My issue with Zondcats is they make the unit take up too much space when you AD" Infiltrate and and can trigger AROs. I do want to use them more because zondbots are nice, but with the same issue I have with zondbots, players in my area just target them with template weapons, and remotes can't go prone(even when unconscious) to prevent them from pitching orders into this.
If you ever drop Tomcats to actually revive guys it allows you to complete an objective, attack an enemy, or even climb the Tomcat to a safe place at the same time. If you only use Tomcats for objectives it would only he useful for helping to clear the way. Obviously there's clearing mines and perim weapons. You can also electric pulse guys, especially useful for getting past DTW guys defending the zone, double so if they aren't good at CC. I find them to be easily worth it.
I mostly use the Zondcat to walk on and get an Electric Pulse into CC with a TAG / scary HI. ;) BUT as has been discussed it's a great way of 'doing two things at once'.
Guys, yesterday I played two times with Corregidor, after a lot of matches with vanilla I'm trying to test our sectorials, two amazing victories against ALEPH, great perfromance from my two bandits, anyway, the mission played were Supremacy and Highly classified, the list I used was this : Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 1 9 1 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) SEÑOR MASSACRE (Fireteam: Haris) Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 27) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) ZONDBOT Electric Pulse. (0 | 3) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) GROUP 2 5 1 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23) ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15) ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12) LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23) ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10) ALGUACIL HMG / Pistol, Knife. (1 | 18) 6 SWC | 300 Points Open in Infinity Army Opinions?
Looks pretty standard Corregidor to me. I'm not surprised it's doing well. Personally I love having our infiltrators slighty more elite than most.
Yes, totally agree about Corregidor infiltrators, Bandits are amazing, quite expensive and irregular but they're very versatile, they can shoot, they can hack and hit in CC really well, lot of useful profile, one of my favourite is the deployable repeater one, just for mines and the scavenger ability is awesome.
I'm going to do a full post about all the correg implications of ITS 10 once I can find the damn download. Maybe it's not showing for mobile. edit: I was looking for "10" in the link text. Maybe I should have seen Xeno as 10.
Intruders, Wildcats, Hellcats... CJC just got a lot of love. My brief thoughts (basically, why I will be running CJC this season, with a smattering of Starco still for the right missions): Intruders: don't need much explanation. You can start the HMG or MSR in a better firing position depending on the terrain. Wildcats: oh my. A whole FD1 link and only 100 points to boot? Suddenly the Spitfire seems a lot more relevant as a big gun, although I like the HRL a lot still. And they can adjust specialists between Engineer and AHD as needed. Getting those Combi+LFTs into position just got a bit easier, and with Morans and Bandits playing along, fighting Wildcats in the midfield will be painful for most of our opponents. Hellcats: I still walk drop troops on the side most of the time; reliability is worth more than going to the exact spot (or previously, the general spot due to template). Now that you can pick any old place to drop, a few Hellcats with an EVO or even just a hacker running assisted jump supportware will be downright frightening, for an acceptable amount of points input. CJC is gonna be fun this season.
Hellcats! The new AD rules disproportionately help AD that need specific rangebands. The Spitfire has a big advantage of almost always ending up in a useable range. But now the HMG is far more likely to have an opportunity that makes the AD3 worth it and really mow down helpless enemies. The BSG as well can find that super sweet spread shot now. I think both those profiles get stronger now. Hellcats are also Elite troops, giving them two more classifieds they can accomplish without being a specialist. The Hacker now has additional classifieds as well. Most of these classifieds require being in your opponent's half. Hellcats are really good at these now. A Hellcat AHD and a Tomcat Engineer can single handedly excel at completing most classifieds. Even a Tomcat Doc and Hellcat Spitfire can complete a large amount. There is literally no reason not to double AD as Correg and doing a triple is now good for a wider range of mission types instead of best for combat. Wildcats! Pretty straight buff, the Haris with a Spitfire and a Specialist is even better, and they are elite (or vet?) so they can complete those two new classifieds as well. Defensive link has more room to place those pesky 2B LFT as well. I actually think they were already good both in Core and Haris but this makes them very competitive, as they were always geared for close range. Intruders! The main two didn't need the buff but they got it. The MSR might be able to get some good deployments, as it's usually based around that one good kill. The HMG is obviously buffed. The Combi profiles should be much much better now. 3 classifieds possible without taking the Hacker and in my experience when the Combi does get to combat it excels. I think people should start taking these and I will be. Really wish the Hacker was an AHD or KHD but I'll still be trying it out. Don't know about missions yet I haven't gotten a good link. I've seen some missions have more dramatic specific specialist bonuses, and other than CoC Correg has insane access to specialist types. Some classified types get bonuses as well, and again Correg has really wide access to choosing any classifieds because of their specialist variety. Between having infiltrating anti-material CC (Bandit on Frostbyte, I would consider using Inferior Infiltration, although Tomcat Engineer can use d-charges), doctor, engineer and hacker on AD, and more, I think the Correg tradition of having decent access to a lot is really supported by this season.
While Intruder combi is usually sitting in the Lt slot for me, having some shell game between Wildcats and an Intruder will be nice, with the added possibility that the Intruder combi can get to the midfield more easily and do some work. Jaguar core with Wildcat Haris, a few AD, Intruders, Morans, and a Bandit is looking really solid.
Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 1 9 1 SEÑOR MASSACRE Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 29) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) WILDCAT Spitfire / Pistol, Knife. (1.5 | 24) WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 23) WILDCAT (Fireteam: Haris) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 20) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23) GROUP 2 3 INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35) HELLCAT HMG, E/Mauler / Pistol, Knife. (1.5 | 31) TOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower + 1 Zondcat / Pistol, Knife. (0 | 26) ZONDCAT Electric Pulse. (4) 5.5 SWC | 299 Points Open in Infinity Army
I believe both myself and my opponents are convinced there's absolutely nothing wrong with Geckos. Honestly I kind of prefer the Combis now, although I still want one of each for the Duo.
With the new AD rules, I'm finding that it's bandits that are getting dropped in favour of a second hellcat. I wasn't expecting to do that! Normally I've been lukewarm on drop troops but the ability to casually place a shotgun trooper in the *perfect* spot is super tempting. In my very last game of Season 9, an AHD hellcat was the MVP on hunting party so I'm looking forward to this. However, a follow-up concern is that we're also going to need AD defense. We certainly have lots of templates and cheap-ish orders for ARO but hacking the drop roll to make it F2F is huuuge. Corregidor doesn't do it as well as another Nomads as most of our usual hackers are linked wildcats or bandits who don't have gadget programs. Will the EVO or Alguacile hacker make it into your lists?
Koalas. Wildcats. Jaguars. EVO to support your own AD. I wouldn't say Corregidor is hurting for options. Hmm...AD + REMs + Core link looks like a fun list for Corregidor. EVOs are solid vs KHDs due Breakwater, BTS6 and 2 UNC states, so you can get by with taking them as a solo Hacker. You're looking at 3+ orders to remove them from the table. But it probably means that a DZ Engineer is necessary... I'd be cautious with the linked Alg Hacker. There's a fair chance that your most effective AROS are coming from the link, so it kind of lightly forks yourself. Biggest things to be aware of: Alert and Warning. This can go a long way to reducing the effectiveness of AD. Zondbots are great Alert / Discover / Engage critters: nothing stops you putting Zondbots watching the blindside of the things your opponent will want to AD.
I still love Bandits but like I say, the big advantage of AD is getting to pick where it goes during the game, not being further up the board. Getting to be more precise when you risk the roll is just more dramatic.
Being able to go anywhere is huuuuuge. I always found the template limited me from picking the best spots. There was typically a piece of scatter terrain or something in the way. But if you can go anywhere, there is always, always a little corner hidden away where you can pop a shotgun behind a link team. I didn't normally like hellcats previously due to the fickleness of AD but season 10 is certainly the Age of Raoul.
With AD5 I've often found the Hellcat one of the more reliable combat jump pieces, especially with the spitfire or HMG where even if it ended up back in it's DZ(just need to nail down a solid answer if bravery now interacts with this at all) it wasn't completely worthless. Additionally being nomads and always having at least a HD somewhere for the supportware just makes the jump even better. I love Hellcats and combat jump in general, pulled out a win in many a game with it.