I'll update this with the operation: icestorm profiles in the coming weeks.
The
Nomads
We have an excellent and well rounded force, having multiple strong options in all classes of combatant, with the only notable weak(ish) point being in our Heavy Infantry department. Not many of our choices are super-powered compared to other Human armies, but they all come with decent profiles + equipment and tend to be priced affordably to compensate.
Nomad's strongest point is in the hacking game. Multiple strong hacking options are present throughout the army breakdown and wide access to repeaters, markers and EVO support make infowar a big part of Nomad's strategy when taking on high tech nations.
Vanilla Nomads looses the raw power and flexibility of a link team, but gains access to a broad spectrum of TAGs, TO camo and great hackers in the process. read on below for my unit-by-unit breakdown, please leave comments as I'd love to hear your feedback.
*******Disclaimer********
I'm not saying that any profile listed as "avoidable" is crap/below par/terrible/etc
I'm merely saying that these are rarely seen, are duplicated in better form on other profiles or are only situationally useful.
"avoidable" is only a colloquial term and is not meant to offend your favourite model or quirky choice.
My meta is not your meta and these are only general overviews :-)
Light infantry:
Alguaciles:
Fairly solid light infantry with a good spread of specialists and weapons.
These guys really shine in a corregidor sectoral where they can link to boost their BS and Burst, but that option is sadly not available for a vanilla force.
So, why use them?
First of all, many profiles have had significant price reductions, eliminating problems with many of the N2 profiles. Second of all, we're due new sculpts which means sexy new models!!
Stand out profiles:
Combi rifle/pistol/knife 10pts
Forward observer, deployable repeater x3/combi rifle/pistol/knife 12pts
Paramedic, combi rifle/pistol/knife 12pts
These three profiles for me are where these guys shine in a vanilla force, the combi rifle profile is a cheap and capable cheerleader. Average WIP, Average BS, Standard ARM 1 and 4-4 MOV but all at a reasonable price.
The forward observer expands on this decent bit of pricing by converting your cheerleader into a super useful bargain-basement specialist.
This specialist can capture objectives, achieve secondary objectives, deploy a repeater net for you to hack through and also gains access to the veritable flash pulse ARO by means of being a forward observer.
All in all, this guy is where it is at! (side not: the comm-tech civvie makes a great stand-in for this profile)
The paramedic appears to be ITS class specialist, is cheap and can now heal at range, helping you get your classified objective and taking less orders to heal than in N2, and at considerably less risk.
Avoidable profiles:
MULTI sniper rifle/pistol/knife 18pts/1.5swc
HMG/pistol/knife 18pts/1swc
Combi rifle/LGL/pistol/knife 14pts/1swc
Missile launcher/pistol/knife 15pts/1swc
Hacker; combi rifle/pistol/knife 18pts/0.5swc
Lieutenant; combi rifle/pistol/knife 10 pts/1swc
All of the special weapons really shine in a link team as the basic profile of the alguacile doesn't really allow for greatness with any of them; The missile launcher is deadly, but at B1 and BS11, one bad dice roll will see you go down to an ARO. It is now vastly cheaper, so if you need some EXP on a budget (blowing up scenery/objectives?) its not going to break the bank any more.
The grenade launcher is a nice idea, but the negative modifiers for speculative fire combined with a low BS means that you're unlikely to hit much, and loss of scatter means you're not got to hit even if you miss by 1 or 2 now.
The sniper rifle is now less expensive but is still low burst and doesn't come recommended outside of a link team.
The HMG is probably the best of the bunch as the higher burst and long range can offset the low BS and low survivability, benefiting a bit from the changes to suppression fire too.
The hacker is in theory an interesting one. I've taken it to a tournament as a backup hacker for my interventor and it worked ok (she actually got two kills with anti-hacker protocols!!!) and is pretty much the cheapest option for paying the "hacker tax" to unlock the use of remotes.
The lack of BTS and average WIP means she makes for a poor offensive hacker though, and I'd personally advocate paying the moderate upgrade cost to buy an interventor's services. Cheap access to drones and support-ware plus a reduction in cost means that mine will def see some table time in low points games or as a support for my interventor, but she won't be leading the digital charge on her own.
The fact that the lieutenant costs SWC means I struggle to recommend that option, you've got better things to spend your SWC on tbh.
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Securitate:
Ok, these guys are pretty Elite LI and unfortunately they pay through the nose for that status. I personally think they are too pricey for their status and would not advocate using them under the current ruleset.
That said, if you have the models and want to use them; they all come as standard with a repeater, so your hackers can work through their zone of control and they also have the sixth sense level 2 skill to help them resist combat camo/impersonator attacks, aerial deployment shenanigans, smoke + MSV2 spam, guided missiles and speculative fire so i would say that given that skillset and their slightly better BS of 12 and WIP of 14, they make for a passable unit if your regular opponents tend to field lots of the aforementioned tactics. With the increase of usefulness of hacking and shotguns in N3 (as well as an upcoming tunguska sectoral; they should be the link team of choice), these guys should become a little bit more useful in the future.
3rd ed update.
Small points reductions across their profiles do go some way to helping the plight of the lowly securitate, as do the changes to shotguns. However, these guys are still outcompeted by cheaper options and still struggle from being too expensive for their survivability.
Stand out profiles:
Lieutenant; combi rifle/light shotgun/pistol/knife
SSL2 helps keep him alive against all the types of attacks that would otherwise deny him a survival roll and as a bonus he doesn't cost any SWC
Avoidable profiles:
All the others, unfortunately
The hacker costs more than an interventor, has worse WIP, no BTS and is no more survivable.
The heavy weapons troopers are still outcosted by the vastly cheaper LI and MI options and really, you'd still be ahead if you took an alguacile and a transductor zond as you'd be an order up + spare points compared to the basic profile.
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Moderators from Bakunin:
Cheap as chips, with low stats to match. Like the alguaciles, much of their options are built around their ability to link into a fireteam in a sectoral army for the much needed boost to BS and Burst. that isn't applicable in a "vanilla" force, and makes them much less viable as a platform for expensive special weapons.
They are clearly not great for offensive use, but there are a couple of useful profiles and they are the embodiment of a cheap rifle + regular order for the nomad nation.
Their base statline gives them shock immunity, 0ARM, 12WIP and 10BS; so nothing special here at all, but at 9pts, it's the cheapest rifle you can get.
Stand out profiles:
Combi rifle/pistol/knife 9pts
Cheap, cheerful and great for guarding your deployment zone against aerial deployment troopers
Marker/combi rifle/pistol/knife 11pts/0.5swc
A fairly unique profile, the marker is a great enabler for those wanting to make good use of hacking or guided missiles. This lollipop sucking beauty has x2 deployable repeaters that she can fire from her under-slung launcher, landing on 13's within 16" (if in line of sight). Once in position, hack away.
Hacker; Combi rifle/pistol/knife 17pts/0.5swc
I know this will raise eyebrows, but at 17pts it makes for a reasonable choice for a low points army that wants to use REMs. The biggest bonus for this profile compared to its alguacile competitor is the fact that its possesses BTS3, this means you can helpfully defend your repeater equipped drones and have some protection from enemy hacking actions. Cheap supportware is nice to chuck on drones, vastly improving their capabilities with Marksman L2 and B2 in ARO.
I still believe the cheap upgrade to an interventor is the best choice, but this would get a consideration in escalation style events for me.
Avoidable profiles:
All the others unfortunately
potentially putting the spitfire aside, the opportunity cost is too high and the base statline too weak to justify the investment for sniper rifles and such.
2 SWC for a 12 WIP lieutenant is laughable and the daktari again outshines the paramedic.
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Tomcats:
Where to start with these guys?
A bevy of good quality profiles and weapon options at an affordable price make these guys a great investment.
They all have AD:2, allowing them to walk on the sides of the boards if they wish, saving the usual issue of having to waste many orders on mov-mov to get to downed victims or objectives. for a small premium over their daktari/clockmaker equivalents, they can save you many orders which can be vastly more precious in-game than a few points here and there.
In addition to AD:2, they also come standard with climbing plus and zero-G terrain skills. climbing plus is clearly the big winner here, allowing them to scale buildings with ease before torching the sniper nest that was oh-so-troubling previously with its flamethrower. The two specialist profiles also come with the option of taking a zondcat, a vectored thrust mechanical servant shaped like a manga-cat to work through. These are occasionally handy, but make the investment much greater for not a vast amount of benefit. Servant bots work better with the cheaper, ground based daktari/clockmaker as I'll get to later.
Stand out profiles:
Doctor; combi rile/light flamethrower/pistol/knife 22pts
Fast enough to get to downed patients or objectives, the tomcat doc is a serious contender for "best doc in faction" awards.
Flamethrower makes short work of bad guys and gives a great option to deal with mass camo/ODD forces.
Engineer; combi rile/light flamethrower/D-charges/pistol/knife 22pts
Not only can this guy mend broken drones and TAGs, he can also disable enemy mines, unglue ADHL'd figures, clear monofilament fields, repair EM damaged equipment/d-charge crates in "lifeblood" but he can also capture objectives and achieve the "sabotage" secondary objective with relative impunity. fantastic!
Combi rifle/E-mitter/anti-personnel mines/pistol/knife 19pts
This guy can create havoc in the opponent's backfield. Cheap, he can pop on the board and lay mines exactly where your opponent doesn't want them. The E-mitter isn't fantastic, often you're better off killing stuff than turning it off, but with the ability to turn up behind the enemy, the tomcat is best equipped to make use of its situational benefits. You're buying this guy for the mines though.
Combi rifle/Deployable repeater x3/pistol/knife 19pts/0.5swc
Not quite as versatile as the other options, he gives another way of enabling the nomad's signature hacking to work efficiently.
Drop him in behind a TAG, drop a repeater and let your interventor go to work.
Avoidable profiles:
Combi rifle/light flamethrower/DEP 19pts/0.5swc
Not necessarily a terrible choice once on the table, the DEP just isn't worth spending SWC on.
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Interventors:
So, the aforementioned hackers extraordinaire!
With an impressive WIP of 15, BTS9 and a maximum cost of 27/0.5swc these guys are a must-have, their beautiful new models only serve as a greater draw as well. With the changes to hacking under N3, i suspect any vanilla nomad force will contain a minimum of 1 of these guys/gals as the hacking device+ brings a huge amount of utility to the army.
Hacking is a wiki all of its own, but needless to say, the changes make inclusion of one of these a real consideration due to its wide access to programs to augment so many of your model's capabilities on the field. They are clearly best supported with wide access to repeaters so they can work their hacky-goodness as much as possible, and if you've got two points spare, its worth considering and upgrade to take a fast panda. The fast panda acts as a single use deployable repeater, thus extending the range of the interventor's hacking zone.
Stand-out profiles:
Lieutenant; combi rifle/pistol/knife 25pts/0.5swc
cheap, cheerful, capable and obvious. If your opponents are known for lieutenant hunting, make sure this guy gets protected well.
Avoidable profiles:
Boarding shotgun/pistol/knife. 24pts/0.5swc
The weapon doesn't really help too much, to use properly, you need to be really close. ideally, an interventor should be hacking from the safety of the backfield through a repeater. she isn't really tough enough to survive long on the frontlines of combat. This has become better with the ability to cloak as an impersonation marker, but it is quite an order intensive process potentially and is debatable as to whether she'd get access to stealth from the program.
A note on this profile from IJW:
IJW Wartrader wrote:You might want to mention Shotgun changes for the Interventor BS loadout, she's pretty obviously designed for N3. Even if Flash Pulse doesn't see any range changes, a BS17 Boarding Shotgun compares favourably with a WIP18 Flash Pulse for close-up AROs against drop troops and fast flankers.
And yes, the boarding shotgun has had some nice changes. Its not a bad option for a skulky interventor, as a +6 shooting ARO to anyone coming hunting her as she sits in a corner of a building is a nice threat, though i think i'd rather spend an lt special order on suppressive fire with a combi to up the ante. They know she's your lt anyways, so what do you lose?
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Clockmakers + Daktaris:
The clockmaker is an excellent engineer, his WIP of 15 making him exceedingly capable of carrying out his battlefield role.
He can defuse mines, d-charge "lifeblood" crates, repair EM damage, clear monofilament fields, repair TAGs + REMs, capture objectives and yes, he can also achieve the "sabotage" secret objective too.
I would personally treat the 3pt zondbot as a mandatory upgrade, allowing him to effectively be in two places at once.
The daktari is a little less awesome, with only a WIP of 13 and much less battlefield niches to fill. she is however, only 14 pts and can capture objectives (in most mission types, though not all of them) as well as achieving the "experimental drug" secret objective. Again, the 3pt zondbot should be seen as a mandatory upgrade, allowing her to be in two places at once or perform risky manuevers to reach downed patients without getting herself killed.
Changes in N3 allowing command tokens to be spent to grant re-rolls to heal/repair on cubed models/remote presence REMs+TAGs mean these guys have just got a lot more useful, as a failed roll now doesn't mean death/incapacitation of their patient or damaged vehicle.
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