Hey everyone, so countermeasures is in a tournament I am going to this weekend and was wondering what some good pieces for countermeasures are in vanilla nomads. This is my list so far. Countermeasures──────────────────────────────────────────────────GROUP 1 10 INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33) HELLCAT Spitfire / Pistol, Knife. (1.5 | 28) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3)GROUP 2 4 1 REAKTION ZOND HMG / Electric Pulse. (1 | 26) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22) LIBERTO Submachine Gun, Chain-colt, D.E.P. / Pistol, Knife. (0 | 8) 5.5 SWC | 299 PointsOpen in Infinity Army
I'd stick a Kriza in there. It's easier to shut down your opponent in this mission than it is to score classfieds, so aim to get 2-3 and then spend the rest of the time killing bad guys. I'd drop Bran and downgrade the hellcat to make that space in the list.
step 1. build a great list step 2. realise it's actually trash thanks to the EZ step 3. sling hate at that stupid rule until you feel better. step 4. throw some jank together at the last second and hope for the best. Or, Try a more direct action build, that focuses on a hard alpha to take ground and only grab cards as the opportunity arises then make a specialist dash on turn 3 when there isn't a huge amount your opponent can do. Stuff like the Kriza, Taskmaster (which is the better choice given it can cover more cards), and maybe a Hellcat spitfire/hmg if you can make a landing zone for it are great at putting pressure on the enemy and nailing anything they leave vulnerable/ punish poor deployment.
Zoe and Pi-Well between them can cover a large number of classifieds at a fairly reasonable cost. Zoe especially makes an exceptional datatracker since she can always use the order, and has a very high chance of being able to accomplish an objective for the bonus points over the course of the game.
This is what I would take : Nomads ────────────────────────────────────────────────── GROUP 1 10 INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) ZONDBOT Electric Pulse. (0 | 3) ZONDBOT Electric Pulse. (0 | 3) GROUP 2 3 5 4 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12) INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) LIBERTO (Minelayer) Light Shotgun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (1 | 10) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6) 6 SWC | 299 Points Open in Infinity Army 2 SK KHD to do the hacker based classified 2 SK FO to do the FO based classified 1 doctor 1 engineer with many REM to repair (remember you can make a transductor jump to damage then repair it) You need one MSV/Sensor => intruder can do it You need an elite/veteran to kidnap an HVT => the prowler can do it itself or a SK can kidnap the HVT and bring it to the intruder You need a MI/HI that can go into the enemy half of the table => easy with prowler D-Charge for Sabotage => once again, prowler You need CC able troop => Morlock are good for this Plus with an intruder, a prowler and 4 morlock : you have all that you need to play aggressive if you need to On the other side, with 4 CK, 1 minelayer and 1 TR drone, you are not without defense yourself As you have a puppet master, you have counterintelligence so playing first could is a very good idea if you have a good draw of classified
FWIW the Zondnaut AHD is just amazing in this mission because the deck is weighted towards hacking. Especially in the late-game he can get to the less convenient classified targets and often do more than one in a turn.
ZN AHD is just good, period. The Puppet Team could be useful being cheap FO's attached to a good gunfighter, for making a hole in the enemy's line for something else, or exploiting one made by something else, as well as having access to a reliable specialist.
I will add to the ZN AHD as a beast for counter measure. He is an Elite troop, and an amazing data tracker. He did quite some work for me last Sunday. Also Hollow man left in ARO duty is a good way to accomplish civ evac.
In Vanilla, I really don't think the Prowler is good in this mission because of the 16 inch exclusion zone in the center. Unless your plan is to risk an infiltration roll into your opponents 4 inch buffer zone, you are better off taking a Tomcat Engi or a Monstrucker and save points. The Zondnautica can probably accomplish Kidnapping easier than a prowler in most cases. I did find the Kriza to be really strong in this mission though, because it can deal with threats and it can score a few objectives in the new classified deck.
Similar reason as to why I take the Taskmaster in this mission, but unlike the Kriza it can do the CC cards better and is a Veteran Troop vs the Kriza's Headquarters, which allows to do even more cards. Also thanks to the Crazy Koalas it can make your opponent's life rough when they try to push back into the midfield.
20-10 move is good, and I love the zondnautica as an offensive tool, but prowler has D-Charge (1 more classified), is an MI (1more classified), camo status (1 free move-move without any risk of damage) and can go cover and use surprise shot (-6 modifier that zondnautica cannot use). Both have their use but as a durable piece to do as much classified as possible while doing some damage, prowler is better : 3 classified vs 1, camo to survive vs smoke. You need veteran/elite, HI/MI and D-charge. Having one troop that pack all of them in a durable package with a good punch is a blessing.
We can also think about Bran Do Castro Specialist Operative. He can freely, without any roll, deploy on the other side of this huge exclusion zone, and achieve a lot of objectives.
not really he is a specialist operative which as far as the misson is concerned is meaningless so you are relying on one of the veteran or CC cards being up. For a similalr tactic things like the Tomcats maybe a better option as they can appear in that tiny trivially easy to cover with mines band on the other side. such options aren't great in this mission full stop. CM is also a mission I'm not a fan of and it being coupled with an exclusion zone makes it all the worse.
Why not ? the specialist operative can fulfill all specialists roles : When I read this, if there is one mission where the Specialist Operative can shine, it is Counter-Measure.
Specialist operative is just a specialist, not a hacker/fo/doctor/paramedic/engineer. So he cannot do any of their objectives The only objectives Bran can do are : Capture, Extreme prejudice (like everyone), HVT kidnapping, In extremis recovery (like everyone), net undermine (a bit easier with him but not much more), predator (like everyone but a bit easier) and rescue (like everyone but less likely). So 3 objectives specific to him and 1 available to everyone et can do a bit more easily. All of them doable because he is a character (so can do veteran/elite objectives), note because et is a specialist operative
What about the "EFFECT" of "SPECIALIST OPERATIVE" in the wiki ? http://infinitythewiki.com/en/Specialist_Operative It seems there is something I don't understand. For me this text says that a SPECIALIST OPERATIVE can do ALL objectives, "even if he doesn't fulfill any of the characteristics which define this type of trooper"
REQUIREMENTS It is compulsory to be playing a mission or a scenario possessing the Specialist Troops rule to be able to apply this Special Skill. EFFECTS The user of this Special Skill is considered to be a Specialist Troop and use the special rules the mission or scenario specifies for this type of trooper. The user of this Special Skill must be considered to be a Specialist Troop even if he doesn't fulfill any of the characteristics which define this type of trooper (being a Hacker, an Engineer...) in the parameters of the scenario. Specialist operative make the trooper a specialist troop. Because of that he can do all button pushing (activating antenna...) Classified Objectives doesn't require you to be a specialist troop, they require you to own a specific skill (hacker, paramedic...)/being able to perform a skill (healing/repairing/D-Charging...)/classification (HI, MI, ...). Specialist operative does not replace that.