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The Crooked Grin of Corregidor: Tactica

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The Crooked Grin of Corregidor: Tactica

by IJW Wartrader » July 16th, 2014, 12:54 am

Placeholder thread until I or Lampyridae copy across his Corregidor tactica.
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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » July 17th, 2014, 4:03 pm

"Bienvenida, Commandante! Kick those chickens off the crate and we'll get to work. If you pay attention I won't have to shoot you. Afterwards, there's a lamb on the spit. If those Ariadnans ask, it wandered into the camp. And so did the beer. And the cake. I like cake.

"You're probably thinking Corregidor is the poorest ship with the crappiest tech in the Human Sphere outside of Ariadna. Well, you're not too far wrong with that. Our power armour is outdated, our TAGs are museum pieces and we don' got no fancy TO or HD plus. And definitely no furries. Although that would be kinda nice. But, like the Haqqsters, we know how to pick 'n' choose the right tools for the job. And we've got great big cojones. 'Cos that's how Corregidor wins!"

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Seeing as Bakunin and Vanilla Nomads both have Tactica threads, I thought I'd start one for Corregidor. Especially seeing as we're getting new units and new sculpts over the next year or so.

Of all the factions and sectorials, Corregidor is the one that's focused on getting the job done and getting paid. If you want, you can fill up an entire Combat Group with Engineers. Plus a little extra. Or have your entire army arrive with Aerial Deployment. But there's much more to Corregidor than Wildcat spam. The increased AVA of certain units and link options do allow for some extremely flexible tactics.

I'd like it if people contributed their ideas, tactics and experiences with these units, for which I'll happily credit them with.

Sectorial Overview:
Strengths:
- Strong, dependable and flexible units - Wildcats!!
- Intruders: the epitome of terror
- Good mix of long and short range weapons
- The Brigada Link (aka Pain Train)!!
- Quirky toys
- The Zero-G combat masters
- 5 TAGs!!! And we can afford them, too! Suck on that PanO!
- Few cubes make EI sad :(
- Excellent Lieutenant choices

Weaknesses:
- Few fancy tricks
- Slow
- Lack of smoke
- Only AVA 2 Moran are Infiltrators
- No Hacking Device Plus

Favourite Victims:
- Camo armies
- ? suggestions please

Worst Enemies
- ? suggestions please


At a Glance:
- MSVL2: Intruders
- Flamethrowers: Tomcats, Wildcats, Intruders, Mobile Brigada, Lunokhod, Iguana
- E/M: Tomcats (E/Mitters), Senhor Massacre (E/M CCW and grenades), Wildcats (BS w/ Flash Grenades)
- Grenades: Alguaciles (LGL) Intruders, McMurrough
- Smoke: McMurrough, Senhor Massacre (Zero V)
- ADHL: Hellcats, Intruders, Carlota Kowalsky
- Repeaters: Alguaciles, Morans, all REMs save G:Servant and Vertigo Zond, Iguana (!)
- Markers: Valerya Gromoz, Tsyklons
- Zero G capability: Tomcats, Hellcats, Wildcats, Intruders, Geckos, Transductor Zond
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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » July 17th, 2014, 4:03 pm

Light Infantry

Alguaciles
Unit Summary
"Ay ay ay, these pesky Alguaciles. No stealth skills whatsoever, until it comes time to do some hard work. Then, poof! Gone. Probably in bed with your husband or wife. With their stupid hairstyles, you'd think they're refugees from Bakunin. And that one with the pet. I don't know what it is. Maybe we will cook it for supper tonight."

Pros:
-Better stats than some Light Infantry
-Total AVA
-Great at "finding" beer

Cons:
-No outstanding features whatsoever
-Better Link options: Wildcats, Brigada
-Need the odd hefty kick to get moving

Recommended Roles:
-Order pool
-Medium to long range fire base
-Assault unit escort

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.

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 (14|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 (14|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. That way you don't have to burn orders getting the Doctor or their Remote over for a roll that you could fail anyway. Useful for the ITS 2014 scenarios, so now they are at least worth a look.

ALGUACIL - Grenadier (15|1)
Besides hand-thrown grenades and the Reaktion Zond, 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). Can be useful in conjunction with Morans. Also a good way to threaten enemy Links, though not in face-to-face mode.

ALGUACIL - HMG (19|1)
The HMG is your bread-and-butter firepower base. BS11 is suitable for taking on most opponents, especially with the +1B from

ALGUACIL - Hacker (23|0.5)
With WIP13 and BTS 0, the Hacker option (aka Mr Muscles) 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 (24|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. She is very useful in a Link Team with an effective BS of up to 17 over a huge section of the board. She also has the ability to get into place quickly, unlike the MSR Intruder. 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 (26|1)
The ML Alguacil is probably the most rarely seen, not least because this profile lacks a mini. 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. Outside of a link, his best bet is to threaten AROs or use for Coordinated Orders with a Combi Rifle or ADHL farther upfield. Putting him in a Link however doubles his firepower and makes his the most dangerous ARO of all (thanks Errhile).

Tactical Analysis
Even outside of a Link Team, Alguaciles can be devastating. As our Haqqi customers say "A rifle is a rifle." Some think that the Alguaciles are made obsolete by Wildcats, at least in Corregidor. But Alguaciles still offer a cheap source of orders and HMGs. Certainly they make a good backup if/when the Wildcat or Mobile Brigada link gets broken. So don't despair at all those extra Alguaciles you collect in your quest for multiple Mobile Brigadas. They can be put to good use!

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

Tomcats
Unit Summary
"Smiley, happy-go-lucky bastards all of them. La la la la la, they should be off picking berries somewhere and skipping around. Look at Roberto, he carries a DEP and he prances around like a ballerina. They make me want to vomit. Still, if you want your butt pulled out of the fire there is no one better."

Pros:
-Cheap, fast AD Specialists with a surprisingly wide range of weapon types
-AD:2 means you can unleash the magic anywhere along the board
-Flamethrowers!
-Climbing Plus allows for attack and evasion options
-Good BS of 12
-Great when supporting fast-moving attackers and other AD units such as Hellcats
-Mines and Repeaters for killzones
-No cube! The only Nomad Engineer without one

Cons:
-Usually operate alone
-Extremely squishy if they get caught
-Deploying in AD leaves you short on orders at the start
-Zondcats do NOT have C+!

TOMCAT - E/Mitter (19|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|1)
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 (28|0)
Tomcat - Doctor+zond (28|0)
For 6 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. Being G:Servant, the Zondcats are also great lookouts for the Engineers/Doctors, allowing them to make a free Dodge roll to try and slip away (this is true of all G:Synch and G:Servant bots).

Tactical Analysis
Climbing Plus. This important ability means you can skitter away after an attack and go prone on a shipping container, almost completely invulnerable. If your opponent wants to retaliate, they will have to either use Speculative Fire and drop grenades on you, mark you with HD+ and GML (if playing against other Nomads or CA) or else climb up and get you, in which case they can get a nice faceful of flame. 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... There is also no real reason why you can't simply field them as regular LI and have them start on the board!

Another important role is their Light Flamethrower. This is an excellent nerf for that pesky Hac Tao HMG your opponent is proudly pushing around the table. Losing the Tomcat is quite an acceptable trade for depriving them of their TO camo and landing a possible wound on them. It's often worth it to try and attack from behind when they have no cover, even if you have none yourself. Getting rid of a camo ambusher is well worth it, because they'll probably be hiding from your Intruders if they know what's good for them. Such rear attacks are also an excellent way of forcing your opponent to change their facing. Even if they Dodge and the Tomcat dies for nothing, the approach they are covering is now open...

Ideal Partners
- Hellcats of all flavours
- Morans


Carlotta Kowalsky
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 7 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.

Pros:
- BS 13 makes a big difference when you need to glue a TAG
- ARM 2 a slight boost
- SWC 0 ADHL!
- WIP 14 is great for an engineer

Cons:
- Moriarty is expensive; can't take cheaper Zondcat
- Mini isn't wearing her helmet! Bugs some people
- Still squishy for a fairly expensive model

Tactical Analysis
The normal Tomcat profile begs for an ADHL + D-charges model. And this is it, Carlotta Kowalsky. AD:2 and Climbing Plus are the perfect way to get that ADHL into the rear arc of a big, nasty TAG - and BS13 to make sure it hits. And there's D-charges to finish it off.

Ideal Partners
-Hellcat HMG to take care of enemy infantry and finish off kills - also to distract attention
-Tomcat E/Mitter with AP Mines to cover Carlotta and E/M ammunition for Co-ordinated Orders or opportunity shots
-Alguacil ML - again, Co-ordinated Orders

Footnote
Evidently, a lot of Corregidor's refugees must have come from places other than South America and Europe - Errhile points out that Kowalsky is the 2nd most common Polish name and "Kowalsky" is the masculine form, usually adopted in cultures that don't distinguish masculine and feminine surnames. My guess is her ancestors came from the US and mingled with the exotic mix of ethnicities on Corregidor.

Ideal Partners
- Hellcats of all flavours
- Morans
- TAGs and REMs

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.

Merc points out that just as Alguaciles are the vanilla light infantry for Infinity, so too is the Daktari as a doctor...

Pros:
- Cheap doctor
- Provides an Order
- Wide range of coverage with a Zondbot

Cons:
- Competes with Alguaciles for slots
- Cube - whoops!

Tactical Analysis
The poor old Daktari often gets ignored until there's a casualty. Especially in Corregidor, she is a much softer target than even the Alguaciles, who are often in Links or else in groups watching each other's backs. As a result, she can get left out in a neglected and vulnerable position, becoming the first casualty of your enemy's assault on your Order Pool. Try position her in the safest place possible and have her Zondbot do the legwork.

If you prefer going on an AD rampage, it's probably a better idea to leave the Tomcat Doctor at home and have the Daktari support your order pool.

Clockmakers
Unit summary
CLOCKMAKERS 18|0
One of the specialties of the Nomads is having fantastic Engineers; living in space means your survival depends on your equipment working correctly. However, with the release of the Wildcats with their linkable Engineer option, the Clockmaker has some serious competition.

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.

Pros:
- Best Engineer WIP for almost any faction
- Cheap as chips
- Pretty awesome model
- BTS-3 useful in some situations

Cons:
- Plenty of tougher, more mobile Engineer options
- Cube can be a liability when dealing with CA

Tactical Analysis
Any good tips on using the Clockmaker?

Valerya Gromoz
Unit Summary by Errhile
VALERYA GROMOZ 26|0
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 Marker. She doesn't however provide a HD+. 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 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. Even then, Spitfire Tsyklons carry Markers and are AVA 2.

Pros:
- WIP 14 and Markers in one package - Morans and REMs often get taken out early, Tomcats w/ repeaters often late to the party, Tsyklons are expensive
- Worth considering if you have no Alguaciles or no Wildcats (i.e. Brigada Link or REM heavy)
- Less temptation to throw her into combat
- Proxy her as a reporter?
- Doesn't break a link when you hack in ARO (not that she can link anyway)

Cons:
- Why bother when there are cheaper or better alternatives that can link?
- Rather useless when fighting against low-tech armies
- BS11 with Markers

Tactical Analysis
Errhile's 5-member Wildcat link recently got rolled by a Riot Grrl link. I would have thought that would been a Hacker goldmine - the Riot Grrls had no Hacker backup and so were prime candidates. The temptation with Wildcats is to never use that Hacker - hacking in ARO breaks the damn link - so sometimes the Hacker becomes worse than dead weight - you take loads of Repeaters but never position yourself to use them. As with all things Corregidor, you can either kick them in the gonads in turn 1, encircle the enemy or else or wait for them to come to you. This makes Valerya and her markers all the more valuable - being able to paralyse your enemy's hard assets on turn 1 is a precious thing for the normally slow Nomads and especially Corregidor. Mazza points out that Valerya is especially vulnerable to combat camo hacks having no BTS - so be careful where you fire those Markers - the enemy can use them against you.

Lupe Balboa
Unit Summary
Looking at her stats, it's clear that Lupe Balboa was designed in the Paradiso era. You could even say that she's a Corregidor Kaplan. Or else you could say that she is Sr. Massacre's little sister (Senhorita Massacre?).

LUPE BALBOA 23|0
Pros:
- Great pointman for Alguacil links, and smoke provider for Intruders
- A walking toolbox of tactical options; is a Specialist Troop (as if Corregidor needed any more specialist help in ITS)
- Cube is handy for campaigns but beware the EI...
- Cheap and her skills and tools all have the typical Corregidor no-nonsense utility

Cons:
- Lowish PH for chucking Smoke
- Pointless CCW
- Still squishy in ARO

Compared to some of the other SpecOp Characters, Lupe may seem a little bit meh but like all of them seems to plug an important hole in Sectorial lists... namely the lack of smoke. She also brings V:Dogged, a first for Nomad units. Combined with her higher BS and CH:Mimetism and Alguacil link, this makes her the ideal pointman for Alguacil-Link assaults (at short range, even better than using HMGs). Note that using her V:Dogged skill will drop her out of the link. However, having a Doc nearby can make it possible to coordinate move+Doctor shenanigans. BTS-3 is nice for dealing with Viral-heavy enemies.

Panzerfaust is a great ARO weapon, especially in a link. Unfortunately, if she screws up the rolls, her V: Dogged isn't going to help much. Still, the 0SWC Panzerfaust is a welcome option in Corregidor where many missile weapons are either on heavy units with no Link possibilities (Geckos) or else are hugely taxed (2 SWC Wildcat HRL).

The Nanopulser (her Drakomon?) is a great weapon for close-in defence against Infiltrators and fast ODD units, and her own CH: Mimetism may help keep her alive against their shots.

Now for the really good news. She will find much demand in Intruder lists. More than that, she can defend her Link very effectively with those B2 smoke grenades thrown at her feet. With SSL2, the Alguaciles can easily exchange fire with any attackers. This makes Corregidor much more survivable against Turn 1 rushes. Just beware of enemy MSVL2 - consider unleashing the Panzerfaust instead.
----

I'd like to hear any more thoughts about Lupe, and experiences with her!
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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » July 17th, 2014, 4:04 pm

Medium Infantry
Intruders
"Knife? That's not a knife. This is a knife." Intruder "Croc-man" Grundee, to a Keisotsu during the Ariadnan Commercial Conflicts.

If there's something strange, and don't look good - who ya gonna call? In-truders! Mocked by many for their bowling-ball like helmets, the Intruders simply shrug - knowing that soon their enemies' smiles and laughter will be replaced by wailing and gnashing of teeth. Softly spoken but possessed of a menacing, grace, Intruders have seen and done it all. Alguaciles will never, ever try and steal Intruders' beer.

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.


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

Pros:
- MSVL2 to hunt any camo
- Camo adds a level of survivability
- Good weapons from HMG to flamethrowers
- Decent ARM3
- No Cube!

Cons:
- Very slow, especially when re-camoing after kills
- Squishy (no BTS)
- Expensive

INTRUDER Combi Rifle + LFT, Grenades / Pistol, CCW (36 | 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 (37 | 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 (44 | 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 (52 | 1.5)
Sporting the X-Visor, 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. It may be tempting to attack from out of Combat Camo in your Reactive Turn but it is never a good idea to rely on AROs - and it is also better to hide.Most WIP rolls to Discover Camo are about 10. If you do take this loadout, then it's worth it to get access to Smoke - Lupe being the most reliable source of it. Against armies with only short-ranged weapons, it may be a good idea to camp right at the back of the DZ with a good view. The Sniper's utility goes way up on low-terrain boards and way down on dense boards. Use him as you would a big game hunter - stalk the prey and don't be seen.

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 - 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
Unit Summary

Unlike the Intruders, Hellcats are really nothing special. Zero G Terrain and V:Courage are both highly situational (when was the last time you ever saw a Zero G batrep?) and are largely ignored. 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.

HELLCAT Boarding Shotgun 20|0 - The cheapest in the list and the cheapest AD3 you'll find anywhere. 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. In comparison, a Tiger Soldier with a BS is 26 points.

HELLCAT Combi Rifle + Light Shotgun 24|0 - Many consider the light shotgun to be a "tax" especially on Combi Rifles. I still feel it's too costly an upgrade, but at least on a Hellcat it actually has a chance of paying off. Helper REMs can become your unwitting allies by becoming essentially helpless template generators (dodging on a 2) on the squad they were supposed to protect...

HELLCAT Lieutenant 24|1 - Why on earth would you bother with an Lt that started in AD and putting you into Loss of Lieutenant on your first turn? Even in a (rare) zero-g battle, why not take a 19 point 0 SWC Wildcat?

HELLCAT ADHL 25|0.5 - This is what I call value for money. Combi Rifle, Light Shotgun and an ADHL all for the low, low price of 25 points. TAGs, HI and REMs are all candidates for a sticky demise. A successfully glued Impetuous mook will also immediately become a shotgun template generator next turn as he spends his Impetuous Order frothing and struggling. A cheaper option than Carlota, I would still rather recommend only using him with an EVO and a well-placed Combat Jump.

HELLCAT Paramedic 28|0 - Marginally useful before Human Sphere, now a truly obsolete profile. Only worth it if you truly, truly cannot think of anything else to spend 4 extra points on or you want the chance to drop in beef up your Paramedic skills with Coordinated Orders (a very Order intensive but safer way of reviving someone).

HELLCAT HMG 29|1.5 - When you say Hellcat, you think of her. Getting a BS12 HMG into the enemy's backyard can rip their formations apart. Whilst somewhat order intensive, think of the amount of orders it would take an Intruder HMG to move up the board and use its Combat Camo. The main mistake with this one is counting on her to take out really big targets. Rather use her to mow down cheerleaders and support units, gutting the army. It's always useful to use her as an opening move and cut the enemy apart before they get a chance to start spending orders killing you. Plus: she is cheaper - you could afford to lose her more easily than a 35 point Tiger Soldier, and in the active turn BS and CH advantages are not quite as important.

HELLCAT Sniper - 34|1.5 - At 5 points more than the HMG, what can she bring to the table? Without camo to protect her and jumping right into enemy lines, she'll be a goner in a few orders and possibly not kill anything due to the low B of her weapon. But put her in an advantageous position, and she can pop units out of cover and even be a huge ARO threat against short range enemy units. I'll try her out in a few games and see how she runs.

HACKER 36|0.5 - he's a rather costly Alguacil Hacker who doesn't really bring much to the table other than being a surprise!!! hacker.


Wildcats
Unit Summary
What do Wildcats do best? In three words: BLOW S**T UP. When Hellcats fly over walls and Tomcats climb over 'em, these bastards go through 'em. And also through your stockpiles of whatever food, bullets, alcohol and tox packets you may have.

Along with the Gecko, these are the new boys and girls on the block. Comparisons with the Kaplans are inevitable - notably, the Kaplans are LI and have CH: Mimetism and BS12 whilst Wildcats are MI, have V: Courage and BS13. They also have the oft-overlooked Multiterrain, which unfortunately is rarely used in the typical Infinity table - covered with shipping crates, Soylent Green burger stands and tiny apartment blocks. However, they mostly carry D-Charges to blow up walls with (and immobilised TAGs...). Since there are no straightforward rules on how you actually blow holes in walls, you should clear this with your opponent.

ARM2 is a bit disappointing for defence, but certainly far better than walking around nearly naked like the Moderators do. BTS-6 is gravy when you are up against a high-tech opponent who loves tossing E/M grenades and shooting off Nanopulsers... also, with the Tohaa, Viral weapons are now a lot more common.

This is one of the units where the fluff meets their rules (unlike the Asawira "greatest martial artist in the Human Sphere"). Think of the Wildcats as SWAT Teams for boarding actions. Move up the board cautiously whilst snipers, Reaktion Zonds and Morans or Lunokhods with CrazyKoalas tighten up the killzone and prevent nasty surprises. Hit them hard and close, frying their electronics, blinding them and then lighting them up in a roar of fire. Or just gunning them down at medium to short range.

Stats:

Type: MI MOV: 4-2 CC:14 BS:13 PH:11 WIP:13 ARM:3 BTS: -6
Cube, V: Courage, Multiterrain, Linkable

Pros:
-Very cheap MI
-BS13 on a 19 point troop is just rude
-Flamethrowers are THE most useful secondary weapon
-High BTS for Viral enemies
-Make for more resilient link teams (but still squishy)
-Best defensive hacker / anti-hacker in the Nomad arsenal
-Has the only HRL and Assault Pistol in Corregidor

Cons:
-Slow and squishy
-Mediocre in all areas besides BS and BTS
-Cubes are vulnerable to Sepsitor
-HRL the only long-ranged weapon

WILDCAT LFT (19|0)
The standard loadout, he's the next model up from an Alguacil. Worth taking to hide your Lieutenant, but with so many other good options for Wildcats, you'll find yourself dropping the standard loadout more often than not.

WILDCAT Boarding Shotgun/Deployable Repeater (19|0)
Packing Flash Grenades, this profile is not so useful for three reasons. 1: the Deployable Repeater. If you're going to Hack in Corregidor, it'll probably be with a Wildcat, which will probably be linked. 2: the low PH. You'll have to make rolls at 8 even within 4" to throw speculatively, 11 with a full Link. 3: most horrible nasties will have a high BTS anyway.

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. With the new ITS rules surrounding rolling for Initiative (you only announce WIP stat if there is a tie), it is not as necessary to have a non-obvious Lt. So, 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 using them because you really, really need to use that Lt. order. The Wildcat Lt. can use his order effectively, shuffling around the back, taking potshots with his reasonable BS of 13 and being a huge threat to incoming AD with his Light Flamethrower. Your opponent is much more likely to avoid your camo markers like the plague anyway.

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 (25|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. His BTS of -6 also covers the Spitfire's weakest point - its vulnerability to E/M ammo. With a full Link, he is absolutely lethal, shredding even TO and ODD camo with B5 and maximum BS19.

WILDCAT Hacker (31|0.5)
Not only does this normally ordinary WIP 13 hacker get a boost from the awesome Wildcats BTS -6, they are also the only model in the entire game (to my knowledge) to have both a Hacking Device AND D-Charges. That's right kids, even if you don't rock a Wildcat Link, this punk can hack a Shang Ji and then blow it to pieces with a skilfully placed D-Charge - or two. If you want to bring Geckos, then the Wildcat Hacker is virtually an auto-include.

WILDCAT HRL (31|2)
Opinions on the HRL are divided. Certainly the SWC cost is damn high for what you get (Hassassin Muyibs pay 1SWC for theirs). Some say find it a very effective link and TAG hunter, others find it lacklustre. I think this weapon is best used to deal with horde armies, especially Impetuous units. Like regular flamethrowers, it's most useful against units that have low ARM but more than one Wound - especially, of course, Tohaa. One good hit with this and that 10-Wound Odalisque link team is turned into five pairs of smoking high heels. Reasonable in ARO, especially in a Link, but she tends to be a bullet magnet and Alguaciles with grenade or missile launchers are a cheap alternative.
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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » July 17th, 2014, 4:04 pm

(Reserved) Heavy Infantry
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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » July 17th, 2014, 4:05 pm

Warbands and Skirmishers

Moran Massai
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.

Oh, and you can always accuse your opponent of racism every time a Moran is attacked :P They'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...

Pros:
- The only Infiltrator Corregidor has
- CKs already deployed
- Infiltrating Repeater
- Reasonable in a firefight

Cons:
- Limited bag of tricks
- Very squishy - ARM 0; CH: Mimetism poor substitute for proper CH: Camo
- CKs difficult to use, easy to circumvent
- No HD+ in Corregidor to take advantage of Repeater

Moran - Boarding Shotgun 21|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. UPDATE: with the new Shotgun rules in 3rd ed., the BS Moran becomes quite the hunter with +6 up close and CH:Mimetism to make a potential 6 point BS difference when attacking most units up close.

Moran - Rifle 21|0.5
With a higher B, longer range and no Combat Camo, probably the better option for most situations. UPDATE: this is now a much more situational troop given the new efficacy of the BS.

Moran - FO 21|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.

Tactical Analysis by Lampyridae
I have a bit more experience with the Moran, so I'll add something here. In Corregidor, he's AVA2 so at the best of times will be out there pretty much alone. They simply can't cover enough of the approaches nor lurk as a Camo marker.

I've had good success threatening HIs with the Moran's Repeaters and CrazyKoalas, as well as using him as an all-out assaulter. You can keep the Koalas widely spaced so a single roll is not able to dodge both of them (and use them both up). Remember that you can also deploy him in your DZ and with your CKs in the midfield, within his ZoC. He's not worth using as a speed bump so don't put him on the ground - put him prone on top of a building, out of the way of any possible firelanes, or in a well-hidden nook. Putting him anywhere else is a waste of time, unless your opponent is desperately short of orders. Bring him out to party if you get first move or after your opponent has moved.

Finally, he can be a valuable DZ defender. Locksmith prefers to hold his in deployment and Infiltrate past the midfield, because they have no Camo status to lose if they fail their PH roll.

In vanilla Nomads, he is much more effective as a defender due to better midfield support from Infiltrators but also retains his role as escort.

McMurrough & Senhor Massacre
Unit Summary
Corregidor doesn't really do warbands, but it does have these two maniacs to call on. For those of you coming from Yu Jing, it is best to think of McMurrough as a flying Domaru, only better in every department save for his Irregular nature. For Caledonian players, McMurrough is already known as the monster who says in his best Sean Connery voice: "I believe ye spilled my pint, laddie." This is usually followed by Highlanders/Druze/Morats flying out of every available door, window or non-reinforced wall, voluntarily or otherwise.

Senhor Massacre on the other hand, is a strange customer who is best suited to hunting TAGs and HI, but otherwise is unspectacular.

According to Tevesh's Tao of Close Combat, both of these are good candidates because they have everything necessary to make CC a viable possibility.

Senhor Massacre
19/05/13
After finally playing a bit with Sr. Massacre, I've find that he is less of a typical Warband character and more of an (overpriced IMHO) specialist assault trooper. Frankly, he's still a bit useless but you can still take advantage of certain things. UPDATE: given the changes to Grenade and Shotgun ranges, he's become a lot more useful - especially with the Boarding Shotgun, which has so far been the weaker option.

His high PH and choice of E/M or ZV Smoke Grenades make him a grenadier par excellence. One of the little-realised features of the E/M grenade is that they can force even the lowest-tech Ariadnan trooper to make a Guts Roll - right through a wall. In fact, a little careful tossing can break a Link Team. The second trick, the ZV Smoke, enables him to put a SF corridor on anything - essentially a Combat Camo attack at -6.
Errhile has done a comparison of these two:

The points cost is the same (taking into account the new, updated McMurrough from Paradiso), 33pts - quite a lot, given the Warbands tend to be rather on the cheap side.

Instruction & Fury: McMurrough is Irregular Impetous, Sr.Massacre is Regular Frenzy.
I'd call it a draw here - Sr.Masacre contributes to the Order Pool, and is more controllable untill he draws first blood, but McMurrough generates the Impetous order from the very beginning.

Sr.Massacre has a Cube. This is an advantage under Campaign rules, though a disadvantage when fighting the Combined Army. In either case, IMO most of the time it is of negligible consequence.

Movement. With 6-4 and Superjump, this one goes to McMurrough, no doubt. Given the fact he's a dedicated close combat model, being able to get to its prey quickly is definitely an advantage!

Close Combat rating. 19 is a tie, the skills aren't the same though. McMurrough has Martial Arts L3 (so he gets Courage and First Strike, in addition to Attack to Vital Points - the first two are very useful when taking on models with no CC specialization, the third is made useless by First Strike anyway), while Sr.Massacre has Natural Born Warrior (negating all the Martial Arts and Berserk skills, and granting Courage as well).
The skill set allows Sr.Massacre to level the field against Martial Artists and other specialized Close Combatants, while McMurrough has a pretty typical CC setup of Martial Arts - not something to make him stand out, but definitely giving him an edge over non-CC-oriented models. If you like fair fights, you'll like Sr.Massacre. But if you are a true Corregidorian, one of the eye-gouging, groin-kicking school of "fair fight"*, you will like McMurrough way more as a more reliable way of massacring enemy order monkeys and long-range combatants up close and personal.

Same with weaponry - Sr. Massacre packs a (dual-wield) AP & EMP blades, while McMurrough carries a Templar Sword (named Berenice) that counts as AP DA. DA makes a way better general-application option, while EMP allows to get rid of heavily mechanized targets like TAGs, HI or REM with one lucky hit - but would be of rather limited use against non-EMP vulnerable target. McMurrough hits way harder though, thanks to PH better by +3.

Ballistic Skill rating. Sr.Massacre topples McMurrough here, as he shoots like a pro (BS 12), and has a weapon to make use of it - a Combi Rifle or Boarding Shotgun. McMurdoch's BS of 11 is no longer relevant (unless you chose to field the pre-Paradiso version, who packed a Heavy Shotgun as one of the choices available), as he carries two Chain Rifles - the standard Warband gun, but double as nasty.
If you want your Warband to engage in firefights from a serious distance, Sr.Massacre is your man.

Physical - as already said, in terms of raw PH, McMurrough is way better. However, Sr.Massacre packs Zero-V Smoke grenades, allowing effective smoke screen regardless of MSVs he's up against. McMurrough carries ordinary Smoke Grenades, which provide just as good cover, if MSVs L2+ aren't around. Plus, this is a nasty trick to use when you have Intruders, especially the MSR Intruder... this is however a very points-expensive tactic.
McMurrough carries normal Grenades too, which - with his excellent PH - makes him a very dangerous guy up close...
Sr.Massacre has E/M Grenades, which - again - are a nasty surprise for any high-tech target. But of limited use against a low-tech one.


Damage resistance - Armor and Wounds. McMurrough has 2 Wounds, while Sr.Massacre has one plus Regeneration (on a healthy PH 13 and includes Shock Immunity). This gives Sr.Massacre a chance of getting back from Unconscious over and over again, effectively having many more wounds, but that will cost extra Orders to use, risking a failure or AROs. I'd rather favour what's clearly available, i.e. McMurrough 2 wounds.

McMurrough is also far better armored (ARM 4) compared to Sr.Massacre (ARM 2). Plus he has Total Immunity, making almost all nasty tricks of special ammo useless against him (save for Flash, Viral, E/M, Monofilament, Adhesive and Plasma) - please note it includes AP which doesn't lower his ARM, as well as EX and DA that can't cause multiple ARM rolls and potential multiple Wounds.

BTS is in McMurrough's favour, too.

Model size. McMurrough is a big model on a 40mm base, so it will be more difficult for him to gain proper Cover.


All in all, McMurrough seems to be better in the classical Warbanding job - get to your opponent's weak point and get rid of it up close and personal. Staying alive is somewhat optional, but (with his stats) quite possible.
Sr.Massacre is able to effectively fight any kind of opposition, and make a number of nasty surprises to the more technologically advanced ones.

If you plan to CC a TAG or a REM or HI, especially one with MSV L2+, then Sr.Massacre seems to be a better choice.
If you are taking a Warband to rip thorough your opponent's Order Pool, plus anything else that gets into the way (AP DA 16 Dam with MArts L3 behind it is not something even for a TAG to ignore!), I'd go for McMurdoch.

Addendum by Lampyridae:
MOV - both are fast, but McMurrough's 6-4 MOV value with Super Jump allows for some truly creative mayhem, especially combined with Smoke Grenades, 2 Chain Rifles and regular Grenades...

Paradiso - both have their roles in missions, and can provide a fast-moving escort for Specialists, and can cover their approach with Smoke or, Sr. Massacre's even better Zero-V Smoke.

* 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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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » July 17th, 2014, 4:05 pm

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 (22|0)

At first blush, it might seem like the dirty HD+ and GML trickery of the Nomads is not possible in Corregidor. Well, it isn't. But - we have the wonderful Stempler Zond... with a FO and Sensor, they enable a version of the normal trick. Yes, most other factions have some form of this standard REM. But most other factions don't have Climbing+ standard on almost all their REMs. Yes, ladies and gentlemen, Corregidor still manages to bring the terror and confusion of the GML attack to your battlefield. Link teams of Alguaciles with Grenade Launchers and an Intruder "posting" a Grenade over a wall are interesting possibilities too.

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. And Forward Observer grants Flash Pulse, a useful defense.

Transductor Zond Repeater (8|0)

A mobile Repeater, with Climbing Plus. Morans fulfil the same function and are generally better for your points, as they don't have a giant "Don't shoot, we're pathetic!" sign above their heads. Useful in terrain dense boards where approaches are easy.

Reaktion Zond (28|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 a Transductor Zond, 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 (37|1)
Tsyklon Feuerbach (38|1.5)

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.

With Climbing Plus and decent BS, the Spitfire model can put a Marker 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 vulnerable.
Both models are good for providing rear security, following up behind Link Teams and holding ground.

Salyuts

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.

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.

TAGs

Geckos

Gecko Squadrons

Unit Summary by Asher
Gecko MK12, Blitzen, Chaincolt 55|1.5
Gecko Two Combi Rifles, Panzerfaust, Chain Colt 54|1

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
- 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.

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 55 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.

UPDATE 1/11/2013: The Anaconda seems to be the same chassis as the Gecko, so we can expect it to be a similar size. The Anaconda is probably the perfect proxy at this stage. I was also thinking that the 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.

Iguana
Iguanas. Man, I love these guys. Definitely the best cheap TAG you'll find in any faction.

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.
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. (Even then you can still use the Ejection System to free the Operator).

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. A lot of its performance will depend on its size... I use a fairly hunched TAG proxy which seems to fit the profile well, although it may look something a skeletal Lizard with armour plats. given its description and function. If it's a huge, wild pose like Scarface, its performance will suffer significantly given that it's really a super HI and not a walking tank like a Jotum, which can threaten nasty AROs with a high BS and EXP ammo from its Multi HMG. Possibly the closest thing to it is a Shang Ji Hacker. That has 4 Wounds and can jump to safety when it's taken 2.

Have I mentioned that I love the Iguana?

It can also be vulnerable to Hacking, not just from Immobilisation or Possession attempts. 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.

UPDATE 1/11/2013: The Iguana is a little bigger than I expected, but appears to be in line with most modern TAG sizes. It will make it harder to take total cover if you've been using a smaller proxy (I know I have) but then again it makes it easier to hit enemy models by looming over shipping crates.
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Re: The Crooked Grin of Corregidor: Tactica

by Locksmith » July 30th, 2014, 6:02 pm

Might could revise 'lack of smoke' as a weakness. Lupe brings linkable smoke these days, which is a lot more smoke than some other sectorials.
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » December 21st, 2014, 8:59 am

I gave a test run to our new units yesterday - a Bandit hacker and two Jaguars.

Now, bear in mind these were two games at 200pts with N3 scenarios (Annihilation and Armory), plus there was way less terrain on the table than I'm used to. Not much time (3 turns), and the scenarios are intended for 300pts games.

Corregidor Jaguars - I used the Light Shotgun & Smoke, plus ADHL & Panzerfaust profiles. Light Shotgun is fine, as high PH allows them to effectively defend themselves with Smoke Grenades, and up close, the shotgun will be giving them good chances in FtF roll. The ADHL... I felt lack of options here. Both weapons seem to be dedicated to defeating hard targets, and have Burst 1. All fine and dandy, but you should get behind your target or immobilize it with hacking or something before you let a Jaguar rip them open with that. I'm afraid this profile is highly situational, and I'm not going to be a fan.
The third profile - Chain Rifle and Smoke Grenades - is your typical warband loadout.

Now Jaguars are not a stereotypical, Impetous Irregular Warband. They're Regular, Frenzy. Which means they are pretty useful for rear area defense, provided you make them defend tight spots - they will be filling the same role Algulaciles often do: rear area security order monkeys.

If situation allows, you can of course send them after your enemies in a typical Warband fashion.

As for Corregidor Bandits, it seems we've gotten a proper Camo Infiltrator outfit finally. Their main problem is being Irregular, but that is bearable if you don't use too many of them.
However, the Assault Hacking Device, while being an useful offensive tool, is no replacement for a standard HD (lacking its utility and anti-hacker options). Seems we're entering an era of bringing 2 hackers to the table - one for general utility, one for offensive operations. Bandit, with his low WIP of 12, is less than ideal Hacker as-such, but he's a jack of all trades: he can shoot, he can glue something up with his ADHL, he can fight hand-to-hand (MArts L2) and even use weapons Scavenged on the battlefield...
Also, setting up a Repeater network is as crucial as always, or even more nowadays - I really missed my Moran Massai, especially in the Armory game.
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » January 19th, 2015, 12:06 pm

I love to see that Lunokhods have been upgunned to Heavy Shotguns. Not much difference compared to Boarding Shotguns (+1 Damage), but makes a lot of sense fluff-wise.

Besides, guys, wouldn't it be the time to update the Corregidor Tactica to N3?
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Re: The Crooked Grin of Corregidor: Tactica

by Lampyridae » January 19th, 2015, 3:19 pm

Yup, I'm slowly updating the Tactica in the CB forums. I will copy it across here once it's more fully formed. Although the HI section is finished.
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Re: The Crooked Grin of Corregidor: Tactica

by Arachas » February 26th, 2015, 1:43 pm

Thanks Lamps. :)
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » April 16th, 2015, 7:40 am

Since the Jaguars have made it into metal form, I gave them some thoughts.

They're probably going to make a really nasty Link Team.
See, there can be 5 of them. They're linkable. They make a damn fine close assault fireteam:

JAGUAR Chain 0 10
JAGUAR Chain 0 10
JAGUAR Shotgun 0 13
JAGUAR Shotgun 0 13
JAGUAR ADHL 0.5 13

Two Direct Template weapons, two Terminal Template weapons (though you may re-adjust the proportion, this seems optimal to me), and a specialized 5th trooper with heavy weapon (kind of...) - Panzerfaust for a long range (mostly ARO, I guess) attempt at neutralising heavy targets, and ADHL to make everyone really afraid. At BS 11, they're going to be just as good shots as Algulaciles.

Plus loads of smoke to cover your advance, hurling 2 Smoke Grenades per Attack short skill (due to Link bonus), and excellent Close Combat ability at CC 21 and MArts L2 (with a mix of EM and DA CCWs). If you manage to get all (or most) of them into CC with a single target - it is pretty likely to turn into a real clusterfuck... and in case of the link getting broken, they get good chances of going Impetous. If this will be inside of the enemy lines - ouch...

Besides, they seem to be excellent buddies with Intruders - they're cheap (on points and SWC) and get loads of smoke on the table :) (so you can bring expensive Intruders to cover them).
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Re: The Crooked Grin of Corregidor: Tactica

by Icchan » April 16th, 2015, 8:46 am

I think they're the only linkable source of ADHL in Nomads, amirite? That and their smoke grenades allow them to protect themselves from ODD or TO camo guys, flinging smoke on top of themselves with B2 PH19 rolls. Or PH16 against surprise shots, but still pretty good chances of survival. And they're still good at CC so once smoked, the enemy doesn't want to come in close either. Intuitive attacking with templates against them is pretty useless as well. They're either dodging with PH13 or shooting back TWO templates (the chainrifle variants), or shoot back as f2f with the shotguns. Nasty stuff. You can even take two Geckos when you have a link of Jaguars :)
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » April 16th, 2015, 9:14 am

Suprise Shots are countered by Sixth Sense L2 in most cases (as Link Team of 4+ grants you Sixth Sense L2).
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Re: The Crooked Grin of Corregidor: Tactica

by Icchan » April 16th, 2015, 9:53 am

Right, of course. Brainfart. So either PH19 with a full link team, PH16 against everything with a 4 man link team and PH13 against surprise shots with 3 man link team. But still burst 2, not bad at all.
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » April 16th, 2015, 9:56 am

But, IIRC, you're right, it is the only Nomad linkable ADHL. Not too shabby!
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » April 24th, 2015, 7:59 pm

I've tested the Jaguar Link Team today.

The list can be found here.

They didn't had a chance to do much (I got a Moderator MSR Link'ed on the other side, and had to unblock a flank - Moran was better suited there, taking out a Zero, a Tsyklon Spitfire, and a lion's share of the Moderator Link once they moved. Plus a Morlock hugged by a Koala) as I needed my Orders elsewhere, but they felt nice. Cheap, fast, aggressive. They managed to jump the Reverend Custodier form behind and, well... I belive that the term "clusterfuck" describes it pretty accurately.

Mind that if you have them linked, it is actually better to enter CC with a Link than to switch to a Coordinated Order. Otherwise, Coordinated Order is fine.
As you enter CC with a bunch of MA L2 types, can get 4 (against a normal model) to 6 (large models) of them into BtB with your victim, have a choice of either DA or EM CCW, and your Spearhead / Link Leader is going to get +1 extra Burst for every buddy in CC, that becomes nasty. The Custodier got hit with Burst 4 (I've lost the Panzerfaust Jaguar earlier), MA L1, CC 21 at Damage 13. Clusterfuck. The nun didn't had a chance...

Against a TAG, I'd switch to MA L2, bumping the damage to 16, and go for EM CCW. There's a good chance for a Crit, and even if I won't be able to deal enough damage, there's still an excellent chance of EM'ing the TAg down.


Note from the game, too - the Intruder Sniper wasn't shining himself, either. But perhaps it was just a bad luck.
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Re: The Crooked Grin of Corregidor: Tactica

by Icchan » April 25th, 2015, 10:17 am

Errhile wrote:Mind that if you have them linked, it is actually better to enter CC with a Link than to switch to a Coordinated Order. Otherwise, Coordinated Order is fine.
As you enter CC with a bunch of MA L2 types, can get 4 (against a normal model) to 6 (large models) of them into BtB with your victim, have a choice of either DA or EM CCW, and your Spearhead / Link Leader is going to get +1 extra Burst for every buddy in CC, that becomes nasty. The Custodier got hit with Burst 4 (I've lost the Panzerfaust Jaguar earlier), MA L1, CC 21 at Damage 13. Clusterfuck. The nun didn't had a chance...

Coordinated order is definitely better, because the in a fireteam the link leader isn't getting any bonuses from allies as they're all activated by an order (see the rules for cc bonuses).
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » April 25th, 2015, 3:22 pm

Well in that case Coordinated Order wouldn't be much better, as the models are still being activated by the Order...

I guess that's another case we could use a FAQ...
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Re: The Crooked Grin of Corregidor: Tactica

by Icchan » April 25th, 2015, 3:40 pm

Errhile wrote:Well in that case Coordinated Order wouldn't be much better, as the models are still being activated by the Order...

I guess that's another case we could use a FAQ...


Except there's a rule specifically in Coordinated Order that gives an ally bonus to the Spearhead...
» In Close Combat, only the Spearhead trooper will perform
the CC Roll, getting a MOD of +1 to his B and +1 to the PH
Attribute for Damage for each friendly trooper participating
in the Coordinated Order engaged with the adversary.
» Other friendly troopers engaged in that CC but not participating
in the Coordinated Order don’t provide any Bonus
to the Spearhead trooper

Before asking for a FAQ, maybe we should read the rules we have.
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Re: The Crooked Grin of Corregidor: Tactica

by Errhile » April 25th, 2015, 5:29 pm

:blush: I stand corrected.

I searched for it in the rulebook. Somehow din't found it... :blush:
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That there, there will be pure wine and honey and sugar
Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


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Re: The Crooked Grin of Corregidor: Tactica

by Nazroth » December 28th, 2015, 4:52 pm

Guys - this topic is awesome still it is a hell of outdated. No smoke ine Corregidor? Jagguars are more than capable mdfckrs and they certainly are an awesome source of smoke.

A lot of awesome content in the first couple of posts but it may be pretty misleading to new players.
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Re: The Crooked Grin of Corregidor: Tactica

by AikasMX » June 9th, 2016, 10:12 pm

Yep, if this forum is still active, it's needed to update this!
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