The interplanetario will have the spec obs option. I have very little experience with it and even less in vanilla nomads So : how do you use it ? A doctor/engineer WIP 15 securitate seems like an obvious easy choice but can we do something more ?
I've always liked combing hacker doctor and engineer with the highest wip I can I think securitate provides an awesome platform for a spec op now.
I was thinking of heavy minelaying (spec obs/helot/puppet master/zero) to cover for lieutenant assassination instead (much less XP costly) CoC is nice but cost 8 XP. What do you do when you take it ? CoC/Doctor/Engineer for a backfield specialist ?
Kusanagi + Spec Ops CoC. Usually I Holo 1 my Spec Ops as well. "Oh this is a spec ops tournament? Huh... Looks like I'm missing out then." My other favourite is Holo 1 Minelayer. Deploy the mine in a good location for a Intruder with the Spec Ops pretending to be a Jaguar.
There are good chances, that there will be new Spec-Ops rules in the new book. But CoC is what I would go for.
Well the engineer doesn't make sense due to Clockmakers. And unless you don't have any redundancy you've made it easier to cut you off of your super support by just killing one troop, you're basically creating your own weaks point. IMO the best option for a Spec-Ops is to equip it with normally high SWC gear. Or to recreate a normally more expensive profile. Spoiler: Moderator Pseudo-Interventor Nomads ────────────────────────────────────────────────── 1 VORTEX Spec-Ops (12 XP) (WIP:15, BTS:9, Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 9) 0 SWC | 9 Points Open in Infinity Army As you can see the same hacking ability as a Interventor though the Moderator only got a normal HD. So you still saved 0.5 SWC and 16 Points which can be easily re-invested in a Jaguar and a Morlock. In Bakunin this guy is quite good in a Moderator fireteam - all in all Spec-Ops gain much more potential when used in a sectorial due to the fireteam Bonuses Oh and I see no real benefit in COC as well. A Nomad player is usually adapted to this "lack" thus the 8XP can find a better use.
I have no idea why any Nomads player with respect for themselves wouldn't want an extra order on the Kriza Borac or a safety net on the interventor lt, which can then openly and carelessly use that extra lt. for supportware, so colour me surprised. Although I must admit it's been roughly a year since I played Nomads in a tournament setting so perhaps I'm missing something here (although I must admit, I do see the counter argument that 8XP is quite a hefty pricetag) Also good point @Tristan228 on using SWC weapons on XP, I forgot how insanely SWC intense Nomads tends to be.
Why are spec ops base profiles so uneven one to another? For 3 pts the securitate has Veteran:L1 +1WIP, + 1BS
Yeah, unless you don't use @ijw's Holo 1 trick COC is basically an open information as soon as you tell your opponent the Spec-Ops' stats/equipment. And depending on your opponent's army he might be quite good in entering your DZ and murdering your COC guy early.
Using Holo 1 in addition to CoC, bring the cost of CoC from 8XP to 11XP, for the only added advantage of hiding that it is CoC, which is not hiding much. Even though i know my enemy kempei (in JSA) or Pheasant (in ISS), i still cannot do much about it. So is possible your opponent knowing you have CoC can't do much about it. I use Holo 1 in my specop as another specop to hide SWC weapons or buffed hacking. Sometime i hide him as a normal trooper, placing my opponent on its toe that just about anyone of my guy can be the 9XP specop... unless i took a 6XP AD2 (which is included in AD3) + 6XP of weapon/stats.
I would just put an extra big gun on one, along with Mimetism. Make a ghetto Kamau. It's not like Nomads are hurting for hackers and/or engineers.
I just realised something : counter intelligence is private information. So, what prevent us (if we start) to have our spec obs holo 1 disguised as a puppet master to convince our opponent he has no reason to spend his command token to make us loose one order ?
This is all kind of irrelevant until after DF comes out. Updated Campaign rules probably means some changes to SpecOps
As Bakunin, I've narrowed it down to two loadouts: Doctor, Engineer, Hacker, 15 WIP - Conserve space in the protected area of my DZ by rolling everything into one dude Multi-Sniper, Mimetism, Minelayer - Maximize free SWC I hear about chain of command but I'm not convinced... just run Kriza/Kusanagi/whoever as a non-lieutenant profile and take an extra baggage bot. Orders are cheap and easy for Nomads.
COC is a crutch for lesser factions. I tend for engineer, mimetism and assault pistol, clockmaker 2.0
Interesting way of playing your spec op, very different from how I've done it in my games, but good if it works for you. For me the guy is basically a single point support mostly for remotes, so hacker and engineer give marksmen and the ability to link a helper bot for the engineering. If I lose the guy its not a big loss as he not crucial to my strategy and only a few points. I played a 20 point spec op event where the model had to be a lieutenant and wasn't allowed to be a specialist. I made a sniper /holoprojector guy and disguised him as a sin eater HMG. For a 9 point moderator base this was crazy effective as opponents built strategies to deal with a sin eater that wasn't.