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Invincible Tactical Doctrine

Discussion in 'Yu Jing' started by Greysturm, Feb 27, 2019.

  1. Greysturm

    Greysturm Well-Known Member

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    Salutations brothers in Arms,

    It’s been a while since the deployment of the invincible army as such I strive to create a document will serve as a guide for newcomers and veterans to understand the functions and tactics of units in the sectorial. I hope this will become a living document, adding ideas and corrections provided by the community

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    General Notes

    The Invincible Army is a heavy infantry based sectorial. This in itselfs outlines some of its main strengths and weaknesses, however the sectorial also includes options to mitigate some of its shortcomings.

    Strengths

    • Troops with high stats, resilience and staying power
    • Various effective lieutenant options
    • Flexible fireteams thanks to wildcards
    • Easy acess to chain of command
    • Heavy infantry platforms for almost any role

    Weaknesses

    • Point cost per unit
    • Order count (Mitigated)
    • Hacking vulnerability (Mitigated)
    • Em vulnerability
    • Lack of smoke, eclipse and nimbus options
    • No warbands
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    Playstyle


    The invincible army is all about pushing through with brute force. While other armies in the game offer you a comprehensive toolkit for a variety of situations, IA gives you a hammer and tells you to consider anything you see as a nail. The hammer might come from the sky, wait for nails while hiding in camo or more likely than not be a group of guys with power armor and a big gun.

    IA is an offensive army that uses groups with more than 10 orders to fuel fireteam or spearpoint pieces offensives across the board and setup a defensive position for the reactive turn, trusting on the benefits of being heavy infantry to stay alive.

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    Unit Descriptions

    Line Troops

    Zhanshi

    General

    The Zhanshi is the standard light infantry of the entire faction, as such it has low to average stats and its mainly used as support and order generators in army lists. As part of the invincible army the Zhanshis are allowed to form a fireteam Core which due to their availability of 4 units total it must be completed by a "Wildcard" if you seek to make it a 5 man fireteam.

    Weapons

    The Zhanshis SWC options might be a bit underwhelming on their own but as part of a fireteam core they become as capable as some of the games top tier troops. The HMG makes up for its lack of ballistic skill with a high burst and a lower swc cost, while the sniper and missile launcher make for cheap long range aro pieces.

    Zhanshis are the unique source of light grenade launchers in the sectorial which makes them the linchpin in a list designed around speculative fire. This makes them quite useful if the mission requires holding midfield in a terrain heavy board.

    Support

    Zhanshis provide a small range of specialists comprised of hackers, forward observers and paramedics. This allows fireteams to complete most ITS objectives, provide info war presence and reduce the reliance on a medic if you decide to push the fireteam forward.

    The Zhanshis is one of the two troops in the sectorial with access to a standard hacking device, they are also the cheapest option for getting them. This makes them a good option in lists where you require multiple hackers to give support ware to drones, fairy dust to heavy infantry or/and access to lockpick in an advancing fireteam.

    Final thoughts

    The Zhanshi are a decent addition that provides a variety of low cost options in a rather expensive sectorial. Although most of the time they will be used as cheerleaders and fireteam buddies for the other more interesting options in the sectorial.

    Zuyong Invincible



    General

    The Zuyong Invincible are the bread and butter of the sectorial. They have good stats, availability 5, a wide array of options and Fireteam core and Harris possibilities. All for quite reasonable price line.

    Weapons

    Zuyongs heavy infantry stats make them great users of any type of weapon. They have access to weapons for most ranges and since all zuyong profiles come with 2 breaker pistols they are always a threat at short distances and able to take down Tags, heavy armored troops, and high arm low bts factions (Ariadna) with the alternative form of damage. The most sought out loadouts are the hmg ones which come in 3 variants No frills, automedikit and extra order.

    Support

    Zuyongs have a few support profiles.

    Paramedic, useful for keeping advancing fireteams on the move
    Forward observer, no frills specialist
    Tinbot B, protects the fireteam from hackers lowering the possibility of being hit or losing the FTF roll. Bringing even godlike hackers like interventors to a less than 50% chance of succeeding per standard roll.
    Number 2, making sure the fireteam stays a fireteam




    Final thoughts

    Zuyongs are straight edge soldiers capable of realizing most tasks with a great chance of success especially when part of a fireteam where the support options and various weapons can cover individual weaknesses, however they should always keep an eye out for enemy camo troops and em weaponry. They form a strong basis for any Invincible army list and are always a solid choice.

    Shang Ji Invincible

    General

    The Shang Ji could be considered like the elite version of the Zuyongs, getting better overall stats at a higher cost. There can be up to 5 Shang Jis per army and they have options for Fireteam Core, Harris and duo. It is also one of the "Wildcard" troopers in the sectorial, having the capacity add one of their number to any fireteam.

    Weapons

    Shang Ji are more limited in their weapon options than the zuyong. They have access to 4 weapon loadouts:
    Comb rifle and light flamer- The addition of the direct template weapon (DTW) gives it a tool to deal with camos and sacrifice plays. However, it is too expensive to consider making sacrifice exchanges seriously. All support loadouts include this weapon combination.
    Multi-Rifle- Decent loadout capable of dealing with high arm threats.
    Spitfire- Great weapon for midtable shootouts
    Heavy Rocket launcher and light shotgun- Probably the best rounded loadout capable of fighting at both long and short range.

    It is also important to note that all loadouts come with a shock close quarter weapon which can become useful when fighting low CC opponents with visual and or saturation modifiers.

    Support

    The Shang ji shares most of its support roles with the zuyong, replacing the forward observer profile for an assault hacker. This makes the Shang Ji better at dealing with hackable threats at the expense of added vulnerability to killer hackers.

    Final Thoughts

    The Shang Ji although better than the zuyong in several areas are too expensive to build a list around. The limited weapon options and the fact that all support combination carry the same weapon loadout makes it inconvenient to take more than two or three of them. I would recommend either using them as a wildcard in other fireteams or using the other wildcards to compensate the limitations and cost of a Shang Ji fireteam.

    Yan Huo Invincible


    General

    Heavily armored gunnery specialists with access to some of the games heaviest weaponry. If you need to shoot something dead you’ll find few things that can do it better than a Yan Huo, especially at that price tag. The Yan Huo can form a fireteam Duo and also a special Harris with Zuyongs.

    Weapons

    Yan Huo weapon loadouts come in three variants:

    HMC- Probably the best active turn long range weapon in the game, High burst, high damage and multi ammo.

    Multi HMG- Middle of the road option, slightly less burst and more range penalties than the HMC but gains explosive instead of double action for its antimaterial. Harris capable.

    Dual Missile Launchers- When one huge explosion is not enough. Has options to prioritize either active or reactive shootouts. Since its the lowest burst options gains the most when placed in a Harris.

    Final thoughts

    The Yan Huo are either a threat to anything left visible or a huge obstacle to move around the table. Either alone or in a Harris they are well worth their points. The Harris fireteam can help protect them from hacking, provide utility and support to advance them across the table to look for optimal fire lanes. Their point and shoot nature make them easy to use for beginners and their high threat value makes it one of the strongest troops in the sectorial.


    Spec. Trained Troops.

    Daoying Operative Control Unit

    General

    Daoying are a decent stated middle infantry with good bts and arm values. They can camo but lack infiltration or native advanced deployment which makes them good defensive skirmishers but complicates going any farther since if relocation is necessary due to their lower movement they would have to spend more orders than usual to get to the targets. They have an availability of 3 and no fireteam options. Their claim to fame is their lieutenant level 2 ability that helps provide more orders for the sectorial through NCO profiles or use by itself.

    Weapons

    Daoyings have two weapon loadouts

    Boarding shotgun- Good shortrange weapon for skirmishing and defending the deployment zone.

    Multi Sniper Rifle and Antipersonnel mines- This option makes the Daoying a threat across the board and thanks to the minelayer ability it helps with the defense of the deployment zone. This is the only camo sniper in the sectorial which might be useful when fighting against total reaction bots and other aro pieces.

    Both loadouts carry a breaker pistol, useful to apply an alternative form of damage at close range.


    Support

    The Daoying have a standard hacker device option which makes them the only hacker lieutenant on the faction (Discounting CBL´S). This combination can generate order economy since it can use its orders to hack or supportware and then recamo at the end of the turn to protect itself.


    Final Thoughts

    The Daoying is an interesting addition to the sectorial since its defensive skirmish and sniping capabilities are somewhat lacking in other unit profiles. Its main feature however is that it allows a heavy infantry based force to meet the average order count by the use of its lieutenant level 2 ability and the NCOs. It is important to be clear as to the planned use for this orders since sometimes it might be better for the Daoying to use the orders itself instead of passing them on.

    Haidao Special Support Group

    General

    The Haidao have a similar stat line to Zuyongs, however since they are loaned troops from Yujings Navy they have Zero G capable lighter armor which translates to a lower PH, loss of bts protection and an exchange from a second wound to No wound incapacitation and shock immunity. This loaned nature is also expressed in their ability free agent which allows them to change combat groups with ease. They have an availability of 3 and have no fireteams options of their own, however they are a wildcard troop capable of introducing one of their number to all fireteams in the sectorial.


    Weapons

    The Haidaos have 4 weapon loadout options:

    Boarding Shotgun- Close range support

    Combi rifle and Demolition Charges- Close to medium range, ITS completion potential and with support from a hacker or adhesive/stun ammo heavy threat eliminator.

    Red Fury- High burst and shock ammo might provide a fireteam with another midrange firefight option

    Multi Sniper Rifle- MSV2 enabled this profile is probably the best sniper in the sectorial however it is a bit on the high side of pricing.


    Support

    Haidaos have three very important support roles in the sectorial,

    Killer Hacker- The cheaper of the two available killer hacker in the sectorial, this support role is crucial if you expect heavy infowar in your match. The downside is that the stats of the Haidao make it imperative to use supportware or joining a tinbot b equipped fireteam in order to add survivability to the unit.

    Engineer- This support role is an important addition to an advancing fireteam that expects em weaponry or adhesive ammo use against them. It is also very useful at keeping supporting remotes operational which given the low number of other non-remote anticamo units in the sectorial it might be very important to keep operational.

    Chain of Command- This support role allows the use of more combat active lieutenants which the sectorial does not lack and the completion of certain its objectives. It also gains a bonus toward some of them.


    Final Thoughts

    The haidao is useful unit that provides critical support roles to a IA force. Be it repair, infowar, firesupport or command takeover, the navy seals of yujing have earned their place in the sectorial. When using them its important to remember their free agent ability which allows them to change combat groups to either reinforce a group with another order or make better use of theirs.

    Zhencha

    General

    The Zencha is a recon heavy infantry, with a stat line similar to that of the Zuyong with slight changes to BS and PH but more importantly sacrificing the second wound for no wound incapacitation “WITHOUT” shock immunity or equivalents. The price tag is a bit higher buts its compensated by its ability to camo, infiltrate, cross any terrain and climbing plus. The unit has Availability 4 and no fireteam options.


    Weapons

    The Zhencha has three weapon loadouts and all gravitate towards close range.

    Boarding Shotgun- Skirmisher loadout equipped with an assault hacking device to hunt big (Infowar Vulnerable) prey

    Boarding Shotgun and D-Charges- The dcharges allow the completion of certain mission objectives and when combined with hacking or Adhesive/Stun ammunition destruction of heavy threats.

    Smg, Antipersonnel Mines and D.E.P.- This is the area denial loadout, with mines to secure its immediate vicinity and a dep to dissuade a push by something heavier. The versatility and the low cost of this profile make it the preferred option for most players.


    Support

    All three Zhencha profiles are specialists, which steers the unit more toward objective completion than open combat. The two support skills are.

    Forward observer- this is useful if you plan to make use of speculative of guided fire since the camo and surprise shot can help you with a ftf roll and the superior positioning gained by infiltration and climbing plus might net you a good angle of attack which might even be uncontested.

    Assault hacker – This represent a tradeoff between taking down infowar vulnerable targets easier and survivability since the Zhencha becomes vulnerable to killer hacker attacks that might kill him outright.


    Final Thoughts

    The Zhencha is one of those units that depend on choosing their firefights and will do better on terrain heavy boards with lots of hiding spots with vertical preference. My recommendation is to choose a good hiding place with short firelanes and limited accessibility as your hunting grounds and leave only for objectives or an endgame run.

    Veteran troops

    Liu Xing Jump Infantry

    General

    The liuxing is the only heavy infantry drop troop in the game, as such it has added survivavability at the cost of em and hacking vulnerability. It posseses a zuyong statline minus the second wound which it exchanges for no wound incapacitación and Bio Inmunity. It also posses a unique skill "Explode level X" that creates a strength 12 damage template on the point of landing. The liuxing has availability 4 and no fireteam options.

    Weapons

    The Liuxing has 3 weapon loadouts:

    Boarding Shotgun- the boarding shotgun is the staple of combat drop infantry as droping into the table allows them to get into the optimal position for its usage. All round a good option for the Liuxing since in order to maximize the use of Explode level X it must drop close up to the enemy.
    Spitfire- A midrange option that allows the liuxing to Project a greater threat área, this loadout Works best by either dropping on an isolated enemy and then proceed to firefight enemies in range or coming in through the sides and picking out targets of oportunity.
    Multirifle and Dcharges, this is an interesting option as it allows the liuxing to fight at close and mid range targets with the benefits of light multi ammo. The d charges are particularly usefull if you get the demolition classified as dropping in allows you to resolve it quite easily, the secondary function of dcharges Will not see that much use unless paired with another liuxing with assault hacker or a lucky shot from a Mowang equipped with an akrylat canon.

    Support

    The liuxing has 2 support profiles

    Assault Hacker- The assault hacker increases the liuxing fighting capabilities against hackable targets but increases vulnerability by making him vulnerable to killer hackers.
    Specialist Operative- This support profile allows the liuxing to complete its objectives, usefull if you need to capture something in the enemy deployment zone or as a late game surprise.

    Final Thoughts

    The liuxing is a complicated piece, althought its direct combat capabilities and resilience are great its explode ability requires thought and patience to get the most off. During ITS season X its capabilities are increased with the capacity to drop anywhere, however once the season ends and the rules disapears the liuxing will lose a lot of deployment options and be relegated like most As troops to come in from the sides.

    Hulang Shocktroopers

    General

    The melee specialists of the Invincible army, hulang have similar stats to zuyongs with greatly increased cc and the trade of the additional wound for no wound incapacitation and shock inmunity. Their melee specialty is reinforced by their martial arts level 3 which allows them to fight it out with most troops in the game. Their aproach to closing in the distance with the enemy is acess to forward deployment level 2, and their mimetism helps them avoid getting shot. All profiles have specialist operative that allows them to complete its objectives. They have availability 2 and can form Fireteam: Duos.

    Weapons

    Hulangs hace two weapon profiles

    Dual SMG- This weapon loadout reinforces the lethality of the hulang at close range, allowing him the use of special ammunition to deal with threats
    Combi rifle and light flamer- This weapon combination allows the hulang to increase its threat range to médium distances and gives it an option to take down camos and make sacrifice exchanges.

    Both weapon loadouts have Access to dcharges, Em grenades and monofilament CC weapon.

    General Thoughts

    The hulang is a hunter of big game, his skills and equipment allow him to make short work of everything in the game at melee and close range, the only problem is getting the hulang there. It relies on ambushing its oponents midtable or waiting for other units to clear its path. This unit is neccesary to complete any of the ITS objectives that rely on close combat as the rest of the sectorial can only depend on mid CC dcharges to get the job done.


    Elite Troops

    Hac Tao Special Unit

    General

    The Hac Tao boasts a great profile with high stats all around the board. Being one of the few TO heavy infantry profiles in the game, in can excel at almost any situation that might arise on the table. They are the cream of the crop in the sectorial, however such a statline and capabilities do not come cheap as it one of the more expensive option to bring in a list. Hac Taos have an availability of one and no fireteam options.

    Weapons

    Hac taos come in 4 weapon combinations:

    Boarding Shotgun- The cheapest option, this close quarters variant excels in tables with dense terrain and missions that require storming an armory or holding a middle objective.

    Multirifle- This is the standard loadout, great at short and mid range, its TO camo will allow it to win most firefights and the multi ammo will allow it to deal with most threats

    HMG- The active turn long range option, this loadout is capable of taking down most enemy troops from your deployment zone. However, it might struggle against heavily armored targets with its lack of multi ammunition.

    Missile Launcher- The reactive long range option, this option is great for locking down firelanes and giving the enemy a nasty surprise when it reveals itself. Watch out for long range msv2 troops though.

    All profiles come armed with a nanopulser which provides all the advantages of direct template weapon and alternative damage type. They also carry a double action ccw which allows them to complete missions that require cc demolitions and with their high stats and To allow to competently engage in melee fights with non melee specialized enemies.


    Support

    Hac Taos have 3 support skills:

    Assault Hacking- Increases the threat to enemy hackable platforms and provides the capacity to accomplish ITS objectives at the cost of becoming vulnerable to killer hackers.

    Killer Hacker- Rounds out the lethality of the unit allowing them to take down enemy hackers from a high bts, high will, two wounds and camo enabled platform. The hac tao is one of the two units in the sectorial that can bring a killer hacker which makes it even more valuable.

    Executive Order- A Hac Tao only skill so far, it allows for the unit to become your lieutenant once it reveals itself on the table. This serves several purposes from avoiding loss of lieutenant, coopting the lieutenant orders or simply complicating the enemy strategy in missions where the lieutenant is public information.


    Final thoughts

    The Hac Tao is a one man army capable of fulfilling almost any role on the table, however its high cost means you must always be careful when deploying one. It also lacks any noticeable synergy with most units on the sectorial and it adds to the struggles of high unit costs that plague it. This is one of those units that if you decide to bring you will most likely have to build your army around it.

    Mowang Troops

    General

    Mowangs are direct combat troop specialized in survivability and mid range firefights. They have decent stats with great PH and Armor/BTS Values. Its mimetism and 2 wounds plus no wound incapacitation make them hard to take down. They make great pointmen as their access to multi terrain means they will not be slowed down and their weapon selection shines at mid range. They have availability 3 and can form Fireteam Duos.


    Weapons

    Mowangs come with three weapon loadouts,

    Multi rifle and Flamenspeer- The only non swc options, this loadout is great for short to mid range firefights with long range aro capability thanks to the Flamenspeer. This is also the best reactive loadout as the multi ammo increased the deadliness of normal aro or suppressive fire.

    Red Fury and Akrylat-Kanone- This SWC 1 loadout is a bit more specialized, increasing the effective range of the platform at the cost of all non shock ammo variants for its main weapon. In terms of its secondary its important to highlight that this is the only access to adhesive weaponry in the sectorial which makes it easier to achieve certain objectives in some ITS missions or stop some heavy hitters on their tracks.

    Spitfire and Flamenspeer- The strongest direct fighting loadout with a 2 SWC cost and a tradeoff of special ammo for higher power.

    All three loadouts come with a heavy pistol which can be used to cover the short range deficiency of some of the profiles.


    Support

    All Mowangs are officers, they are either Lieutenants or NCOs.

    Final thoughts

    The mowing is an interesting unit with high synergy’s with a Daoying Liutenant thanks to its NCO profiles and with pangolins thx to its limited ammo long range weaponry. The large profile and combat prowess of this unit make them focus points for your opponent, so its wise to leave them in combat positions where their heavy armor, mimetism and suppressive fire can lockdown a critical fire or movement lane.

    Mechanized Troops

    Guijia Squadrons

    General

    The Guijia is a basic piloted Heavy TAG, with good stats, high Armor and BTS. It has availability 2 and no fireteam options

    Weapons

    The Guijia has 1 weapon profile:

    Multi HMG and Heavy Flamethrower- This standard loadout in heavy tags allow the platform to engage all manner of threats at range and an option to deal with camo and enemy figures at close range.

    The Guijia also packs an AP Close Combat Weapon which allows it to use its high CC stat against close threats.

    Support

    The Guijia as such has no support options however its pilot is a specialist operative capable of completing ITS objectives

    Final Thoughts

    The Guijia is unremarkable as a TAG, it is just a straight forward fighting machine. It also doesn’t stand out in any role as there are better firesupport options in the sectorial and arguably more resilient troops with defensive skills such as mimetism, which are also capable of rerolling their failed heal checks. The main virtue of the Guijia is its tag status which is necessary to complete some objectives in ITS missions.

    Support Troops

    Zhanshi Yisheng

    General

    A standard Zhanshi that went to medical school and forgot how to work in teams. This is your standard doctor, useful for picking up unconscious troops and completing certain objectives. Given the nature of IA troops and the fact that it’s the only doctor in the sectorial this is a great pick for keeping your expensive units going. It has availability 1 and no fireteam options.

    Mech-Engineer

    General

    A standard Zhanshi that went to engineering school and forgot how to work in teams. This is your standard engineer, useful for picking up remotes, removing detrimental status on your heavy infantry and completing certain objectives. This is great synergistic choice if you decide to run several remotes, a Tag or you expect a lot of em or adhesive weaponry. The existence of a Haidao engineer decreases the necessity of this profile as the haidao can be linked to the fireteam its supporting however this version is cheaper and more likely to sinc up with yaozaos for an increased area of support. This unit has availability 2 and no fireteam options.

    Yaoxie Rui Shi

    General

    With its msv2, mid BS, high speed and remote status this unit is one of the premier hunter killers in the sectorial. Its capabilities along with its low cost make it a great addition to any list, especially since its one of the only two units with MSV2 in the sectorial. The Rui Shi also extends the range of infowar capabilities thanks to its repeater and its high bts give it a chance to avoid being lockdowned by enemy hackers. Its MSV2 and the possibility of receiving supportware make this platform a must when facing steel phalanx and other TO and DDO intensive armies. This unit possesses availability 2 and no fireteam options.

    Yaoxie Lu Duan

    General

    The Lu duan is a camo hunting remote which is quite useful since the sectorial is lacking in this area. Apart from being the only MSV1 unit in the army it also boasts the ability to deploy Holoechoes at level 2, this makes the unit one of the best way to deal with mines and other deployed weaponry such as crazy koalas and increases its survibability and shoot out potential thanks to surprise shot. Its mk12 allows this unit to engage enemies effectively at mid range and its flamethrower increases its camo hunting function. The lu duan also extends the range of infowar capabilities thanks to its repeater and its high bts give it a chance to to avoid being lockdowned by hackers. The possibility of receiving supportware increases its combat potential and make it an excellent option to engage all but the most armored opponents. Overall an excellent addition to any army. This unit possesses availability 2 and no fireteam options.

    Weibing Yaokong

    General

    As Yu Jings own “sensorbot” the weibing provides host of utility functions that an IA list can benefit from. For starters it is the sole carrier of “sensor” in the sectorial which is a vital piece of equipment when fighting camo heavy armies. Having a 15-10 cm move makes it the fastest moving specialist in the sectorial. Its repeater can extend the infowar range of IA hackers and its sat lock can be crucial in a list relying in guided ammunition. Overall a decent addition to any IA list. In the sectorial the weibing has availability 2 and no fireteam options.

    Husong Yaokong

    General

    Yu Jings version of the “TRbot” this remote tends to see most use as a tough and reliable ARO piece. Its 360 visor and hmg allow it to protect multiple avenues at mid to long range and can even get lucky at close and super long range thanks to its burst. Thanks to it being a remote it also makes a decent attack piece when buffed by supportware. When taking just be aware that veteran players will always bring a way for taking them down, be it camo snipers, pitcher hackers, etc. The Husong has availability of 3 and no fireteam options.

    Son Bae Yaokong

    General

    As the factions smart missle launcher remote, the son bae is the only source of guided munitions in the sectorial. A synergistic choice to use with forward observers and hackers of both normal and assault varieties. This unit also makes a decent aro and long range fighting piece when part of a fireteam and/or targeted by supportware. The son Bae has an availability of 1, as for fireteam options it is one of the 4 wildcards of the sectorial, which allows an addition of a cheap long range/anti-tank/terminal template weapon (in both its smart and regular missile launcher) to any fireteam in the sectorial.

    Chaiyi Yaokong

    General

    The chaiyi is a cheap and fast remote capable of extending the infowar and sensor range of an army. The former statement reveals its synergy with the weibing and hackers so if you plan on bringing them consider adding a chaiyi. The other strength of the chaiyi is its mimetism and flashpulse which make it a decent aro platform at midrange, capable of stopping enemies on a lucky hit. The chaiyi has availability 2 and no fireteam options.

    Yaozao

    General

    These little guys extend the effective range of medics or engineers they sync with. Use them to support different areas of the table with the same specialist. They also make great decoys and their electric pulse can put any enemy out of action for a turn. The unit has availability 4 and no fireteam options.

    Yaopu Panggulin

    General

    The Panggulins are the mules of Yu jing, carrying around supplies, specialized equipment and even wounded troopers around the battlefield. Their main role tends to be cheap order generators and point dumpers on areas that need to be controlled by having the most points in them. Three of the four versions of the platform have a repeater, the exception of the EVO hacker, which allow expanding the infowar range of your army by their presence. Panggulins have an availability of 2 and the FTO profile is a wildcard in the sectorial.

    Weapons

    The Panggulin come with three weapon loadouts:

    Unarmed- this version is either the cheap Minesweeper or comes with the EVO hacking suite.

    Combirifle with Total Reaction- These loadouts adds a bite to the pangulin, useful for defending the zones you have to dominate.

    Light shotgun- The FTO version this loadout allows the pangulin to fight effectively at close range and provides that coverage to any fireteam it joins.

    All profiles come with an electric pulse which gives them some measure of cc defense or a desperate offence capability.

    Support

    The unarmed versions of the pangulin have two different support loadouts, which are:

    Minesweeper- This loadout allows taking over enemy deployables.

    Evo hacker- The evo hacker provides a series of support bonuses that increase the effectiveness of other troops in the army. This creates a strong synergy that can make seemingly gambit armies into dependable bets. These synergies provide bonuses for LiuXings, Hackers and Weibings. It also allows the unit to give special supportware functions that increase the effectiveness of repeater equipped remotes, increase hacking defenses or strengthen link teams.


    Final thoughts

    Pangullins are an interesting support unit, they have various loadouts that can provide a benefit to almost any army composition. However, its silhouette, weapon choices and relative slow speed make them difficult to defend, which can make them a liability.

    Characters

    Tai Sheng

    General

    The main named character in the sectorial, tai sheng illustrates what the invincible army soldiers strive to be. She has great stats, interesting equipment and several support abilities at a reasonable cost. She is the closest unit to be considered a must when fielding IA.

    Weapons

    Tai sheng can bring two different weapon loadouts:

    Breaker Combirifle- A good weapon for short or mid range engagements, this loadout provides an alternative form of damage that exploits potential enemies weaknesses by bypassing armor and attacking bts. When linked with Zuyongs this doesn’t become as useful at short range as all Zuyongs carry breaker pistols however the addition of midrange effectiveness could warrant its addition to your link.

    Mk12 and stun grenades- This loadout provides more combat effectiveness as it covers the short range with grenades and the next two range bands with the mk12. Although lacking in special ammunition the mk12 packs enough of a punch to remain a threat to all but the most armored tags in the game. The stun grenades provide the opportunity to speculative fire across walls or corners without line of sight, while also bringing a template weapon for bunched up enemies.

    Support

    All tai sheng profiles have the next two abilities:

    NCO- This ability is quite useful as being able to use lieutenant orders to fuel more attacks or movements, alone or in a team, increase the value of this piece tremendously.

    Forward Observer- Always being a specialist for ITS mission purposes is quite useful, but the extra bonuses are also valuable. Being able to fire a flash pulse to cover a range it lacks or mark an enemy in order to lobe speculative grenades are not abilities to scoff at.

    In addition, Tai Sheng profiles have the possibility of bringing the following:

    Tinbot B- This piece of equipment increases the difficulty of being hacked for the user and its link team, a great addition if you expect hacking

    Chain of command- Another useful ability to complete its objectives, this ability can be a game saver if you expect your enemy to hunt down your lieutenant.

    Final thoughts

    Tai Sheng is an excellent, although somewhat expensive unit. She increases the effectiveness of any zuyong link with her weapon loadouts and support skills. There are very few reasons to build a zuyong fireteam without her.


    Krit KoKram, Zuyong Invincibles Specialist"

    General

    A secondary character introduced later into the setorial, Krit poses a combination of weapons and equipment that is either rare or unique to the sectorial. He has Zuyong stats with a higher will to represent him being a superior specialist engineer and a barely improved cc stat. An excelent option to support a TAG or heavy remote list.


    Weapons

    Krit just like tai brings two different loadouts to the game

    Combirifle+emitter and emaulers- This loadout is less focused on direct damage and more into stoping hi tech threats. The emiter is a decent aro weapon when properly placed and when a part of a link it becomes a high level threat to em vulnerable oponents at mid range. The emaulers add another perimeter defence weapon that can stop enemies on their tracks and the more advance tech they bring the more devastating the effect will be.

    Feuerbach and D Charges - This master of explosives loadout is the one designed for big firefights and demolitions. Being the only feuerbach in the enitre faction provides this loadout with its own niche right out the bat, making it an excelent option against armored enemies and fear inducing Aro capabilities. This loadout is great when replacing am hmg in a fireteam as they have the same ranges.

    Both loadouts come with a chain colt for close range direct template action and two heavy pistols which makes him quite a big threat at close range especially to one wound infantry with either loadout.

    Support

    Engineer- This skill makes him the only 2 wound heavy infantry to posess it, Which makes him really usefull to add to your fireteam if you are expecting em weaponry. It also makes advancing with remotes or repairing a Guijia on the offensive a bit easier.

    Automedikit-
    This piece of equipment increases the survivability of krit making him a better Aro piece or offensive unit.

    Final Thoughts

    Krit is an interesting unit, he can add a lot to a list. Either as a resilient Aro Piece, a Guijia close protection and repair unit or an em trapper it adds flavor and posibilities to the sectorial. His downside is that he is quite expensive and some of his skills might nt come into play every game. Overall i think its a great unit that adds more flexibility to the sectorial as a whole.

    Mercenaries

    Warcor

    General

    A unit meant for campaigns warcors are a common site in armies thanks to their super low cost and decent aro potential. If your doctors and engineers already have their Yaozaos, this is the next most useful form to spend those remaining 3 points in your list. They generate an irregular order which if you don’t plan to spend your command tokens might be useful to convert and make it available to your main units.

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    Fireteam Analysis

    As with all sectorials, the point of taking one is leveraging the fireteam bonuses provided by their links to their greatest extent. This section will deal with fireteam options and a light guide on how they may be used.

    Fireteams Core

    This type of fireteam is used to create a heavy firefight platform capable of dealing with most enemies in the active and/or reactive turn. It also allows the integration of a number support profiles for added survivability and objective tackling.

    Zhanshi + Wildcards

    A cheap, flexible fireteam capable of doing well both in offense and defense. In lower point games this will be your go to Fireteam. Its works well with all wildcards and it can use them to define its role in the battlefield.

    If you are looking for an offensive fireteam, you can add a Haidao and/or a Shang Ji for heavy weapon proficiency and resiliency. If you are looking for a cheap option and/or ARO capacity you can add a Son Bae for long range or a Pangullin for short range. If you want something more flexible you can mix and match the options for example.

    This fireteam pairs well with the expensive solo units in the sectorial like the Hac tao, Hulang or Mowang as it provides good value orders to fuel them and a multifaceted approach to compensate in case you lose your main unit.

    Zuyongs

    This fireteam is the heart of the sectorial. Resilient, Flexible and decently priced there are few reasons not to add a variation to all your lists. Unlike the zhanshi fireteam, the zuyongs do not need to bring any wildcards however they can benefit from a few unique roles that they might provide or simply include them for a point cost reduction.

    In terms of offensive capabilities, the zuyong have access to weaponry that covers all ranges from a close range boarding shotgun to a long range missile launcher. The star profiles for this function are the hmg variants that offer added benefits on top of their high burst, high damage weapon. In terms of wildcard support a heavy rocket Shang ji adds a fire weapon option to the team and a Hai dao sniper can cover the extreme range and the ability to deal with visual modifier enemies easier. Although natively limited in infowar capabilities, wildcards can bring both assault hacking and killer hacking capabilities to a zuyong team, effectively increasing their threat against hackable and hacking enemies.

    In terms of defensive capabilities, the second wound and decent armor value make this fireteam quite resilient. Their strong AROs capability can make them a hard rock to bypass by enemy troops. As with most fireteams in this sectorial they have the option to add a Tinbot B making hacking them a complicated endeavor especially when they use fairy dust to top off their defenses. The zuyong also posses limited healing capability in a paramedic profile and automedikits in a particular HMG profile than can keep the team moving without waiting for a doctor to catch up.

    Finally its important to note that this fireteam has the greatest capacity to benefit from order enhancing game mechanics. With two different Tactical awareness profiles and the availability of an NCO character, this fireteam can have anywhere from 1 up to 6 extra orders to maintain momentum.

    Shang Ji

    The premium fireteam in the sectorial, it trades cost and flexibility for extra resilience. This fireteam does not require the addition of wildcards to form, however the high cost and lack of options make it almost necessary to add wildcards to compensate. The use of this fireteam requires extra consideration as the jack of all trades nature of its basic unit does not gain as much from being in a linkteam as its inferior more specialized zuyong bretheren.

    In terms of offensive capability Shang Jis tend to specialize at short to medium range firefights, with only one profile equipped with a longer ranged weapon, this can easily be compensated with the addition of a missile launcher or sniper rifle through wildcards. This fireteam can natively add an assault hacking device which provides extra avenues of dealing with hackable targets, also like all other fireteams there is the option to add a killer hacker device through wildcards for extra offensive options.

    In terms of defensive capabilities, with high arm, high bts and support capabilities, this fireteam is the best option for resilience among the three available core options in the sectorial. Its basic bts six in conjunction with tinbot b and possible supportware upgrades makes this fireteam almost unhackable. Its high PH and paramedic options helps to keep them in the fight without doctor support.

    In a nutshell the Shang Ji fireteam core is a powerful and resilient option however it pays heavily for it. If you do decide to bring them make sure to leverage all their capabilities against the enemy as you will find yourself hard pressed by the lack of additional support those extra points could bring.

    Fireteams Haris

    Less flexible than their core counterparts, this kind of fireteam normally serves as a more specialized fireteam. They make great secondary weapon platform and/or specialists escorts.

    Zuyongs

    The composition of this fireteam is limited by the necessity to add a fireteam profile zuyong, which only leaves two slots for whatever role you intend this fireteam to cover. This forced introduction of the harris profile zuyong provides certain synergies than can be exploited. For example, as the tinbot b is obligatory and hacker profiles do not benefit as much from being in larger teams, you could make this your killer hacker and/or assault hacker team with the use of wildcards. Another option is to leverage the tactical awareness profiles and Tai Sheng to serve as a high mobility assault team.
    Offensively, although less effective than its core variant, this fireteam can make an excellent weapon platform. Use it to engage enemies on a different firelane and movement area to support your fireteam core or individual specialist choices. It can also serve as a powerful escort to accomplish midtable objectives.
    Defensibly and in terms support this fireteam is limited by its member capacity. Although it can bring a paramedic, i would advise against it as you are losing a valuable slot. If you seek to increase its survivability I would rather consider the hmg automedikit profile.
    Overall this harris remains quite flexible and decently priced, making it a good companion to a Zanshi core or high price individual units.

    Shang Ji

    A more expensive option for a fireteam harris, the shang ji haris is quite similar in both composition and possibilities to the zuyong harris. Its biggest differences are the higher cost and higher defensive values of the native platforms. The Shang Ji harris also loses access to Tai Sheng as a member of the fireteam which reduces the maximum number of extra orders that can be used by the fireteam, while also raising the SWC cost of the final extra order.

    Offensively the basic stats of the Shang Ji platform allow this fireteam to be an overall decent assault team. Leveraging their melee capabilities and direct template weapons to hunt down camos skirmishers and targets of opportunity. They can also bring quite a strong infowar presence with or without wildcards.

    In terms of survivability the higher PH value of the basic platform and the lack of access to automedikit in their profiles makes the use a paramedic profile a recommended inclusion to keep the fireteam operational.

    Overall this haris just as its core version presents a costly investment that requires leveraging their increased defense and stats to make the most of them.

    Yan Huo Special Fireteam Haris

    Although quite expensive both in points and swc in its natural form, this fireteam posses the strongest firepower in the entire sectorial. Its high damage, burst and BS allows this fireteam to obliterate any visible threat. The basic composition of this fireteam protects it from hacking by way of the tinbot b and allows it to redeploy more effectively using the tactical awareness of the zuyong harris. The addition of wildcards can lower the cost of the fireteam, introduce other weapon loadouts or add some extra utility to the fireteam.

    Offensively this fireteam will most likely stay in your deployment zone and hunt targets of opportunity and enemy aros. Its short second movement skill and long range weaponry do not reward you for advancing into the mid table or beyond. The high armor and damage make this fireteam a decent aro option, capable of derailing all but the most committed of your enemies advance.

    Defensively even though the required addition of a tinbot b helps to prevent hacking, their low bts value keeps them susceptible to infowar and any other attack that make bts its target. You could add extra infowar capabilities through a haidao killer hacker or a shang ji assault hacker to compensate. Although you could have access to a paramedic Shang Ji through wildcards, the static nature of the fireteam makes it more feasibly to simply leave a doctor or a Yao Zao close to them for reviving purposes.

    Overall this fireteam acts as a hammer capable of striking down anything it can gets its sights on, or an anvil that locks down certain firelanes completely.

    Fireteam Duos

    Lacking most of the fireteam bonuses, this type of fireteam is mainly used as a mobility enhancer and specialist escort.

    Zuyong

    The fireteam duo skill is not native to all profiles of the zuyong, as such they are forced to an HMG and tactical awareness profile to create one. This limits the functions this fireteam can accomplish, however this forced loadout makes an excellent escort for a specialist, with effective weaponry at close and long range and an extra order by tactical awareness this team can fight its way to midtable with relative ease. As for the other profile, the Zuyongs own options and the possible wildcards allow for almost any type of specialist to be escorted.

    Shang Ji

    The Shang Ji´s native Fireteam duo skill allows them to mix and match any of their profiles for the creation of this duo, which given the Shang Jis all rounder status might make for a more proficient escort or a small hunter killer team. The Shang Jis own option and the possible wildcards allow for almost any type of specialist to be escorted or to have various weapons for different rangebands.

    Yan Huo

    The Yan Huos native Fireteam Duo allows them to mix and match any of their profiles for the creation of this duo. This allows to form a fireteam with the non FTO profiles allowing for the use of HMC and neurocinetics double missle launcher options. The main purpose of such a fireteam is pairing them with a Tactical awareness wildcard for repositioning purposes or trading firelanes for active and reactive turn purposes.

    Mowang
    Mowang duos are a bit strange, there isn’t much point of taking two of this big guys in a duo since they would cannibalize the lieutenant orders and their loadouts are not too dissimilar between each other while costing a fair chunk of points. The closest combination I could recommend with two mowing would be a multi and a redfury, so their main weapons cover different rangebands and their secondarys offer alternative damage. This duo works better with wildcards where the Mowang can serve as a specialist escort or part of a firepower platform. The pairing with the most synergy is that which includes an FTO pangullin, since not only does it light shotgun improve the mowing close range options it also allows it to recharge its secondary weapons on the fly.

    Hulang

    Hulangs are another strange duo, although less expensive than the Mowang this duo still incurs in a big pricetag. Both loadouts do not offer much in synergy beyond the direct template weapon and limited multi ammo on the smgs. It also doesn’t pair up nicely with wildcards given its forward deployment lv2 which none of the wildcards have access to. The only gameplan for this duo is to rush the enemy and do as much damage as possible, continuing with the other team member once the first has fallen.

    --------------------------------------------------------------------------------------------------------------------------------------

    General Builds

    Zuyong Tacaware Assault Team

    Composed of:

    · Daoying Liutenant

    Core or Haris fireteam containing:

    · Zuyong TacAware Combi rifle and tinbot B

    · Zuyong TacAware HMG

    · Tai Sheng- either loadout

    This four man group provides 8 orders and a lethal fireteam to use them on. This combination is a staple on many IA lists as it pushes the two main strengths of IA, extra orders and heavy infantry fireteams with hacking protection. Straight forward and easy to use, this combination is a new comer friendly and helps to understand IA strengths and playstyle.

    Meteor Shower

    Composed of:

    · Pangulin Evo Hacker
    · 4x Luixing (At least 1 hacker)
    · Son Bae Smart Missile Launcher


    This combination seeks to get the most out of the liuxing, although low in orders in the initial round, its positioning potencial makes up for it. This setup allows you to exploit weaknesess in the enemy deployment, both in the initial Luixing drop or in subsequent spotlight + guided plays. The precision required to get the most out of this combination makes it unfriendly to new players but is a good way to familiarize yourself with drop troops and smart missile tactics.

    Fields of Zhencha



    · 2 to 4 Zhenchas

    · Zhanshi Light Grenade launcher

    · Yaokong Son Bae Smart Grenade launcher

    · (Optional) Hulang Shocktrooper



    This combination seeks to use the zhencha to its full potential, as such it works best on missions without an exclusion zone and a high terrain density preferably with various levels of verticality. The idea is to use the zhencha to hunt down enemy targets of opportunity while using the terrain to remain safe. The zhanshi enters play when the enemy clumps up a fireteam or several individual troops at the midfield, where the idea is to use the zhencha to either try to get one of the enemy to unconscious state and then mark him or risk it and mark him directly to get an explosive payload on target. The sonbae does a similar job but tailored to either enemys farther away or more heavily armored. The hulang besides serving as midtable support for the zhencha can provide a nonlethal EM grenade to either incapacitate Remote, Tag or HI targets making them easy picking or prevent the enemy of going into the retreat state while dealing with his heavy pieces. This combination plays around with some of the advanced rules of the game and might not be beginner friendly, however it is a good way to become proficient in camo, guided and speculative tactics.

    --------------------------------------------------------------------------------------------------------------------------------------

    Starting with IA

    As with most sectorials,the best way to introduce yourself to it is through the starter pack.

    The 3 zuyongs and haidao almost get you a competent fireteam compostition that only lacks another member to become a pain train. The Daoying sniper does not only make a great lieutenant but also a competent camo sniper. Finaly the Liuxing acts as the surprise attack piece that can hunt down the biggest enemy targets at close range.

    After this i would recomend getting the Zuyong HMG blíster as it will allow you to complete the fireteam while adding a high burst high damage weapon but also play with its secondary profile tratis such as automedikit and tactical awareness.

    To be continued...
     
    #1 Greysturm, Feb 27, 2019
    Last edited: Jul 27, 2019
  2. Mahtamori

    Mahtamori Well-Known Member

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    You're aware Zuyong, Yan Huo and Shang-ji are line troops as well? :p
     
  3. Greysturm

    Greysturm Well-Known Member

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    Yeah, i guess the format doest allow it to come across, ill edit it later.
     
  4. Space Ranger

    Space Ranger Well-Known Member

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    Looking forward to more!
     
  5. Mc_Clane

    Mc_Clane Zhànzhēng bùzhǎng
    Warcor

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    Some ARO piece Comparaisons. I hope it to be of some use

    ZHANSHI Missile Launcher / Pistol, Knife. (1.5 | 16)
    • :+1::+1: Cheapest Aro Piece
    • :+1::+1: Deadly if it hits the enemy (specially against Fireteams)
    • :-1:BS 11 and access to Corelink (+1Burst, Inmunity to surprise mods, immunity to smoke combo, +3BS)
    • :-1:Bland
    • :-1: Wide and easy to enter bad rangeband +0, from 8' to 24')
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1::-1: Highly Vulnerable inside CC
    ZHANSHI MULTI Sniper Rifle / Pistol, Knife. (1.5 | 19)
    • :+1::+1: Low cost (+2p compared to the Misile launcher option)
    • :-1:BS 11 and access to Corelink (+1Burst, Inmunity to surprise mods, immunity to smoke combo, +3BS)
    • :+1: Relitively lethal
    • :-1: Bland
    • :-1: Wide and easy to enter bad rangeband +0, from 8' to 24')
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1::-1: Highly Vulnerable inside CC
    Yaókòng SON-BAE Missile Launcher / Electric Pulse. (1.5 | 17)
    • :+1::+1: Low cost (+1p compared to the Misile launcher option)
    • :+1::+1: Deadly if it hits the enemy (specially against Fireteams)
    • :+1::+1:BS 12 and access to Supportware and Corelink (+1Burst, Inmunity to surprise mods, immunity to smoke combo, +3BS)
    • :+1: Highly Reparable 1W+2unconscious (engineers tests can be rerolled)
    • :-1::-1: an extremely Wide and easy to enter bad rangeband -3 or +0, from 0' to 24'
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1: Vulnerable inside CC
    DĀOYĪNG (Minador) MULTI Sniper Rifle, Antipersonnel Mines / Breaker Pistol, Knife. (1.5 | 32)
    • :+1::+1: Cheapest Medium cost (-4p compared to zuyong ML),
    • :+1: BS12, camuflaje
    • :+1: Relitively lethal
    • :+1: Relatively safe due to marker state and Mine Decoy
    • :+1: Utility: Minelayer Deployment Defense against short range agresions
    • :-1: Relatively Fragile: ARM3, 1+Unconscious (medikit at 7s)
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1::-1:Highly vulnerable inside CC
    (It also has it's use as a TR bot hunter on active turn (applying -12 from extreme range) or defending paths/objectives with mines)
    (It can be an aggressive LT if you have a chain of command on the table and your NCOs are dead)

    ZÚYǑNG Missile Launcher, Light Shotgun / 2 Breaker Pistol, Knife. (2 | 36)
    • :+1: Medium cost,
    • :+1::+1: BS13, and access to Corelink (+1Burst, Inmunity to surprise mods, immunity to smoke combo, +3BS)
    • :+1::+1: Deadly if it hits the enemy (specially against Fireteams)
    • :+1: Relatively tough ARM3, 2W+unconscious (medikit at 9s)
    • :+1: Relatively good short-range defense due to light shotgun
    • :-1: A Wide and easy to enter bad rangeband +0, from 8' to 24' (16')
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1::-1:Highly vulnerable inside CC
    HǍIDÀO (Visor Multiespectral N2) MULTI Sniper Rifle / Breaker Pistol, Knife. (1.5 | 37)
    • :+1: Medium cost (+1 compared to the missile launcher zuyong and 0,5 less cap)
    • :+1::+1: BS13, and access to Corelink (+1Burst, Inmunity to surprise mods, immunity to smoke combo, +3BS)
    • :+1: Relitively lethal
    • :+1: :+1:Halts enemy advance until the enemy deals with it
    • :-1: Relatively Fragile: ARM3, 2W or 1+Unconscious (as having 1W in regards of healing, medikit at 8s)
    • :-1: Having a MS visor makes it a priority target for your enemy
    • :-1::-1:Highly vulnerable inside CC
    (It's one of the few hunters of TO/ODD pieces that IA has, Almost essential against Shasvastii, NCA, OS, Vanilla Aleph, vanilla EC and Vanilla Pano)

    SHÀNG JÍ Heavy Rocket Launcher, Light Shotgun / Pistol, CCW Shock. (2 | 39)
    • :+1: Medium cost (+3 compared to the missile launcher zuyong)
    • :+1::+1: BS13, and access to Corelink (+1Burst, Inmunity to surprise mods, immunity to smoke combo, +3BS)
    • :+1: Relatively lethal (specially against Fireteams)
    • :+1::+1: tough: ARM4, 2W+unconscious (medikit at 11s)
    • :+1: good short-range defense due to light shotgun
    • :+1: relatively good CC defense (CC18+SSL2 in linkteam)
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    (It's a fairly good active Piece due to it's burst 2+1 in fireteam and the Fire terminal template)
    YĀN HUǑ 2 Missile Launchers / Pistol, Knife. (2 | 52)
    • :-1: High Cost (+16 compared to the missile launcher zuyong)
    • :+1: BS14, Access to burst bonuss via Haris
    • :+1::+1: Deadly if it hits the enemy (specially against Fireteams)
    • :+1::+1: tough: ARM5, 2W+unconscious (medikit at 11s)
    • :-1: A Wide and easy to enter bad rangeband +0, from 8' to 24' (16')
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1: Vulnerable to Surprise and Smoke combo
    • :-1::-1:Highly vulnerable inside CC
    (It can be a pretty deadly active piece inside a Haris. Almost anything can be obliterated on a single hit. But It's a stationary piece due to ranges and that works against him because the rest of the fireteam (quite an investment) will stay behind)

    YĀN HUǑ 2 Missile Launchers+TinbotC (Neurocinetics) / Pistol, Knife. (2 | 56)
    • :-1: High Cost (+20 compared to the missile launcher zuyong, but it doesn't need a fireteam)
    • :+1::+1: BS14, B2
    • :+1::+1: Deadly if it hits the enemy (specially against Fireteams)
    • :+1::+1: tough: ARM5, 2W+unconscious (medikit at 11s)
    • :-1: A Wide and easy to enter bad rangeband +0, from 8' to 24' (16')
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages
    • :-1: Vulnerable to Surprise and Smoke combo
    • :-1::-1:Highly vulnerable inside CC
    (It could be a good alternative to a Reactive Fireteam, Cheaper compared to similar coices, like Shangji+2x Zhanshi)

    HAC TAO Missile Launcher, Nanopulser / Pistol, DA CCW. (2 | 65)
    • :-1::-1: Extremely High Cost (+29 compared to the missile launcher zuyong, but it doesn't need a fireteam)
    • :+1::+1: BS14, And TO mods
    • :+1::+1: Deadly if it hits the enemy (specially against Fireteams)
    • :+1::+1: Hidden deployment shot over fireteams (almost 2 asured multi-hits and you can even force your enemy to split burst or dodge)
    • :+1: High effect regarding slow the enemy advance until due to it's psicological effect and the difficulty to deal with him
    • :+1::+1::+1: extremely tough: TO, ARM5, 2W+unconscious (medikit at 11s)
    • :+1:Close range defense via Nanopulser
    • :+1: Relatively decent CC defense (CC19+DA CCW)
    • :-1: A Wide and easy to enter bad rangeband +0, from 8' to 24' (16')
    • :-1: the enemy can approach to it's bad range smoking a path
    • :-1: Vulnerable to Camuflages (specially on attrition scenarios)
    • :-1: Vulnerable to Surprise and Smoke combo
    (It's especially usefull with a saturation zone in the middle of the LoF)
    (It's main problem is to be of use or advance in active turn. Although it can be relatively safe to move in marker state, surprise shot at long range enemies in the open or surprise attack enemies/objectives on CC)
     
    #5 Mc_Clane, Feb 27, 2019
    Last edited: Mar 2, 2019
  6. Space Ranger

    Space Ranger Well-Known Member

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    Yan Huo: The Multi-HMG also has Stun ammo if it's needed for Hunting Party.
     
  7. Aspect Graviton

    Aspect Graviton Friendly Alien Overlord
    Warcor

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    As does the HMC
     
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  8. Greysturm

    Greysturm Well-Known Member

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    Added Daoying and HaiDao and Zhencha
     
    #8 Greysturm, Feb 28, 2019
    Last edited: Feb 28, 2019
    siri likes this.
  9. Greysturm

    Greysturm Well-Known Member

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    Spoiler format and veterans uploaded.
     
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  10. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I am confused by this
     
  11. Mc_Clane

    Mc_Clane Zhànzhēng bùzhǎng
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    it's vulnerable to active camouflage pieces.
    they can get to your bad range with ease and take you down on a easy confronted rol aplying -9(cover+camo+surprise) to your Burst1 and BS12. Other Aro pieces have visors, Sixth sense, higher burst, access to fireteam bonuses, supportware... things that put things more complicated to your enemy on it's active turn. Of course camouflage gives a little advantage, but I don't think it to be enough of an advantage. Even a TO ar piece like the hactao can fall if it goes misses 2/3 of it's shots. The one with higher burst has the advantage in a slumdog attrition fight going for 5s or 8s.

    Or at least that's a pure rationalistic point of view towards dice rolls. A camo ARO piece has it's psychological effect and it can be a powerful tool too. If you have another point of view feel free to enlighten us. There's always room for new and fresh approaches
     
  12. Triumph

    Triumph Well-Known Member

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    Have you... have you read its profile?

    1. The Haidao is BS13 not BS12
    2. The Haidao has MSV2, camo doesn't work against MSV2
    3. The Haidao is in a core link in the sectorial which this thread is discussing, surprise shot doesn't work against core links because SSL2
     
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  13. Mc_Clane

    Mc_Clane Zhànzhēng bùzhǎng
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    :cold_sweat:
    sorry, It's a mistake I was thinking on the daoying :astonished:

    Thanks 4 the correction
     
  14. Mahtamori

    Mahtamori Well-Known Member

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    Additionally, infiltration camo units tend to have 1 ARM, 0 BTS (except Dart, Shinobu, and maybe one or two others), which bumps the Breaker Pistol up in comparable damage.
     
    #14 Mahtamori, Mar 2, 2019
    Last edited: Mar 2, 2019
  15. Weathercock

    Weathercock Well-Known Member

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    That breaker pistol is a vicious little thing. I haven't played IA, but the MSR Haidao gets a lot of use from me in vanilla, and that pistol is not to be ignored. People put in a lot of effort to get around that MSR, only to be picked off by the pistol for all their work.
     
  16. Greysturm

    Greysturm Well-Known Member

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    Elite troops up,

    Does anyone know who to ask for this topic to be stickied?
     
  17. Greysturm

    Greysturm Well-Known Member

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    Mechanized Troops and General Notes up.
    Do you guys have any feedback or suggestions? Also any information on "sticking" the thread?
     
  18. Mahtamori

    Mahtamori Well-Known Member

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    @psychoticstorm can bring it up with the head honchos if there is interest :)
     
    SirGrumpyPants likes this.
  19. Greysturm

    Greysturm Well-Known Member

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    Unit descriptions are finished, if anybody has any comments i welcome them.
    I´ll go into fireteams next week.
     
  20. mothman

    mothman Well-Known Member

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    Just of interesting note the Haidao KHD in full link with tinbot is the strongest anti hacker in the game even KHD interventor has only a 16% or lower chance of taking the haidao on its active turn and less than 1% chance to kill the haidao so parking it inside repeater range is really safe. Its more likely your opponents hackers will try to use their hackers to hit other link members while leaving haidao out of zoc