The Crooked Grin Of Corregidor: Tactica

Discussion in 'Nomads' started by GHoooSTS, Feb 9, 2018.

  1. loricus

    loricus Satellite Druid

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    That's a good point, I try to keep in mind how much deployment room I have for a specific type of unit. You put the BSG in the perfect spot, then your second BSG would need to use the second best spot. With a Combi they can both deploy in their best option. That's why I don't really take two Bandits.

    Moran has become a unit that when compared cross faction all you can say is "Uhh let's not talk about it."
     
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  2. Elric of Grans

    Elric of Grans Well-Known Member

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    I have not been able to try N4 yet (no gaming of any description since March with COVID restrictions), so I am relying on reading and theory at the moment. I have put together my current thoughts on N4 Corregidor and was hoping for some feedback from those who are able to actually play.

    Nomads, and Corregidor, in a nutshell

    Nomads have the most Hackers. We also have, by far, the most Deployable Repeaters, Pitchers, and Repeaters. Corregidor gets the lions share of Deployable Repeaters, while Pitchers and Repeaters are spread *almost* evenly across the sectorials. Nomads also have the most Engineers in the game, with Corregidor again getting the majority of these.

    In terms of the various Skills in the game, Nomads tend to fall in the average in terms of our access. We have less CC-oriented skills than average, however, and absolutely no Leadership skills. We have, by far, the most units with Climbing Plus, with this distributed almost evenly across the sectorials (Corregidor has marginally more). A wall is just an uncarpeted floor when you live in Zero-G! Speaking of which, Nomads (and especially Corregidor) have the most units with Terrain (Zero-G). Given how common Zero-G tables are, we have a huge advantage that probably needs nerfing! To my surprise, we have more units with Mimetism than even Ariadna or PanOceania, with this again being spread fairly evenly across the sectorials. That said, Corregidor has a lot less Mimetism (-6) than Bakunin and Tunguska. Corregidor have the game's only Combat Jump (+3) and Ariadna is the only other faction with Parachutist (Dep. Zone). Nomads have the second-lowest access to Dogged/No Wound Incapacitation (after 'we can afford real second wounds,' PanOceania), and Corregidor again has more of these than the other sectorials.

    For weapons, we again have a good mix of the key tools. In terms of special ammo, Nomads (especially Corregidor) have the most access to Adhesive Launchers and above-average access to E/M weaponry. Why kill your opponents with AP or DA ammo when you can troll them? We have plenty of Direct Template Weapons (especially Light Flamethrowers) and plenty of Mines/Perimiter Weapons too. Nomads have an awful lot of HMGs, with Corregidor getting the lion's share of these, but we have less Spitfires instead. It may be noteworthy that all the Panzerfausten available to Nomads are in Corregidor. We are the wealthy sectorial, right?

    Light Infantry

    Alguaciles have a mediocre stat-line (average for Line Infantry, mediocre compared to all LI) and no special skills or equipment. They have Fireteam: Core, but I feel they do not bring anything of value to the group. We have four better options to use a Heavy Machine Gun, and three better for the Missile Launcher. They have our only Grenade Launcher, which provides a potentially valuable Speculative Attack, but 1 SWC for something only useful in a minority of games is a little hard to justify. The Hacker is cheap, but outclassed by all seven alternatives. The Forward Observer and Paramedic are our cheapest specialists, and the Forward Observer also comes with Deployable Repeaters, which makes these profiles at least worth considering (thought I would almost always take a Daktari over an Alguacil Paramedic anyway). They are one of only three Lieutenant options, but possibly the worst with their 1 SWC cost. They used to be one of the best Lt options when you were fielding five of them anyway, but in N4 I find the SWC the deathblow to Alguaciles.

    Of our five Engineer options, Clockmakers have the highest WIP and the lowest points cost. They cannot join Fireteams, nor deploy up the field, so they may be best picked when you have multiple REMs hanging around your Deployment Zone. They definitely have a niche, however!

    Daktaris are one of only two Doctor options, and the only one designated as a Fireteam Wildcard. Carrying her in a Fireteam means she is in the place where you need her at the moment you need her to bring back a key model. She is also a specialist (and a cheap Fireteam filler) getting carried with your combat pieces. I could see her making most of my lists in N4 (as opposed to never in N3), they just need to update our old Support Pack already!

    There are basically two kinds of Tomcats: specialists who can fight a bit, and non-specialists that are slightly better equipped for combat. The Doctor and Engineer profiles are both excellent, as you can drop them where you need them. They have an average stat-line with average equipment, so they are not the best combat units but Parachutist and Climbing Plus can get you into a favourable angle to shift the odds enough. The Engineer now has the option to take a MULTI Rifle (at the cost of no Zondcat), which is a legitimate weapon (also an uncommon one in Corregidor) and could be a very interesting option. The old, useless D.E.P. profile has been upgraded to a Panzerfaust, which has potential. A Panzerfaust walking-in on a dead angle and hitting a TAG or HI in the back could be game-changing, but I ultimately think this profile is very meta-dependant and its SWC cost makes it hard to justify if you are not guaranteed meaningful targets. The E/Mitter and Shock Mines profile Is also a little better than before (N4 rules vs N3 rules), and this is a profile that can threaten a variety of targets for very low cost. With the new Hacking rules and Corregidor's Characters being upgraded, the Deployable Repeater profile is now actually interesting. The SWC makes it hard to slot into a list, but it has potential.

    Carlota Kowalsky has a fairly elite stat-line for LI and one of only three units in the game to possess the Parachutist (Dep. Zone) rule. So, we have a BS 13 model walking in from the opponent's edge, but she needs a decent gun! Breaker Combi Rifle, Light Flamethrower, and dual-wielding Adhesive Launchers? Yeah, OK, that is not bad. With ARM being a lot more meaningful in N4, Breaker (AP vs BTS) is highly attractive. Fire got slightly nerfed (technically, Fire ammo does not exist now), but a Direct Template Weapon is still useful to have. A B2 Adhesive Launcher is disgusting and, able to attack unopposed from behind the opponent, can really mess-up something valuable. On ARO, you can either Suppressive Fire in their deployment zone, or just threaten them with your glue gun. The really crazy thing is that she is also one of the best Engineers in the game. How the hell are you supposed to use her as an Engineer when she has a combat stat-line PanO's LI envies and is armed like a Morat?

    Lupe Balboa is a funny character. With Mimetism (-3), ARM 2, and BTS 3 she is a little sturdier than the average LI, and has Dogged to really make a pain of herself. As a Fireteam Wildcard, she brings Specialist Operative, a Panzerfaust, a Direct Template Weapon, and Smoke Grenades. All useful tools. Corregidor has others options to do all of these things for less points, and often better, but not all at once. In a Haris, getting all those tools for a single model has potential. I have never found her to be a must-have unit, and if anything I think she is marginally less useful under N4 rules, but I could still see her making my list at times.

    Jazz&Billie went from quaint to auto-pick in N4. Jazz is, at long last, Corregidor's first Hacking Device Plus. Corregidor has always had an insane Repeater coverage, but lacked a quality Hacker to make use of it. Jazz is a WIP 14 BTS 6 Hacking Device Plus that also has the one unique program Killer Hacking Devices get, which makes her one of the most well-rounded hackers in the game. She is quite cheap for what she does and is a Fireteam Wildcard. I will want at least one Hacking Device and at least one Killer Hacking Device in any list, and she fills both of those spots off the bat making it easier to add a second of each for some redundancy. In a Fireteam: Core she will have access to Sixth Sense, which makes her Hacking game even better. With the extra BS from a Core I could also see some use from her Pitcher, but I do not foresee using that too extensively. I believe Jazz's upgrade, along with the N4 rule changes to Hacking, makes Corregidor's hacking game *finally* fall together. If you were a crazy person and ran Jazz out of a Fireteam you can bring Billie, a rather useful S1 support REM that also provides an extra Regular Order. That would have been a fantastic option in N3, but in this time of Tactical Window a super-cheap Regular Order is probably blocking-out a more useful unit, not to mention preventing your amazing Hacker from getting Sixth Sense. I cannot see that option tempting me in the slightest.

    Valerya Gromoz has long been side-lined in my lists (I sometimes took her because I *could*, but she was never the best choice). I always felt like she was supposed to be Corregidor's elite Hacker, but never managed to achieve this. In HSN3 they gave her an UPGRADE program but it was genuinely the least useful UPGRADE in the game. They got her right this time. A WIP 14 Hacking Device that is a Fireteam Wildcard is useful, but she gets +1B on the Total Control Hacking Program. It is a scary program normally; with +1B, in a meta where TAGs are common Valerya should make people cry blood. Even in a meta with few-to-no TAGs, she is now more worthy of consideration to be a secondary Hacker, after Jazz. Alguaciles are no longer an attractive choices, and the Wildcat price increase makes her both competitive and far more optimal for the role. Her BTS 0 sucks, but if you put her into a Fireteam with a TinBot (Firewall) you can manage this weakness. If Jazz is already in a Core, I could see Valerya slipping into a Haris where she could score objectives, provide Hacking support for the team, and her Pitcher is more likely than Jazz's to be useful (for my playstyle).

    The humble Warcor is all but dead now. I used to always include him if I had three points left over at the end, but with Tactical Window you would need both three points AND a spare unit slot. I think it would be very hard to use a Warcor in N4, and I am saddened that yet another of my most useful minis is out of the game (along with my Hellcat HMG and Intruder Lt).

    Medium Infantry

    Hellcats have the standard stat-line for Combat Jump units. They are by far the most reliable, however. The old Superior Combat Jump was good, but the new Combat Jump rules combined with an effective PH 15 Combat Jump (18 with EVO support) will make these guys even better than before. In N3, I rarely used the Boarding Shotgun, but in N4 I think this is a highly attractive profile (despite going up in points). A Direct Template Weapon or AP ammo, depending on needs, coming from a dead angle has the potential for incredible mayhem. This *could* be more useful than the Combi Rifle profile, though I had so much success with that in N3 that I would be hesitant to write it off as an option. I never thought much about the Adhesive Launcher in N3. In our meta it was pretty much worthless in almost all games, so the SWC cost has prohibitive; in a meta where meaningful targets are common it may be more attractive. I could see such targets being more common in N4, but we will need to wait a while to see how that shakes out. With the HMG gone I would now have to use the Spitfire profile if I want a B4 weapon, but it was never *as* attractive to me. I will probably use it at times, but I suspect I will mostly be using non-SWC profiles for Hellcats. At WIP 13/BTS 3, along with its ability to drop precisely when and where I need it, the Hacker profile is even more attractive than it was in N3. Similar to Valerya in a Haris, if I want a secondary Hacking Device in the midfield while Jazz stays in my Deployment Zone, this is an amazing option. On the other hand, I doubt I would use the Deployable Repeater profile. Deployable Repeaters on a Combat Jump unit *sounds* great, but when both cost 0.5 SWC I may as well just take the Hacker profile!

    As N3 moved along, my enthusiasm for the Intruder gradually waned until I stopped fielding any profile other than the Lt. With that profile removed I cannot see myself using this unit in N4. He has above-average BS and WIP, but I would genuinely say the Intruder is the single worst unit in Corregidor. This makes for an ironic statement considering people once considered it the best. The HMG and Sniper profiles are unchanged, but prohibitively expensive for such a fragile model. They would both be amazing at dealing with single-Wound Mimetism/Camouflage SK, but the other 99% of the game is perhaps a little too risky to expose them to (as we saw time and time again in N3). They no longer even have the niche of being the only unit able to see through Smoke! The change from Hacking Device to Killer Hacking Device on the specialist profile is a good one (especially changing from Combi Rifle to Shock Marksman Rifle), but why would I use an over-priced BTS 0 KHD when I have three other options that do it better, two of which for half the points? The game has changed, repeatedly, and the Intruder never does. He may have been good in N2, but that was a long, long time ago.

    The new Sombra is basically a Daofei made on a budget and held together with four rolls of duct tape. Exactly the kind of unit you expect from Nomads! With a largely average stat-line, other than BTS 6, I cringe when I see its points, but then I look at Forward Deployment, Camouflage, and Immunity (Shock)/No Wound Incapacitation... that is a pretty fearsome combination. Its Red Fury profile seems like a bully option, pitting the big boy against LI and SK. Honestly, not a profile I find attractive, but it could be fun against all those Ariadna players. The two Hacker options seem a little more interesting. It is a bit expensive for a WIP 13 Hacking Device, and I think most of the alternative options are more attractive (even the Mobile Brigada Hacker is cheaper!), but the Killer Hacking Device option is slightly more attractive to me. Still expensive, but he is still a competent combat troop in addition to a specialist. The MULTI Rifle would be highly attractive against most targets, and the Direct Template Weapon has its uses. I could definitely see this being a useful profile. I am also tempted by the Specialist Operative profile, as it comes with a Breaker Combi Rifle, Direct Template Weapon, and Mines. A camouflaged specialist that deploys up-field while being armed to the teeth definitely has its uses. Expensive, but ARM 3 BTS 6 and a pseudo second-Wound makes it beefy enough to consider.

    I am still slightly disappointed by Wildcats going up in price by so much. With their already-high BS and BTS, the 4-4 MOV was all I wanted for them to be good, but that came with some bloat. The new N4 MSV1 is perhaps more attractive than it was in N3, but we will have to see how much that actually matters. It is a shame the Boarding Shotgun profile lost its grenades, but it still has the Deployable Repeaters and could be useful as a cheap Fireteam link surrounded by Wildcards. On the other hand, I find the Combi Rifle a far less attractive option to build a Fireteam around (it may be *necessary* as a fake Lt, however). Despite getting a discount, I actually find the Heavy Rocket Launcher profile less attractive than it was in N3. I know it is illogical, but now that Fire is no longer a thing, the Heavy Rocket Launcher feels like a poor-man's Missile Launcher at full price. On the other hand, with MOV 4-4 and NCO I find the Spitfire a lot more attractive than it was in N3 and could definitely see myself using it in an aggressive Haris. With WIP 13 and BTS 6, the two Hacker options are attractive. There is plenty of competition in Corregidor for a basic Hacking Device, so this is perhaps not the best choice, but it is definitely a good option for a Killer Hacking Device and one I would consider if I want a KHD in a Fireteam. The WIP 13 combat Engineer profile in a Fireteam *should* be attractive, but the Evader can do exactly the same thing for exactly the same points, and does it vastly better, so the internal balance is pretty shot here and I doubt I will use that profile in N4. Wildcats provide our second Lt option. I rarely ran this one in N3, but our N4 options are so bad I would consider it now if I were running a defensive Core with a couple of Wildcats. It is not a good option, but we only *have* bad options.

    Heavy Infantry

    I feel like the new Evader is the glue that holds Corregidor together in N4. It has practically the average stat-line for HI, other than Immunity (Shock)/No Wound Incapacitation in place of W 2 and comes at a surprisingly cheap price. With a good selection of skills, a Fireteam: Core/Haris or Wildcard, and a bunch of weapon load-outs that feel essential to Corregidor, one or two of these will be an auto-include in N4. The basic profile is a MULTI Rifle, for the same points as a Combi Rifle Wildcat (those guys are just too expensive!). On a BS 13 multi-wound profile, in an aggressive Fireteam, the MULTI Rifle could be a real workhorse, not to mention it has a clutch Panzerfaust for when you face something the MULTI Rifle is not big-enough for. The AP Spitfire profile is also *highly* attractive. Spitfires are rare in Corregidor (more of a Bakunin weapon) and AP is not that common for us either, so this really brings something *almost* unique to the table. Similarly, I am quite excited by the Feuerbach profile. I regularly fielded the Feuerbach Tsyklon Sputnik in N3, and this is simply a superior option. I could even see use in the cheap Boarding Shotgun profile, mostly because of the Mines it carries. They are always WIP 13 Specialist Operatives in a Fireteam, but you can upgrade to Engineer while still carrying most of the weapon load-outs available in the regular profile. Honestly, this is a highly attractive Engineer option that competes with the Clockmaker and Tomcat, while pushing the Wildcat right out of consideration.

    With its high MOV and ARM, a good drop in points and SWC, as well as Fireteam: Core or Wildcard, the Mobile Brigada may finally be a good option. My initial thought is that the Heavy Machine Gun and Missile Launcher profiles are its most-attractive options. If you are buying a big gun, put it on your biggest guy! With BS 13, ARM 5 W 2 and Courage, they should be a reliable platform. The way ARM seems more important in N4, however, also means the MULTI Rifle and Direct Template Weapon profile seems a lot more attractive. I was never able to make this one work in N3, but the ability to slot it into a Haris or Duo could make the difference. While probably not the best Boarding Shotgun profile we have, able to come with a TinBot (Firewall [-6]) makes it very attractive --- especially if in a Fireteam with another Hackable model or two (eg Shotgun Brigada + Valerya + Spitfire Evader). The Combi Rifle option seems quite pointless in N4. If you want a cheaper option in a Fireteam, just take a completely different unit. While very expensive, the Hacker profile is a lot more attractive in N4. WIP 13 and BTS 6 with TinBot (Firewall [-6]) and W 2 makes for a highly reliable option. The Brigada is our final Lt option. I always found it the absolute worst option in N3, and I doubt N4 will change that view overly. I will definitely try it again, but I have low expectations.

    TAG

    I always liked the idea of Geckos, but this is the first time I have been excited by them. The switch to MOV 6-2 and ARM 6, along with BS Attack (+2 Dam) and Tactical Awareness, goes a long way. The breadth of options you can add to the Fireteam: Duo also makes it a very exciting option, as the Fireteam now had a variety of potential tactical roles. I feel that changing the Combi Rifle profile to MULTI Marksman Rifle (+1B) really makes the Gecko tick. A B 4 Dam 15 AP/Shock weapon, with Direct Template Weapon and clutch Panzerfaust, is a serious light TAG load-out. The Dam 17 Mk12 is also quite an interesting option too, probably preferring softer targets than the MULTI Marksman Rifle profile and yet having a clutch Blitzen to threaten HI/TAGs. I feel like it is rude the pilot gets a Combi Rifle now too, if you have him step-out for any reason. The Gecko is not an auto-pick, but in the right mission I would definitely consider it one of our better options.

    On the other hand, I am still fairly disinterested in the Iguana (despite how much I love the mini). Removing the Ejection System makes sense in the context of N4, but the Escape System is significantly less attractive. You are now left with an average TAG, carrying an average weapon, with low STR that turns into a below-average (BS 12) and exposed HI. The Operator retaining Tactical Awareness is nice, but still not enough to make me feel like the unit is worth deploying. Even with its substantial points-drop from N3, I feel like I would much rather use a Gecko than an Iguana, and even the Gecko is going to be considered after an Evader or Mobile Brigada. The Iguana just does not seem to bring anything worth-while to the table.

    REM

    The basic Zonds are largely the same as before. The Reaktion Zond is a nice option, and the Vertigo Zond is marginally more attractive with the changes to Spotlight and the Targeted state (though I doubt it will be a significant difference to N3). Tactical Window makes the Transductor Zond somewhat less attractive, as does the loss of Sniffers, so it may not make my N4 lists. I have always liked the Stempler Zond and wish I could fit it into more lists. With no Sniffers in N4, Sensor will be harder to make use of, but I still like the unit. EVO Hacking Devices got pretty nerfed in N4, but the Salyut Zond's Hacker profile got a nice price decrease to compensate. Frankly, the 0.5 SWC for an N4 EVO Hacking Device seems a little hard to swallow, but I love REMs and would like to slot a Salyut in where I can to support them.

    Despite its exceptional stat-line, the Lunokhod Sputnik looks pretty unattractive in N4. Shotguns were nerfed, Flamethrowers were nerfed, CrazyKoalas were nerfed, and all the N3 Minesweepers were downgraded to Deactivators (niche, but still a nerf). The nerf to the Overclock Supportware also hurts, as this is one of the units that strongly benefited from it and I am highly unlikely to use it in N4. How is it that a model that had every single thing it does nerfed actually become more expensive? I used the Lunokhod more often than not in N3, but at the moment I do not see any value in fielding it in N4. I am not sure even a points decrease would be enough. It was designed for a different edition. I feel it needs a redesign to be relevant in N4.

    The Tsyklon Sputnik is in a similar space, but not as bad. The Tsylon feels a little too expensive for what it brings, but it is at least a Fireteam Wildcard and is still perfectly capable of doing the things it always did. The Spitfire now has too much competition, as the Evader and Wildcat are both able to provide a better combat unit for less points (albeit 0.5 SWC more than the Tsyklon). In theory, the two visors with Suppressive Fire could make this a scary piece, but I never managed to make that work in N3. I find the Feuerbach to be slightly more appealing than the Spitfire in this edition. It is still too expensive, but it could be useful in a Fireteam. Both profiles come with Pitchers, and this is definitely the best platform we have to use these. It is not terrible, but the Tsyklon is somewhat less appealing than it was in N3.

    The new Vostok Sputnik is somewhat more interesting. Like all Sputniks, it has an exceptional stat-line, but STR 2 is outstanding on a REM. This comes with a high points cost. It adds Albedo to the faction, which is new, but how useful this is when we already have White Noise will have to be seen over time. Having +1B on the Red Fury and Missile Launcher profiles is quite powerful on a solo piece like this and makes it a viable option. On the other hand, we can drop the Albedo for Mimetism (-6) and use it as a Fireteam Wildcard. It only carries a Mk12 (+1 Dam), but in a Haris a Dam 16 B4 ODD platform has the potential to be nasty, and can potentially be joined by an Evader Engineer to support it. The high cost makes me hesitate, but I can see a lot of potential here.

    Skirmisher

    Bandits have good CC, PH, and BTS with average BS and ARM in exchange for below-average WIP. As an Irregular, Infiltrating Camouflage unit, this is pretty nice. Martial Arts L2 got a significant improvement in N4, so he is actually stronger than before. I am also happy for Scavenger to be changed to Booty, but there is a 1/20 chance of a duplicate CCW that does nothing, and a 1/20 chance of an Adhesive Launcher that is great for some profiles and a wasted roll on others. Getting an unlucky Booty roll would leave a bad taste, in my view. Despite bringing Mines, I never found the Combi Rifle or Boarding Shotgun profiles particularly useful in N3. In N4, the Boarding Shotgun may have potential, but even then I feel the various specialist options are better value for their points. They all come with Adhesive Launcher and Light Shotgun, which were a good combo in N3 and possibly better in N4 (the Direct Template option could be good on a Bandit). The Forward Observer is decent as its cheapest specialist option, but I would take one of the two Hacker options any time I can afford the points. With WIP 12 it is not the best Hacker, but Camouflage and Surprise Attack (-3) make up for this (IMO). Both the Hacking Device and Killer Hacking Device options are attractive, but I lean towards the KHD given we have less competition for that role. Although not a specialist, we have another option with the same weapon load-out and Deployable Repeaters. Similar to the Hellcat, I would rather just take the Hacker profile, *however*, with no SWC cost this is a viable option to get extra Repeaters in the midfield.

    The Moran has had an interesting start to N4. It has no ARM, but is now cheaper than a Zero(!). CrazyKoalas are not as good, but the lowered points do make up for this, and Corregidor's improved Hacking make Moran more useful than they were in N3. Personally, I am not sold on the new Camouflage (1 Use) profile. I cannot see myself using a Moran without a Repeater, but I may have to try it out first and see what I think. I do very much appreciate Forward Observer now being in all profiles too! Boarding Shotgun or Combi Rifle, both with a Flash Pulse, it does not bring anything fancy. Frankly, the Bandit is the combat SK; I view the Moran as more of a support model. When they finally get updated minis, I think the Moran will have a bright future in N4.

    Warband

    Jaguars were fantastic in N3, and I think they are going to be at least as good in N4. Other than their below-average WIP, they have the standard stat-line, and in exchange they are Regular and Frenzy. As a Fireteam: Core and Haris option, and no longer *requiring* Senor Massacre, slotting these guys into the list is probably easier than ever before. The cheap Chain Rifle and Smoke Grenades option is going to be still quite good, even if Smoke is slightly less powerful with the MSV1 buff. The Light Shotgun and Smoke Grenades profile is slightly more attractive than before, especially with the buff to E/M CCWs (and Martial Arts L2 being buffed), making this a profile I am more likely to field than I ever did in N3. The Adhesive Launcher and Panzerfaust profile got a great upgrade too, no longer costing SWC. I often used it before, especially in a Jaguar Haris, and it is only easier to slot-in now.

    I do not have the McMurrough mini, so have never tried him out. On paper he looks like a rock-solid alpha strike unit, but I will need to try him out someday to really appreciate what he can do.

    When N4 first hit I was a little disappointed by Senor Massacre. Losing Immunity (Shock) and Dual Wield seemed a little rough, though I now know that his N4 E/M CCW is better than his N3 AP+E/M was. I am uncertain if the new Shock CCW is worth using (presumably vs Dogged or No Wound Incapacitation) or not --- I need to see the math on this. As a Fireteam Wildcard, he has a little more flexibility than before, which I can foresee being quite nice. He is our only source of Eclipse Grenades, and his E/M Grenades add an interesting Speculative Attack option. Both the Breaker Combi Rifle and Boarding Shotgun are appealing weapon options, and the choice will likely be dictated by what else I am putting into the Fireteam.

    I am disappointed by Wolfgang Amadeus Wolf. He seems a silly addition. He plays basically the same niche as Senor Massacre. He is probably marginally worse in CC and marginally better at shooting (due to the MULTI Rifle (+1B)). I do not personally feel that subtle distinction justifies his existence. I will probably proxy him one day to see how he plays on the table, but I do not find myself ever seriously considering him in any lists I come up with.
     
  3. Savnock

    Savnock Nerfherder

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    Wolf's value will vary by table, because Climbing Plus is really, really handy if you have actual tall buildings to deal with.
     
  4. inane.imp

    inane.imp Well-Known Member

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    Gotta disagree with your assessment of the HRL Wildcat.

    16-32" AROs tend to be better than 24-40" AROs as it's usually easier to have them on more conservative firing lines where they can't be trivially removed. It allows you to set up an ARO dynamic where you're enemy first needs to deal with Koalas and Spotlight AROs before they can FTF the linked ARO. Honestly, I value this a lot in comparison to ML AROs which can often be under-ranged when employed conservatively (IMO the only thing the MB ML has going for it is survivability - which, admittedly, it has in spades).

    Furthermore, Fire ammo does still exist in N4 - it's just not labelled as a distinct ammo type, it's just Normal (Continuous). So while DAM14 Normal, Continuous is not as good at taking out hard targets it's still a significant threat to SK/LI threats. The Wildcat HRL is now ideal at that sort of threat: she prevents things like Sombras/Prowlers/Heckler etc being able to get behind your Morans and tear up your backfield.

    In N3, the major downside of the Wildcat HRL was how easily Mimmetism threats could defeat it (B4 BS13 with Mimmetism - or an equivalent - would reliably FTF it, and those type of threats aren't exactly uncommon) or Smoke could bypass it. Yes - it's still vulnerable to a Core linked HI-HMG, but getting your opponent to push that level of threat forward vs CJC is usually what you want (it inevitably opens up holes that can be exploited by AD or SK).

    At 23pts, she's also easy to fit into most lists: she's easily the cheapest of the 4 'core' ARO options (EVAder Feurbach, Tsyklon Feurbach, MB ML). This allows you to field a level of ARO threat that your opponent needs to honor, while keeping as many resources as possible for your own active threats.

    Tl;dr What the HRL Wildcat does is provide a level of defence that - if deployed conservatively - forces your opponent to push forward with threats that are both good and tough in order to remove it. This is where you want them as it's where they're MUCH more vulnerable to CJC's plentiful threats.

    //

    Honestly, when it comes to Wildcat / EVAder comparisons I'm increasingly of the opinion that you can't look at individual profiles but instead need to consider the entire link they're being used in. Consider:

    Vostok FTO + Wildcat Engineer + Lupe (0 SWC / 94pts)

    Vostok FTO + EVAder BSG Engineer + BSG Massacre (0 SWC / 96pts)

    Both are very similar Haris': Vostok ODD B4 MK12 with Engineer + ZVZ support.

    The first gives you a MSV1 + Smoke option for dealing with midfield Camo as you advance with multiple troopers who can engage at 8-16" range bands. With the increased amount of Camo DTWs (thanks to shotguns), getting under 8" with a Camo marker is decidedly dicey: so having an option to avoid that issue is certainly useful.

    The second gives you significant increased survivability and punch under 8". But lacks any real tools for efficiently dealing with Camo in your active turn or to provide a reactive presence to threats outside of 8" (other than the Vostok).

    I can absolutely see myself preferring the first option if my game-plan anticipates having to push my Haris into a contested mid-field where I don't anticipate having to bypass MSV AROs using Eclipse. But I'd lean towards the second option vs a more straight-forward opponent with little or no mid-field Camo.
     
  5. Lampyridae

    Lampyridae Well-Known Member

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    You can't really look at how effective a unit is in isolation, and certain units simply pair better with others.

    Alguaciles:
    Alguaciles are cheap and they are flexible. They aren't obsolete - they serve a specific function. Paramedics are also vastly more valuable now.

    Carlota:
    The way to get her Engineer value is to bring Moriarty. To get rear shots with the +1B ADHL, use Climbing+.

    Hellcats:
    Not much to say here, except I also miss the HMG.

    Intruders:
    Fire's anti-camo effect is now gone, which means MSV is more important than ever. You can't throw a cheap Flamethrower at a Sphinx and then take it down easier with regular units. MSV2 still sees through smoke at zero penalty, and if they want to shoot back, camo and cover still stack - usually the best trade they can get is a -9. Also, as mentioned by inane.imp, closing to 8" of a camo marker is dicey anyway with the shotgun change. You do not want your expensive MSV2 up midfield.
    Intruders have always been the same, it's other units which have become easier to use and more appealing to list-build. 4-4 also makes them much easier to use now, because they depend on positioning. But you still require discipline in order to get the results you want.
    BS stacking is where you get the value for Intruders - use the -3 Surprise Attack. Never reveal the Intruder until your active turn or when you can make enemy rolls 50-50 and it's a good trade. The MSR also has an X-Visor, giving +0 where most weapons are out of range. Other Sniper Rifles are at -3. Stack the odds and use Spotlight: why hit on BS16 when you can hit on BS19?
    Final thought: the Intruder being a threat draws the enemy in to where Corregidor's plentiful mid-range power can also deal with them.
    Pairs with: Smoke units, Hackers & Repeaters
    Final thought: an Intruder sniper crit can result in 3 ARM rolls.

    Sombras:
    This profile begs for a Boarding Shotgun profile. But it's still plenty nasty. It's quite a robust midfield unit.

    Wildcats:
    I agree with inane.imp on the HRL and the kind of Fireteam you want. Flamethrowers are still nice weapons - and golly gee, you can Direct Template through Smoke now, fancy that! Suppressive Fire too! Place a Deployable Repeater in ARO!
    Consider using the Medikit over Doctor, especially if with high PH units.
    Pairs well with: McMurrough, Jaguars, Mobile Brigada,
    Wildcat, Daktari + McMurrough. BS13 to get him up on PH16, Smoke, Discover. McMurrough also doesn't have a Cube.
    Wildcat + Mobile Brigada. -6 Firewall with Wildcat KHD. Daktari + PH14 Brigada - lose the Fireteam Leader and get him back up without breaking the link.
    Final thought: many options open up when you can see through Smoke - even badly), and N2 makes a solid base for a Fireteam.

    Evaders:
    Pseudo 2W is not the hotness it was late N3. So, it's reasonable for its price but I wouldn't put it on a par with YJ's cheap HI.
    Evaders + Vostok/Tsyklon: Attack on Titan Climbing+ team

    Mobile Brigada:
    Don't forget that the Hacker has D-charges. That can win scenarios, finish off TAGs - and Brigadas have a CC of 17, 5 ARM and 2W.

    Bandits:
    A duplicate weapon result is not so bad, and the Bandit is already well-equipped for its price. Booty is just a very nice, random element which your opponent simply can't plan for. They get Lieutenant +2, Chain of Command, Tactical Awareness. We get chaos.

    Jaguars:
    OK BS defence, OK as CC attackers. Smoke is not the great defence it once was: MSV1 is very likely to show up in an opponent list. Importantly, they have no specialist options. Dogged means you get no value from Paramedics and Doctors. I'm not saying they're bad - they're good, but you give up certain options to get them.
    Pairs with: Senhor Massacre, Reaction Bots, Salyuts (for Baggage).

    Wolfgang Amadeus Wolf:
    Link up with Evaders, Tsklons, Vostok. Berserk up a wall. At close range (eg 1-3" behind a wall corner), Dodge into enemy attackers. Or just be an unhackable HI with a B4 weapon. See notes about powerful mid-range threats.
     
    #545 Lampyridae, Oct 17, 2020
    Last edited: Oct 18, 2020
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  6. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Some of this isn't correct:

    - You could already dodge on flats vs an Intruder shooting through smoke in N3 (I assume that's what you mean).
    - You can still delay ARO vs a camo token (this isn't just part of Sixth Sense, nor was it in N3), assuming you have one.
    - The sniper rifle only has a -3 Range at 0-8, often making a pistol a better option in that range, even with the x-visor. Can occasionally be useful on long range discovers (beyond 32) though. Sometimes from the safety of smoke.

    Also on Jaguars - panzerfausts become 0 SWC. A coordinated order between those and an Intruder (esp one in smoke) can be quite vicious. Also all the Wildcards going into Jaguar links can make them efficient to round out a team of heroes with smoke, panzerfausts and / or just cheap dogged bodies.
     
    #546 Hachiman Taro, Oct 17, 2020
    Last edited: Oct 17, 2020
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  7. Spitfire_TheCat

    Spitfire_TheCat Feel the Wrath of the Miezi-Bot

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    Was the same for me. Never liked the McMurrough mini. I'm not into that Wolfman-Wulver-Fantasy-Thingi ... This changed when I got the Zondnautica. The Zondmate is (for me) the perfect proxy for a mechanical McMurrough. So I'd suggest this ... use the Zondmate. It's looking great, is large enough to be S6 and even has a Chain Rifle.
     
  8. loricus

    loricus Satellite Druid

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    My opinion of the Wildcat HRL has gone way up since I started playing. Also fire is a pretty useful ammo now that low ARM multi-wound troops aren't uncommon.
     
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  9. Elric of Grans

    Elric of Grans Well-Known Member

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    That has never been relevant on the tables I have played on (always long fire lanes; I feel we need two more large buildings on them), but you do make a good point here.

    That is why I said it was illogical. Continuous Damage still exists, but Fire is no longer an explicit ammo type and it no longer causes Burned Status. That makes it feel a lot less exciting. It is all about feeling, which is illogical, as the weapon still does 99% of what it did before.

    This was another very good point. I will have to reconsider these options!

    That is a really good idea. I was intending to eventually get a Zondnautica anyway (I want to build up a Tunguska force one day, and love that model), so it could be an excellent way to deal with this.
     
  10. Spitfire_TheCat

    Spitfire_TheCat Feel the Wrath of the Miezi-Bot

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    I have to admit, it was not my idea. I don't remember where I read it first, but I had the same moment of "Yes, that's really a good idea." like you had :stuck_out_tongue_winking_eye:

    And suddenly I wanted to play McMurrough. Went really well.
     
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  11. Elric of Grans

    Elric of Grans Well-Known Member

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    I have been thinking about our Fireteam options quite a bit today. N4 has really shaken this up for Corregidor, giving up almost Tohaa-level flexibility. Honestly, I am not sure what is the best approach!

    With Cores, I keep finding myself wanting to put five different units into the Fireteam (eg Wildcat, Daktari, Jazz, Evader, Mobile Brigada). Do you think that is a good idea, or would it be better to have, say, three fillers in there and only two rockstars?

    Duo is not so bad, as it always Gecko + extra. Although we can do two Geckos, I think I would prefer to do Gecko + somebody else (most of the time; I have always intended to run a three TAG list, and one of these days I will do it!). The obvious pick is Gecko + Evader Engineer, for support. Depending on meta, Gecko + Evader or Mobile Brigada Shotgun/TinBot may be good too. Another obvious pick (to me) is Gecko + Tsyklon or Vostok, marched down a flank with a Tomcat Engineer ready to drop-in for support. I find I keep thinking Gecko + Senor Massacre too, though I cannot decide if that would be a good idea or not.

    Haris is where I find myself overwhelmed. You need to start with an Evader, Jaguar, or Wildcat, but then I feel you are crazy not to have two 'others' in the group, for pure flexibility. The possibilities are crazy. I think you will want to mix range bands and ammo (eg Wildcat Spitfire + Evader MULTI Rifle & Panzerfaust, Senor Massacre + Mobile Brigada HMG). Depending on mission, it could be an ideal way to carry a specialist (eg a Hacker for Domination), though the Evader Engineer profiles are very-much combat-worthy too. The trouble I keep having is trying to do everything with all three guys (eg long-range active turn attacker, mid-range active turn attacker, 1-2 useful ARO options, a specialist, rendered walls, stainless steel taps, etc).

    What are your early thoughts on Corregidor's amazing Fireteam options?
     
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  12. Tourniquet

    Tourniquet TJC Tech Support

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    Gecko + massacre or Lupe is also useful so they can advance under smoke.
     
  13. loricus

    loricus Satellite Druid

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    There's nothing wrong with massacre. CC is a helpful thing there and eclipse is a nice safety net to male absolute sure you can do things. I've been enjoying having Lupe linked for a while and I've already managed to use Evader engineer BSG. Honestly the options are so good I can't pick an obvious stand-out.
     
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  14. Lampyridae

    Lampyridae Well-Known Member

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    Yup, scratch all that - brain fart. I was mixing up the templates no LoF rule (now I'm going to miss flaming things through the Smoke).

    The Jaguar LSG is also attractive in that linked, it can lay down twin templates, three in active turn.
     
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  15. Lampyridae

    Lampyridae Well-Known Member

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    After Sunday's game, I am a definite Wildcat HRL fan. Even dealing with Smoke and a Low-Viz Saturation Zone, the MSV really proved its worth, and the template bagged me two extra Varangians for the price of one. Wildcats might be my go-to core after this.
     
  16. AmPm

    AmPm Well-Known Member

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    That's the one profile I've actually been tempted to use to make a totally Wildcat "core".

    I think my favorite new unit though is the EVADER, Climbing plus opens a ton of routes, combined with all the other climbing plus options they can be a really nasty attack piece.
     
  17. loricus

    loricus Satellite Druid

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    And once you fill in Lt. and hacking and a cheap doctor you don't really waste any units filling out the fireteam bonuses. It's true they can't put in cheap filler except the Daktari, but I'm using all those linked guys for something anyways. So far I've been using them every game.
     
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  18. Willen

    Willen Well-Known Member

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    Care to share some link ideias and how you use them?

    So far I got Wildcat HRL, Lt, Jazz and Dak... and I am assuming the EVAder AP Spitfire is the typical 5th man?
     
  19. loricus

    loricus Satellite Druid

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    I like Brigada hacker as well, it has the obvious uses but is also a nightmare on turn 3 since it usually survives and is a hardy specialist. I don't like shelling out for another heavy weapon, I'd rather have it on a guy that isn't attached to the Core like a Hellcat. Wildcat KHD or Gromoz for anti-tag are also options depending on meta.
     
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  20. Savnock

    Savnock Nerfherder

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    So do we have a ruling yet on whether peripherals coming in a paired AD unit (like Moriarty and Carlota) have to be any particular distance from each other? I lost that thread, it might have been on WGC. I haven't found anything yet that says they have to be close, so from what I can tell you can Parachute her and the bot in on opposite table sides. Well worth 4 points!

    Zondcats are also super useful for clearing mines. Being able to pop up anywhere on the table edges, even moreso.

    I'm playing a high-terrain game with tons of tower blocks soon against an opponent playing Winterfor. This is going to be AWESOME. With the addition of the Vostok and EVAders, Corregidor now has the most hardcore climbing-plus assault team in the game. I'll be including the Tsyklon for ARO value.

    I'm a bit torn about their opportunity cost nowadays. Smoke was such a gimme before, less so now, but 4 panzerfaust shots to oppose are a pretty worthy-seeming roadblock. I'll be tossing 2 of these and the Wildcat HRL together in a Haris in Group 2 as an ARO platform frequently, but only when there's not an objective-oriented use for that second link.
     
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