That's because you take what you take, Sectorials especially have it coveted because of the Core. But it opens up options without giving you nothing but 1.5-2 SWC ARO stuff.
I put it together and unfortunately the 2x HRLs just cost too much SWC!! You need to add an intruder (near mandatory!) and then there's only 0.5SWC left... not enough for both the wildcat AHD and the Moran and I don't think you'd want to take one without the other. One potential idea is taking the deployable repeater option for the Bandit and pairing him with the wildcat AHD but now we're talking points creep and it may be tough to keep 15 orders. I also really like the 0.5SWC on the panzerfaust jag as a throw away ARO. That guy has given all sorts of nasty things from an Oniwiban to an Avatar fits. He never actually kills anything.. he just goes dogged at the most irritating times.
HRL + AHD + No 2 + 2 x Combi (including Lt). No 2 is there so you can use the HRL actively and not worry about it dying and breaking the link.
Thinking about something like this to break out Massacre. Never fit in before because there wasn't a reason in the lists I was making. I had forgotten about the Jag Panzerfaust that really patches up this style. Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 1 9 1 WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25) WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Boarding Shotgun, Stun Grenades, Deployable Repeater / Pistol, Knife. (0 | 17) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13) SEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) HELLCAT Spitfire / Pistol, Knife. (1.5 | 28) TOMCAT Doctor (MediKit) Combi Rifle + Light Flamethrower / Pistol, Knife. (0 | 22) GROUP 2 4 INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) 5.5 SWC | 299 Points Open in Infinity Army edit: might move the CG around still, not enough orders for turn 1 in CG 1 as I'd like.
I'm a big fan of the Deadpool Haris with Pzfaust Jag linked in and then replacing with CR Jag to become active.
Actually I just had a thought: Dogged on the Jaguar guarantees putting it to dead state so you can swap a guy in to the CG. Sorry Jaguars... Anyways, quick revision: Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 1 9 1 WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25) WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 23) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13) SEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) HELLCAT Spitfire / Pistol, Knife. (1.5 | 28) GROUP 2 4 INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) 5.5 SWC | 300 Points Open in Infinity Army
Quick overview of strat. CG 2, other than the two ARO guys, has the capability to clear mines with Koalas and kill a single high value target with the (held back) Intruder. That helps clear the way for Jag Haris. Without worrying about doctoring the Jag Pzf can make full use of deploying in the absolute best spot. Intruder has the MSR for the rangeband. He will be able to deploy wherever is best to see his target and fire on order one. Spare orders can be spent on Moran taking objectives or recamoing Intruder. Without a Dak I will be very reserved with the Intruder. Hopefully that will help enable the Jags should I need them. Wildcat Core is built to provide SS2 AHD and DZ defense while providing the Lt. Bandit is to defend the Wildcat AHD network and generally be a SK. Help take objectives or be a plan B fighter. Stemplar is mostly to have a fast objective taker so I don't lost the Bandit deployment advantage from being infiltrated/camoed. Sensor and another repeater helps too. Hellcat is to give me rebound power if I am doing poorly. Spitfire to lose specialization for flexibility because she's the only one in that role. I think that basically covers it.
I think that list really needs a daktari to patch up the intruder after his inevitable crit! However, as you note I can't find the points for it in your list either... If the intruder drops, all the burden is on the spitfire for opening up a path. It's certainly interesting and very different to how I wrap my mind about it. Let's hear about some test games! All this Corregidor talk has got me excited. Here's what I'm thinking of trying out at next week's game day. This would be for killing missions that are light on specialists like Capture and Protect or Decapitation. I'm still tinkering with the typical Wildcat + Mcmorrough list and will use it instead if we draw something that requires grabbing consoles. New stuff that I'd like to trial: - 3 (!) intruders. I've played with 2x intruders before and it's been amazing. Absolutely, jaw-stopping amazing. When you have the redundancy, you're not afraid to open up to ARO risk (especially if you're smoked). The intruder lieutenant is probably just being silly but I'm sticking with the theme! When in Corregidor comrade, you can never have enough intruders. - 2 hellcats. I've never had much luck with these guys so I'll make an effort to figure them out. I will try to drop them T2 or later and let the intruders do the talking in the first turn. I would've liked an AHD instead of the boarding shotgun but points are too tight. In killing missions, I'm expecting to see a TAG or HI core and not taking hacking may be a little risky. However, I think having 4 machineguns (with MSV) plus Massacre's E/M weapons might be sufficient. However, if the opponent can get a Tikbalang or something in cover/suppression fire I may be in trouble as the machineguns will bounce off that - only the E/M grenades will do it! I may keep the HMG hellcat in reserve solely to flank hard targets. - The Massacre core is something I've tried previously and found it a little too "clunky" so like the hellcats above, I'd like to give it another go. I've taken the full 5 jaguars to have a spare so I can deploy one on the flank by an intruder. An obvious change is to reduce the HMG hellcat to Spitfire and use his three points to purchase a shotgun on the jags however, having four HMGs is just too funny. - The list is light on ARO so I stuck in a reaction bot. I've never really liked these guys much as they're too flimsy but eh, might as well keep up with trying different things. Typically with killing missions, I play with a lighter ARO game and try to keep most pieces hidden anyways and only put up AROs to try to slow people running up to the intruders with shotguns/chain rifles. - I normally wouldn't put in a spec ops for list theorizing but my local scene usually permits them (12XP) in tournaments/league games and I really need a cheap hacking device for controlled jump/marksmanship plus his doctor/minelayer is supremely useful for keeping the intruders afloat. I have four camo tokens in the backfield for a great shell game. If I were to drop the spec ops for an alguacile hacker, I would probably need to drop the reaction bot as well then rely on the intruders for risky AROs. - There is no mid-field presence which may have become a bit of a crutch for me. Might be worthwhile playing when I need to move from table edge to table edge. Morans may not be a good idea as it would open up KHDs to the spec ops hacker who is a key piece to get the hellcats on the board or doctor/engineer units. Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 1 10 INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) HELLCAT HMG, E/Mauler / Pistol, Knife. (1.5 | 31) INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35) HELLCAT Boarding Shotgun / Pistol, Knife. (0 | 21) SEÑOR MASSACRE Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 29) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) GROUP 2 4 INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) REAKTION ZOND HMG / Electric Pulse. (1 | 26) ZONDBOT Electric Pulse. (0 | 3) TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8) VORTEX Spec-Ops (12 XP) (WIP:14, BTS:3, Doctor, Minelayer, Engineer, Hacking Device) Combi Rifle / Pistol, Knife. (0 | 10) 6 SWC | 300 Points Open in Infinity Army
Spoiler: List reference Jurisdictional Command of Corregidor ────────────────────────────────────────────────── GROUP 1 9 1 WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) WILDCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 23) WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25) WILDCAT Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Light Shotgun, Smoke Grenades / Pistol, E/M CCW. (0 | 13) SEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30) STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17) BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) GROUP 2 4 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28) INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) 5.5 SWC | 300 Points Open in Infinity Army Well I tried the list. It worked well... but it was kind of marred by good rolls. I was fully satisfied with the Wildcats simply checking a bunch of support requirements off my list. LFT spam makes for stable orders, no SWC Lt., and the SS2 AHD was a big deal. Jagar Haris couldn't really penetrate because of a LI defensive Core. So they partially advanced and held back, overwatched by my Intruder. Acting as an area denial piece was actually amazing. Whenever they couldn't attack the Jaguar threw smoke, and if I win that not only do I survive but it complicates things with a nearby Intruder peaking out. They were amazing. Haven't taken the Panzerfaust Jags in a while, they were really vital. Awesome unit, although they take some advanced deployment thought. Hellcat really needed the Spitfire because I didn't drop it to solve a specific problem. I needed it just as a regular combatant. I did end up in some risky cover to cover shooting but it worked out. Keeping it safe until I needed it with AD was what was most important. Intruder didn't die for once. I baited an ARO troop to deploy covering the Jaguar Haris and deployed the Intruder to clear it. Got hit by a LFT suicide run but made the ARM. What a boss. Pretty much everything else performed as expected except I was dumb with the Bandit. Can't do that again I'm used to the Bandit not being so vital I needed it and lost it too soon. It needs to be deployed so that I can penetrate from the other side if the Jaguars can't. Stemplar got objectives.
Any one have any suggestions for Corregidor versus Hassassins on Annihilation? I think if I win the lieutenant roll, the game plan is pretty simple - watch gleefully as Intruders murder everything not cowering behind cover. But what if I go second? How do I protect myself from likely 2 Fidays parked in my deployment zone? One Fiday is manageable with a reserve Moran... more than that, ugh. Is this the sort of mission where I want lots of orders for redundancy (Alguacile core) or do I want tougher troops (Brigada core, Intruder lieutenant)? I've always been a little iffy on this mission - it can be decided so cleanly by whoever goes first, very difficult to recover ground.
@SuperD Fidays can be covered pretty well by use of a lot of DTW, Intruders seeing the backs of your other troops, and Koalas from Moran or Lunakhod. Most importantly prevent letting them hit too much stuff with the LSG template. Remember that they will die, and need to kill more than ~60 points to make up just for that, then even more to make the orders worth it. With DTW to kill frontal assaults and good Intruder coverage so they have trouble smoking around you can make it really hard for Fiday to pay off. Unfortunately this rests on good deployment so it's up to practice to get it down. Templates and SS2 help a lot. Jaguars and bad to CC and get DTW. Wildcat Core can get SS2 and templates. Intruders can't be smoked or be put in to CC without discovering. Geckos are a pain to actually finish in time. Any of these being present in a DZ complicate things a lot for the Fiday. As far as Annihilation goes Intruders are good for clearing out AROs but pricey AROs aren't good for it anyways, so you're usually up against cheap Cores or TR bots. You need to penetrate the DZ and kill enough points to make up for the lost attacker as well as points lost on your opponent's turn. If you don't kill enough you are just delivering points to your opponent. Minimize the points delivered and maximize the points killed. Having a hard to penetrate DZ can cause your opponent to deliver points to you. Another one I haven't been able to test much is using wounds. If you can do work then retire the unit to safety when it runs down to 1 wound you can make all the work your opponent did result in 0 score. Those are the basic concepts. I've found Hellcats to be an ideal unit because they are "infiltrated" but cannot be killed until you are ready to use them. This allows you to keep up a low cost attack over and over without worrying about an infiltrated force just making it easier for your opponent to reach your points. Bandits are drastically cheaper than their attack power. I typically only bring one and use it right away. Nothing penetrates the DZ better and it can kill heavy foes in CC, engage multiple AROs at once with the LSG, and get behind DTW with the token state. That's mostly all I got. I'm not proofreading this mess so it is what it is.
Iggy is ferociously difficult to kill. The TAG is relatively easy to counter, but even a linked ML is unlikely to do 4 STR in one hit, so you probably preserve the points. I just played her in 4/5 rounds of a tournie and never lost her once. The TAG itself performed horribly (given that I didn't intend for it to be a distraction piece) but the Operator never died.
I literally spent 1 order on the TAG the entire tournie: I was in LOL at the time. My opponent spent more orders on it having cross table Pitcher'd with Kerr Nau and then Possessed it in the first 3 orders of the game (I was in LOL because he used Iggy's Repeater to Maestro my Interventor). It was a really nice play. I forgot to Guts the Iggy out of the Repeater range on the first failed Possession attempt, which would have made the whole thing moot. :'( But yes: all my opponents basically went 'Ooo TAG, better deal with that!'. Intruder then did all the heavy lifting. Both games I lost were because my Intruder got shut down as well. I think to get best use out of Iggy you want to go first. She's not tough enough to survive (as a TAG) any concerted attack, and it's too easy to get screwed by DZs into suboptimal positions. It's a different philosophy to how I usually play Nomads: defence in depth, with a vicious counterattack. Ie I let my opponent wade into a "fucking annoying" midfield and then drop the hammer on them with attack options chosen to counter their particular advantages.
Just a heads up I'm beginning to put my thoughts at https://infinitythetactics.com/Jurisdictional_Command_of_Corregidor I prefer this environment because it removes the pressure to be complete. I encourage anyone to come contribute. Maybe I'll make a thread some time for meta discussion about it. So far I've only started the Hellcat for obvious reasons. Getting anything down on blank pages would be great.
Nearly 2500 words and still a big section to go. Not every troop will be this extensive but Hellcats are basically 3 troops with the same name. This will save me a lot of typing though as I can link or quote from it in the future. But then I can take the "stub" warning off that will feel so satisfying. edit: Hellcat is filled out. I'll probably need people asking questions to figure out anything else to do. I won't keep updating here just wanted people to know at least the one is there. And yes removing "stub" was a good feeling.