and TAGs, as Breaker ammo halves BTS. They also give him a Spitfire, Heavy Rocket Launcher and Viral SMGs, but he left them in the taxi on the way to the fight. However, he has Duel Wield and an AP and E/M CCW, and Natural Born Warrior which makes him a threat to just about anything. You can literally throw him at Achilles and not give a damn.
Just remember these words:

"So Musashi uses Martial Arts Level 5 - "
"No."
"OK, so then I use Berser-"
"No."
"Is there anything I can do?"
"Other than get me a milkshake and give me a backrub. No."
*rolls dice*
"Dammit, Achilles... fails his BTS roll and is immobilised."
"Yeah. Now... I need to find a really slow way to kill him."

acdfb97966ee188107737b2899107782e242b6ec

Oh yeah, he has Regeneration too but that often doesn't work. Remember that Regen grants Shock Immunity (which you need anyway to watch Deadpool) and he gets V:Courage from NBW.

BOARDING SHOTGUN - (26|0) +HARIS (27|0)
With a link, Sr. Massacre can pump out 3 Boarding Shotgun shots at +6. That's pretty scary, for a minimum of 47 points.

BREAKER COMBI RIFLE - (29|0) +HARIS (30|0)
The Breaker Combi is a nasty piece of work, especially against BTS-less enemies but its BTS damage can also be a liability say against Bolts. With a couple of Jaguars, Senhor Massacre goes up to B4 with the Breaker Combi, coupled with his not-bad BS12.

 

McMurrough
- Cracking good CC guy

N3 Updates: Template weapons nerfed, grenade range buffed, gained Stealth & Kinematika L2, small points drop

Type: HI MOV: 6-4 CC:23 BS:11 PH:16 WIP:12 ARM:4 BTS: 3 W: 2 S: 6

IRREGULAR, V. IMPETUOUS, NO Cube, MA: Lvl 3, Total Immunity, Super-Jump

MCMURROUGH - 2 Chain Rifles, Grenades, Smoke Grenades, Templar AP+DA CCW - 31|0

McMurrough is, to many players, a unit you build your list around. Super-Jump, Extremely Impetuous and 6-4 MOV means he's going to be shooting out the gates from the moment the balloon goes yp. He's great for a first turn assault, but he's also great for a second turn counterattack, e.g. if you have Tohaa Triads camping outside. High CC value and dual Chain Rifles make him good for taking out both enemy elites (via CC) or clumps of mooks (with dual templates). I wouldn't run him with more than one, two at most AD units as he is an Order hog and most of your army will have a hard time keeping up. You should always hold him in reserve, as your opponent will try and counter him hard once you've whipped them with McMurrough a few times.

He's pretty hardcore, with 2 Wounds, ARM4 and Total Immunity but make sure you keep him in Total Cover with a couple of escorts as he cannot benefit from Cover due to being Extremely Imeptuous. Despite this, he's quite easy to use and as a bonus you can take him in ITS with the Caledonian Sectorial if you happen to have some Scots lying around.

He's also one of the few units where using a Medikit isn't an outright death sentence. PH-3 gives the same odds as a Daktari's healing touch. He doesn't have a Cube so you can't re-roll a failed Doctor roll on him - although it's unlikely you would be able to get close enough to treat him once he falls.

 

* if after the fight is over you're still standing, and your opponent is unable to move, that was a fair fight. If you are smiling and dancin', and he's twitching in the spasms of death, it was a very proper fight.
Yep, ends justify the means. -Errhile

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REMs and TAGs

REMs

Zonds

Notable for its absence is the Meteor Zond. It would have been nice to have an AD:3 Forward Observer, but this bit of Nomad kit is apparently too expensive for Corregidor (or else they just think it's pointless).

Stempler Zond - Combi, Sat-Lock, Sensor, Repeater, Deactivator, Forward Observr, Sniffer (17|0)

N3 Update:
The Sensor function itself adds a great level of utility to your camo hunting, spotting even Hidden Deployment units within its ZOC with just one WIP roll. It can also use Triangulated Fire to gun down targets with high modifiers with only a -3 BS penalty. And Forward Observer grants Flash Pulse, a useful defense. Sniffer helps to further spread the net. Standard Hacking Devices also confer Marksmanship lvl 2 and +1B in ARO.

TRANSDUCTOR ZOND Repeater (8|0)

A mobile Repeater, with Climbing Plus, CH:Mimetism and a Flash Pulse. Useful in terrain dense boards where approaches are easy. Also good for creating a mobile bubble of hacking protection for vulnerable units like Geckos.

REAKTION ZOND HMG, 360 Visor (26|1)
Reaktion Zond E/M LGL (35|1)

With no Sin Eaters available, Reaktion Zonds are the only real ARO defense for Corregidor. The E/M version is great for sowing mayhem amongst hi-tech armies, taking down almost every piece of equipment outside of pistols and point-ed sticks. Using Climbing Plus to find new and interesting opportunities to frustrate your opponents. In Paradiso, these become quite valuable as they can hold and deny objectives. The E/M version is also useful for knocking out objectives and frustrating your opponent. Paired with Sensors or Hacking Devices, it's a cheap way of disabling tech targets from out of LOS.

Vertigo Zond GML (34|1)

As mentioned, the Stempler Zond can allow the "dirty Nomad" trick, but it is of very limited utility and savvy opponents will be able to counter the tactic easily.

Lunokhods

Lunokhod Adhl (26|0)
Lunokhod (29|0)

In a faction blessed with barbecue attachments on just about every weapon, the Heavy Flamethrower / Crazy Koala version is just a really nasty way of getting that Flame template in someone's Order Pool, or their precious Camo/ODD/Symbiont units. Plus, when it goes it still leaves Koalas wandering around looking for hugs.

The Akrylat-Kanone Lunokhod is an excellent anti-TAG tool, but I wouldn't count on ever trying to use its glue missiles in a Face to Face roll unless absolutely necessary. Still, if you do manage to glue a Cutter or some other big nasty, the bragging rights are excellent. In Paradiso, the Akrylat-Kanone offers interesting options for immobilising Civvies...

Don't forget that both versions are Minesweepers, and can give Mine-happy opponents pause for thought.

Tskylons

TSYKLON Spitfire (31|1)
TSYKLON Feuerbach (34|1)

The Spitfire Tsyklon is generally the more favoured due to its higher B and access to Markers (the only source in Corregidor besides Valerya Gromoz). This is the primary fast attack unit of Corregidor. Climbing Plus maximises this, as most scatter terrain is a collection of iKubes, ISO containers and walls. Although lacking the fancy tricks some other factions have, decent armour makes this a much more viable offensive platform than most other REMs. N3 Update: Standard Hacking Devices offer Marksmanship Lvl2 with Assisted Fire, for a turn. These will make the Tsyklons absolute terrors on the assault. They also can confer +1B on ARO, which makes the Feuerbach Tsyklon the new Reaktion Zond. The Spitfire version can lay down a 360 degree Suppressive Fire area with its Spitfire... HSN3 Update: Both Tsyklons get X-Visor, which is useful for Suppressive Fire and also landing those Repeaters on target. The Feuerbach gets Pitchers.

With Climbing Plus and decent BS, the Spitfire model can put a Repeater in very hard to reach places - such as on top of a crate or high wall - and make it extremely difficult for the enemy to dislodge.

Although often overlooked, the Feuerbach model can use its Climbing Plus to hit enemy heavies from behind, negating the low B of the weapon. The often-overlooked 360 Visor makes the Feuerbach an excellent unit for defending against AD. With Climbing Plus and good close-medium range brackets, this allows a large area to be covered - although the Tsyklon is still quite squishy even with ARM3 and BTS6. The Feuerbach's range buffs to +3 8-32 and B1 EXP for ARO make it even better for defence.

Both models are good for providing rear security, following up behind Link Teams and holding ground.

Salyuts - AVA1

Salyut Minesweeper (8|0)
Salyut EVO (13|0.5)
Salyut Rifle (21|0)

EVO can be very useful for Corregidor if you absolutely, positively must land those Hellcats in a plum position. It is also a lethal boost to our Hackers, notably the Wildcats. In Vanilla Nomads, with TeamPro it lets you use the Geckos as a Fireteam Duo for one turn. If you have a lot of REMs and want to make a wall of ARO death, then Overclock is a great program as it grants B2 in ARO for all of them. Excellent if you run two Tsyklons.

The Total Reaction version is useful for rear security and helping defend objectives. Good for where you don't want to spend the points and SWC for a Reaktion Zond but still need something to watch your back - and a Combi Rifle will still get the job done. In Paradiso, every other faction will be using much the same model - they are indispensible and indeed a requisite for some scenarios.

The Nomad strength at Cubevac with just baggage bots is a good reason to keep these things alive. Unfortunately, you can only take 1 of these with the HS:N3 update.

TAGs

Geckos

Gecko Squadrons

Unit Summary by Asher
Gecko MK12, Blitzen, Chaincolt 55|0.5
Gecko Two Combi Rifles, Panzerfaust, Chain Colt 53|0

Down on the ground! IS it a TAG? Is it a HI? It's the Gecko! Now competing with the Iguana for the Title of "Best Worst TAG", the Gecko is very interesting option that brings a lot to the table for both the Corregidor Jurisdictional command and Vanilla Nomads. Falling somewhere between a true TAG and a HI, it's not quite either. It's more expensive than any of the HI, but cheaper than the TAGS. Not as durable as the latter, but 3 STR gives it a significant advantage over the former. Its . . . interesting weapon options gave me pause to start with, but I've come to love the little fella over the half dozen games I've run it.

Pros:
- 3 STR and 5 ARM makes it very durable for a modest price point
- Modest size at S5
- 4-4 Makes it faster than Mobile Brigadas
- Toolbox of weapons brings a surprise for every occasion!
- Even though it's a rubbish TAG, it's still a TAG, people divert resources to kill it and it can only be hacked once per turn.
- The only TAG in the game (so far?) with Fireteam Duo.

Cons:
- It's not a Szalamandra! Treat it like upgunned HI rather than a TAG and you'll make better decisions
- its TAG status can be a downside as it has trouble manoeuvring in difficult terrain, has a larger base size etc.
- No ECM system (again, bring a Hacker!!!)

Tactical Analysis
Disclaimer: I have only used the MK 12 version, so all commentary applies to that.

The first thing to be aware of is that the Gecko is not and never will be a machine of death like the Szalamandra or even the Lizard or Iguana. WIth only a MK 12 or 2 Combis at it's call, it can't output the long range high burst firepower other TAGs can. However, if we compare it to the Mobile Brigada the weapon option is pretty nice. I honestly prefer a MK 12 over a multi rifle for the extra range and both Geckos cost less SWC. I usually team mine up with a HMG intruder. Intruder handles Camo/ODD threats while the Gecko engages normal targets. I have been finding that the Gecko's greatest asset is it's toughness. ARM 5 and 3 STR makes it pretty hard to kill for a model that's cheaper than some HI out there. I've found it's actually good at flushing out Camo. It has decent willpower, can get close with relative impunity, has a template weapon to Intuitive attack if needs must and it will probably survive any return attack.
It's also surprisingly good on the Reactive turn. If you park it in cover, covering an advance with a Tomcat Engineer waiting in the wings, it can tank really well. The MK 12 is nearly as good as a HMG in ARO and ARM 8 in cover makes it suprisingly resistant. I've had mine survive pretty concentrated AP HMG attacks in this fashion.
The biggest advantage is it's cheap price point. At 53 points its cheap enough that you can lose it and not worry *too* much. It's enough of a threat that I've found people will deploy specialist assets such as AD, Oniwabans etc to deal with it. I've lost the TAG a few times when this has happened, but it's forced them to show their hand and it gives the HMG intruder (who does most of the actual work) a much easier safer time of it.
I've also found that it's a model that can do equally well if you use it immediately, or wait a bit. Its cheap enough that you don't have to worry about getting your points worth. My first turn is usually using Morlocks, Intruders and tomcats to deal with serious threats while just hunkering the Gecko down in cover, then turn 2 it goes for a walk.
All in all, I highly recommend the Gecko is a useful and fun tactical tool. I'm at the stage where I'm not sure why I'd take a Brigada with the Gecko available to me.

The Blitzen on the Mk12 version is a good way to neuter a Possessed Gecko with an ARO before it rampages - so running them in pairs may be a good idea (also: Fireteam Duo). Otherwise, keep a Hacker or Moran close by to provide counter-Hacking support through AROs, or even run their big brother the Iguana (see entry on the Iguana's Repeater).

 

Iguana

Iguanas. Man, I love these guys. Definitely the best cheap TAG you'll find in any faction. Note: N3 profile (unchanged from N2) assumed from profile seen in Operation: Icestorm.

 

Unit Summary by Errhile

Iggy is an unique TAG for a couple of reasons:
1. It is cheap. 73pts for a TAG? The cheapest, unless you count the Geckos in.
2. It has a Repeater. A tiny device, but if you have a Hacker on board, it can be pretty useful. Yup, the Nomad synergy. N3 Update: Any enemy Hacker attacking your TAG can be targeted by your own Hackers - although not if they attack through a Repeater. However, enemy Hackers in your TAG's ZoC can instead attempt to Brain Blast your own Hackers.
3. It has low ARM of 6 and just 2 STR.
4. it can't be driven unconscious - once it loses its 2nd STR point, the ejection system kicks in, destroying the TAG (and catapulting out the operator).

It does also pack a standard HMG, and HFT. N3 update: this used to be much the same as a Multi HMG except for ARO but now Multi HMGs carried by other TAGs are significantly more powerful vs. this TAG. The HFT is also reduced in effectiveness, allowing Dodge rolls at full PH but otherwise covers the HMG's -3 short range in ARO.  As with most TAGs in N3, going into Suppression Fire mode may well be standard at the end of the turn.

So, use it as a highly-mobile, very resistant HMG. It is likely it will lose all its STR before you manage to get an Engineer to it, so rather don't bother preparing for that. Only if there is a serious risk of your Iggy being ADHLed or EMped, repairing makes sense. (Even then you can still use the Ejection System to free the Operator). NOTE: the Ejection System only triggers on the TAG reaching 0 STR, NOTHING ELSE.

Should you face a destruction of Iguana, do not despair. Send your opponent that famous crooked smile, and go on. You still do have aces up your sleeve. Contrary to all other TAGs, Iguana has an Operator. Not a Pilot. The Operator wears a HI armor and packs a HMG - plus, if you succeed the Ejectrion System roll, you might place him anywhere within 8" from the wreck. Sure the Operator is not as effective as the TAG, but can still press on - or entrench in cover and become hard to dislodge.
Contrary to pilots of the other TAGs, he does also:
1 Still provide a Regular Order.
2. Not count as destroyed untill he actually goes down himself.

Effect?
For Retreat purposes, you haven't lost it! (Still counts as being a scoring unit!)

 

Tactical Analysis

The Iguana adds much needed speed to the Corregidor lineup, and can be a viable Alpha Striker, storming in and hitting on the first turn. It is an unholy terror to HI, especially with a competent Hacker like the Wildcat - storming in, Hacking them frozen and then gunning them down with brutal efficiency.

 

Have I mentioned that I love the Iguana?

 

It can also be vulnerable to Hacking, from Immobilisation or Possession attempts, as well as being Targeted. When performing Anti Hacker Protocols, a crit against you will not only kill your Hacker outright but also any unit carrying a Repeater that was used in the AHP. This would probably result in the Iguana's destruction and ejection of the Operator. If you have a Wildcat Hacker, though... most likely your opponent won't try force AHP. N3 Update: Any enemy Hacker attacking your TAG can be targeted by your own Hackers - although not if they attack. However, if they attack through a Repeater, your own Hackers cannot retaliate.

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Umm, does it mean I shouldn't write about LI or MI?

OK, then I'll take on Iguana.

Iggy is an unique TAG for a couple of reasons:

1. It is cheap. 73pts for a TAG? The cheapest, unless you count the Geckos in.

2. It has a Repeater. A tiny device, but if you have a Hacker on board, it can be pretty useful. Yup, the Nomad synergy.

3. It has low ARM of 6 and just 2 STR.

4. it can't be driven unconscious - once it loses its 2nd STR point, the ejection system kicks in, destroying the TAG (and catapulting out the operator).

It does also pack a standard HMG, and HFT.

So, use it as a highly-mobile, very resistant HMG. It is likely it will lose all its STR before you manage to get an Engineer to it, so rather don't bother preparing for that. Only if there is a serious risk of your Iggy being ADHLed or EMped, repairing makes sense.

Should you face a destruction of Iguana, do not despair. Send your opponent that famous crooked smile, and go on. You still do have aces up your sleeve. Contrary to all other TAGs, Iguana has an Operator. Not a Pilot. The Operator wears a HI armor and packs a HMG - plus, if you succeed the Ejectrion System roll, you might place him anywhere within 8" from the wreck. Sure the Operator is not as effective as the TAG, but can still press on - or entrench in cover and become hard to dislodge.

Contrary to pilots of the other TAGs, he does also:

1 Still provide a Regular Order.

2. Not count as destroyed untill he actually goes down himself.

Effect?

For Retreat purposes, you haven't lost it!

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i think errhile makes a good point on the iggy. i used the iggy a few times, and once i had to face a Joutum from PanO, whom i could not beat in a normal Face to face vonfrontation, but i dared to step through a narrow path between two houses that we could shoot at each other, managed to crit the Jotum once, and continued firing suppression fire at another model. then the iguana was shot down, but that just gave me the possibility with the operator to get to a point on the battlefield on which i could put much more pressure on my opponent, denying him his almost pure win, putting him into LoL by shooting the fusilier with my HMG on the operator.

that would have been literally impossible with any other TAG ormodel; the iguana is perfect for thos high-risk maneuvers in which you alwas have an ace up in your sleeve; that is the change of the operator's position in comparison to the iggy's position himself. being able to get shot and then continue to put pressure on your opponent from another point on teh board is just awesome since your opponent wont be able to foresee your actions.

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Notes on Algulaciles:

1. They get - point-per-point the biggest advantage for being a Link Team.

2. A LI Link Team makes for a good attack force, especially in small points games. Remember to bring in your HMG!

3. The Algulacil LT is cheap and reliable. His only downside is the SWC cost, which hurts in small points games.

4. The Algulacil Missile Launcher. Remember that in a Link Team, thanks to +1 B, the model's effectiveness effectively doubles.

5. The Algulacil Hacker. Yes, he's not the most shiny Hacker you can see... but he is the cheapest you can field. And unless you are making a hacker-heavy list - he will do. He will try to swap those Guided Missiles off the sky (with 50% success chance, which is still 100% better than no chance at all) and provide Hacking ARO in the ZoC of every Repeater you field.

Pay attention to that, as you have a plenty of Repeaters in your choices: most Remotes carry those, Iguana does too, and our only Infiltrators, the Moran Massaai, do too. This, in turn, makes the field a risky area for enemy HI, REM and TAGs. A little bonus - but not one to be overlooked.

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That's true - the Iguana is almost crazy good. With 2 Hackers as backup, it tore my opponent's HI heavy Yu Jing to pieces, even with their own Hacker. And I didn't even scratch the paintwork! The Operator doesn't have a Repeater though, but by then the game is either won or lost. Feel free to post up anything else on any troop type - I just reserved those spots so it'll be easier for people to flip through the posts.

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Thanks, Lampy for doing this!

If I may suggest something, the unit rundown seems to be the most basic version of the faction guides, what if we sort it a bit more different for Corregidor. It doesn't differ that much from the generic Nomad analysis. I am thinking like, what good Lt. options we have or what are our Camo/TAG hunting options etc. Surely we can have both.

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A few words on Tomcats. Yup, these kittens aren't neutered!

Tomcats are great, inexpensive Airborne Infiltration (AD L2) unit with Climbing Plus and Flamethrowers (almost all of them).

This means they can enter the game on any edge of the table that isn't the enemy Deployment Zone. Yup, your own deployment zone is allowed! And then, they can run walls - with LI mobility, it means on a typical, dense table with lots of strutures, they are extremally mobile (and can be hidden on rooftops no one usually guards, because it takes too many orders to get there), you just have to think about that: the 3-D movement.

Then peek around a windowframe and blast everything inside with a flamethrower!

They are the Corregidor Fire Brigade - cheap enough to be kept on the list - and out of the board - untill needed, then jump in and do their job. Keep in mind they are lightly armored, so they are unlikely to fare well against enemies on the opponent's Active Turn. So - look for an opening, then pounce. Preferably from behind.

You can have up to 4 Tomcats in your list, but unless you are using multiple combat groups, I advise not to. The same problem as always with AD troops - you're robbing yourself of their Regular Orders, so the rest of your troops suffer. One, well, maybe two AD models (if in a 10-model-group) is the max you can afford.

All the Tomcats fall into the same price range, 19-22pts, however the most commonly seen is a 22pts Doctor - packing the trademark Light Flmaethrower and costing no SWC this model can perform the standard Tomcat "pouncing", plus it brings the added value of a Doctor deep into the table. And it is just as good a Doctor as the Daktari.

Unless you plan a very specific role to play for the Tomcat, the Doc is the most versatile (though if you have a lot of STR models - for example REMs - you might chose the Tomcat Engineer instead, she's identical save ofr the skill and D-Charges). I suppose the Tomcat Engineer can be very useful in scenario playing.

The Tomcat Engineers / Doctors can take a Zondcat ('Cat variant of the standard Zondbot surgical / mechanical assistant helperbot that is also AD L2) for extra 6 points. I can't really see the point for using it, but oh well.

All in all - they are called "fire brigade", they look like fire brigade and they are a frackin' fire brigade. If you're in trouble, call the Tomcats to the rescue and let them go thorough enemy's rear from a flank, or go for his order base. Even if the flank does not disintegrate, your opponent is likely to be far too busy dealing with the mess in his turn, so the rest of your troops will have a moment to get together.

Beware - positioning is crucial, as with any AD.

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I'm pretty sure that:

1. Mines are Dam 13 Shock (Tomcat E/Mitter variant), not Dam 14 Shock.

2. DEP are DAM 14 AP+EX (Tomcat DEP variant), not AP+DA.

Please correct that, Lampyridae :)

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Since we went thorough Tomcats - let's deal with Carlotta Kowalski while we're here.

She's a Tomcat on steroids. Yes, you hear it correctly. Tomcat*, female, bad altitude.

Could it be any worse?

Not only could, it actually is: her surname points out her Polish descent**.

Carlotta is a Tomcat Engineer with a better eye for shooting, better training (useful for repairing stuff), and wearing a better armor jacket. She also packs an ADHL in addition to the standard combirifle + flamethrower and D-Charges. Yes, at 30pts she's 8 points more expensive than the standard Tomcat Engineer, but that 8 points are well-spent!

Carlotta, for extra 7 points, can be brought with her personal Zondcat, Moriarty, in tow. Moriarty has bettt BTS than standard Zondcats, apart from that there is no diference here.

* the pun might be lost on those who don't notice such tiny little bits o' English: "tomcat", "tom" or "tommiecat" means explicitely a male cat.

** "Kowalski" (from the root "kowal" = "smith") being the 2nd most popular family name in Poland. However, she's using the male form "-ski" instead of female "-ska" as it would be proper according to Polish grammar. Such approach is common among Polish emigrees wherever the local language (and thus, law) does not cover distinctive male and female forms of a family name. Second (and later) generation tend to use the male form for convenience, regardless of sex.

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Daktari

They speak Swahili (though likely their Swahili, if translated, wouldn't be fit for publication!). They patch up folks. They're Nomad campaign doctors. Luckily for us, not all of them are cat-girls... Some wear just a standard Algulacile outfit instead.

There is not much to be said about Daktari. She's our Doc (along with Tomcat Doc, though that one is usually more occupied with burning things down), she's just as competent doctor as a Tomcat, and as competent fighter as an Algulacil. She's way more effective than the Algulacil Paramedic, but in turn cannot join Algulaciles Link Teams.

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There is not much to be said about Daktari. She's our Doc (along with Tomcat Doc, though that one is usually more occupied with burning things down), she's just as competent doctor as a Tomcat, and as competent fighter as an Alguacil. She's way more effective than the Alguacil Paramedic, but in turn cannot join Algulaciles Link Teams.

Would it be save to say, that the Daktari Doctor is the most vanilla Doctor possible for Infinity? The Clockmaker with his WIP 15 is quite unique, but the Daktari has exactly all her stats at the most basic level, nothing very low or high and even a Cube.

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Cubes are definitely worth a mention as they're basically non-existent in Corregidor - something that Combined Army opponents can get very upset about... :)

Tomcats - the Mine is still listed as DAM14 instead of 13.

With Climbing+, she can sneak over the edge of a building, into an enemy mini's ZoC. Your opponent MUST declare their reaction when you enter this bubble or lose their ARO. Either way, they cannot attack! You can then empty your Combi Rifle into the top of their heads (which you can do with any other Tomcat) or else go into CC with them and slap a D-Charge on top of their heads (just a Normal Roll because they've lost their ARO - and you must be in base-to-base contact).

I can't think of any way for the Tomcat to get a Normal CC roll to place the D-Charge unless the model was already immobilised. If you do a Move-Move within ZoC you don't have a short skill left for the CC Attack and will have to do that with a new Order, prompting a new ARO. If you move into BtB contact with the first Order they'll get a Dodge or CC ARO.

Since they probably won't having Climbing+ themselves, this means that they HAVE to stand up as they climb over the edge, prompting an ARO from your cunningly deployed snipers...

That's going to depend on your local house rules. We play that the climbing model has the choice of ending prone or standing when they come over the lip, on the grounds that when you climb over a vertical lip you physically have to pass through prone on the way to standing up. ;)

Thanks a bunch for getting the Corregidor tactica started!

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Notes on Valerya Gromoz

Our Romanian Connection is a basic Hacker, who brings onyl two things you could find interesting: good WIP (14), comparable to Intruder Hacker, and a Marker. She doesn't however provide a HD+. With the cost of an Interventor, that's hardly inspiring.

As a rifle, she's as copetent as an Algulacile (save for the extra WIP point), but she loses to the Algulaciles Hacker due to Mr.Muscles being able to operate in a Link Team.

I can't really find a niche for her, unless you are going to run a Mobile Brigada link team, or maybe a Wildcat link team without Hacker, and yet you desperately want to have a hacker on-board. Oh, and you still have 26pts to spend!

The Markers are nice, but in Corregidor we do have a number of Repeaters - either Deployable, or carried as equipment, so you'd rather won't have to rely on long-range Marker shots.

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Cubes are definitely worth a mention as they're basically non-existent in Corregidor - something that Combined Army opponents can get very upset about... :)

Tomcats - the Mine is still listed as DAM14 instead of 13.

Thanks - I keep think of Crazy Koalas...

If you're on a building edge and "lay" a mine in thin air, does it then drop to the ground?

I can't think of any way for the Tomcat to get a Normal CC roll to place the D-Charge unless the model was already immobilised. If you do a Move-Move within ZoC you don't have a short skill left for the CC Attack and will have to do that with a new Order, prompting a new ARO. If you move into BtB contact with the first Order they'll get a Dodge or CC ARO.

Thanks. I'll have to think about the implementation of this and try to game it out. I'll put a strikethrough for now.

That's going to depend on your local house rules. We play that the climbing model has the choice of ending prone or standing when they come over the lip, on the grounds that when you climb over a vertical lip you physically have to pass through prone on the way to standing up. ;)

Thanks a bunch for getting the Corregidor tactica started!

Thanks for that insight. We play as the model standing up but I think your interpretation is better.

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If you're on a building edge and "lay" a mine in thin air, does it then drop to the ground?

I don't think so.

But then again I'd allow a mine to be attached to a vertical surface of the wall, too. The former Eastern Block Claymore equivalents - the MON-series mines (particluary the MON-50) were meant to be placed on vertical objects like trees or walls.

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Notes on Moran Massai

Our only Infiltrators, and - curiious fact - with no proper Camo (Mimetism is not that good...). They pack repeaters, Competent riflemen, but squishy due to Arm 0. However - which is very, very nice - they carry Crazy Koalas.

They aren't very expensive (21 pts, 24 if FO), but 0,5 SWC is a downside.

I don't use them much, so can't really comment on them - they end shot down by the enemy early in the game, but their Teddy Bears remain on board, creating an Area Denial zone. And this is very useful - I might try using Moraan as back yard defenders.

Oh, and you can always accuse your opponent of racism every time a Moran is attacked :PThey're beating up a brother, ain't they?

So far, I find the Koalas + Infiltration to be the reason to put them into my lists at all...

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It's worth noting on the Morans that it's tempting to cross the midline when infiltrating them, since they have no camo to lose if they disperse. Just be careful about following the deployment rules for CKs.

My Morans get held in reserve almost every game.

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Lampyridae, you sneaky git, you've been updating without me noticing it! :P

Keep in mind you've left the Intruder Lt. out. And he;s a good choice if you want to risk an active Lt - camo, good ARM, good WIP and null SWC!

Notes on Mobile Brigada:

Our only Heavy Infantry, and then a pretty vanilla model - I'm tempted to call them archetypical HI.

They have good stats, but nothing exceptional. Courage makes them stand to it in a firefight. They are Linkable, but the cost makes big Link Teams a huge investment.

As for the moment, two models exist - MultiRifle (available solelyy from the Nomad starter pack) and HMG (blister).

There are 4 profiles:

34/0 Boarding Shotgun - the cheapest one, which makes for an excellent fill-up for Link Teams. Still, a Linked Boarding Shotgun is nothing to look down onto if there's a short-ranged fight, and a godsend when dealing with massed targets.

43/0 Multirifle + Light Flamethrower - not cheap. But packs a punch. The flamethrower makes for a good choice at close range.

43/0 Lt Multirifle + Light Flamethrower- a resilient Lt, with average WIP, so you can hide him.

43/2 HMG - probably the most often seen Brigada, due to both the cost on par with the multiRifle, and the model being easily obtainable. Works good, but remeber - any HI with a machinegun is going to cost a serious chunk of your SWC allowance.

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I've taken to calling Corregidor 'the secret panO', due to our above-average ballistic skill. Opponents who are used to facing GML tricks or Bakunin may be surprised by CJC's ability to just shoot it out and win.

Algies-11

Toms- 12

Hellcats- 12

Moran - 12

Wildcats - 13

Intruders - 13

Brigada - 13

Geckos - 13

Iguana - 14

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They have good stats, but nothing exceptional. Courage makes them stand to it in a firefight.

I actually regard Courage on an ARM4 2W model as exceptional, especially with the HMG. If you want to get past an MB you have to take it down where most HI will fail a Guts roll after taking a couple of rifle bursts and duck back behind the corner.

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