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The Anarchists Guidebook: Bakunin in N4

Discussion in 'Nomads' started by Hachiman Taro, Dec 28, 2020.

  1. Hachiman Taro

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    The Anarchists Guidebook: Bakunin in N4

    Home to all kinds of freaks, geeks, mad science, monstrosities, meta-chemistry, knife nunnery, a splash of ultra violent missile launchery anarcho feminist grrl power - and most of all radical freedom, Bakunin has always been the place to go for the wilder side of Infinity.

    Named for Russian revolutionary anarchist, socialist and founder of collectivist anarchism Mikhail Alexandrovich Bakunin, the Bakunin Jurisdictional Command is home to some of the most exotic and unique troops in the game. If you’re into that, or just freaky mad science that rips enemies limb from limb, read on.

    On N4 release Bakunin features some improved internal balance from late N3, along with a few new options and several new combinations allowable with mixed fireteams …including some puzzling omissions and design choices that will hopefully be addressed once CB are done with their Corregidor fetish (not that I’m judging).

    Overall the sectorial is a competitive force to play if you play it well, with a good array of tools and a wild roster of troops like no other.

    STRENGTHS
    Bakunin is a sectorial of contrasts. Having always had some of the games most interesting and powerful warbands (Morlocks and Überfallkommando), but also some of the most efficient core linked heavy infantry (Riot Grrls), some of the leanest camouflage infiltrators (Zeros), and also some of the most unique, strong and dynamic characters (Zoe & Pi Well, Cassandra Kusanagi, Bran Do Castro, Avicenna) they are definitely diverse.They’ve never lacked access to the broader Nomad strengths either (Hacking, Engineering, REM synergy, mobility skills and a wide toolkit).

    Overall Bakunin are a fast and dangerous force, able to come at an enemy or an objective from different vectors to the norm. This leaves a capable sectorial in both attack and defense for any environment and mission set, whether specialist or combat focused.

    N4 CHANGES – OVERVIEW
    Many of these strengths have only been enhanced in N4 (notably core hacking, engineering and REM synergies) while notable additions include improvements to our core LI (Moderators) - actually making them interesting additions to a list, a new and unique design space for our heavier infiltrator (the Prowler) as well as the powerful, linkable, 2 Structure, Mimetism (-6) REM, the Vostok.

    One glaring missing piece from Bakunin’s toolset in N3 (the ability to shoot through smoke) has even been mitigated in N4, with this capability being added (in a limited fashion) to the MSV1 Riot Grrls.

    Hacking is simpler and more powerful in N4, and this plays into Bakunin’s general Hacking strength quite nicely.

    Additionally Bakunin are one of the sectorials who can fairly easily mitigate N4s 15 Trooper cap with sync models (Pupniks and AVA4 Zondbots connected to formidable controllers).

    WEAKNESSES
    As is traditional for most Nomad forces, command structure is a particular challenge in Bakunin, with in the main limited, fragile and / or obvious Lt options, combined with an absolute lack of Chain of Command or other skills to mitigate loss of Lieutenant. Choose your Lt wisely, and place them carefully.

    A secondary consideration is that while Bakunin is generally fast, dangerous and do have some strong medium-heavy units, heavy armour and multi wounds combined are not something the Sectorial tends to feature prominently. In an edition that favours durability this can be if not a weakness, at least a limitation. For example Bakunin lists will often feature both Heavy Infantry and excellent specialists, but not really both those two things together in the one trooper as some other factions might.

    Thirdly, Bakunin often do not play the long range active firepower game quite the way some other forces do. There are some options for HMG toting bruisers (like the Lizard and linked Taskmaster) but outside builds designed specifically to play that way, Bakunin typically are more comfortable coming at their enemies more … creatively. This can be a weakness if you let it be, but once you get used to their less ordinary approaches, it can be a great strength.

    FIRETEAMS
    N4 (and the 2022 Fireteam update) have gifted Bakunin with some interesting, some very good, and a couple of forgettable fireteam options. Although the sectorial clearly has not had the focused attention paid to it that some other sectorials have it has had some Wildcards added finally, and some quite powerful mixed link compositions.

    There are three core fireteams available: Moderators, Riot Grrls and Reverends. All of these can Haris, along with the Taskmaster / Morlock Haris (finally!) and the Chaksa (why?). And three Wildcard options to boot: Vostok, Tsyklon and Wolfgang.

    Moderator Fireteams
    The base line Troop Core or Haris is actually not too bad as a home for some cost effective Hackers, a point robot REM (Vostok or Tsyklon) plus carry along Clockmaker, or tagging along a paramedic with Wolfgang and / Riot Grrl to go kill things. etc. In a Pinch with some spare swc you might even go for a cheap heavier weapon, though the peak BS13 with bonuses isn't anything to write home about. Putting one of the attack REMs in, you can boost it a bit more with supportware (allowing them to ignore the cover mod) from an EVO, and that can make it attractive enough, if not the dizzy heights of before the recent fireteam update. Or you could slip a Riot Girl in the link, which is definitely cost-effective and potentially gets you to BS14.

    Reverend Fireteams
    Since individual Reverend profiles are quite expensive (and not durable) typically this is core will not be seen on tables. It's nice that Reverends finally fully interlink, and maybe some people might like the vibe of a mixed Reverend Haris (they are cool), but I don't think they will ever be a regularly seen competitively until they get some kind of cost break or points efficiency redesign. A cheap counts as pure link filler similar to Cheerkillers maybe (reverend Novices).

    Riot Grrl Fireteams
    Riots Grrls are pretty much back to their pre N4 days of being one of the best pure HI link teams in the game, and Avicenna (or Fiddler) keeping the link pure is icing on the cake. Great in either Core, Haris or Duo.

    Taskmasters Fireteams
    The most exciting new Fireteam change from the recent (2022) update is the Taskmaster + 2 Morlocks haris. Frankly this is fluffy and great and I love it. There's a lot of utility in adding two (regular) screaming, smoke throwing, chain rifle weilding disposable freaks to the very solid backbone of the workhorse Taskmaster - though the lack of a specialist in that link is a definate limiation. I LOVE IT.

    The less said about Chaksa fireteams, the better.

    TROOPS
    A general analysis of each troop type in the more or less random order they came to mind:

    MODERATORS
    IN SECTORIAL TLDR: NOT EXACTLY GOOD, BUT GOOD FOR COST

    Moderators got, like OK maybe not good, but definitely decent for cost in N4! Sure they still can’t shoot straight, they don’t have any armour, and they still fall over when scary things look at them funny.. BUT cheap mixed links with WIP13 Hackers and Paramedics, linkable Pitchers, some BTS(!)… and the ability to beat other basic grunts immobile with CC18 plus Para CC Weapons(-6) all add up to make them actually relevant, and maybe even worth making use of their Shock Immunity to heal occasionally this edition. And that’s exciting.

    The Moderator Hacker is relevant both in and out of a core link. Outside the core, they can just go hide somewhere and hack things with 'moderate' success as needed. Adding the Hacker to a core link has it’s ups and downs, giving the link an extra vulnerability, but giving the Hacker Sixth Sense, and the ability to throw out hacks as a second short skill as the link moves about is often worth it, and doesn’t cost a lot with a Moderator. Similarly, the Pitcher toting and Paramedic Moderators get a lot better odds of getting repeaters or medikits on target linked, so are definitely worth considering.

    The Lt option isn't quite as much of a go-to in N4, even with its respectable WIP13 and bargain cost, simply due to the fact that the 15 troop limit makes it more likely you’ll need every trooper not just to be effective for cost but also to earn their slot. Hiding in the backfield with a second ‘decoy’ (non Lt with otherwise the same profile) to ward off assassination attempts is less ubiquitous in N4 though certainly still possible, if you have the places spare for it – or if you want to save points for a heavy hitter like the Lizard. If you take just the one as a Lt, protect them well since a canny opponent will likely know exactly who to decapitate.

    The SWC weapon options, while much the same as always may see less use purely because N4 encourages heavier hitters with better stats to take the big guns. That said, the discount SWC Spitfire is still an ok choice if you have a half SWC and a few extra pts spare for the upgrade. The Sniper can still make a relatively inexpensive speedbump for your opponent, if you’re in the market for that sort of thing.

    RIOT GRRLS
    IN SECTORIAL TLDR: GRRLS ARE THE BEST HI FIRETEAM – FIGHT THEM, PLEASE

    Riot Grrls have always been great, and seem to only ever get greater. Strangely, that may mean you see less full links of them now that in N4 they gained the ability to join cheaper Moderator links. 2 Wounds BS13, MSV1 6-2 MOV and Dodge(+3) is a potent combination for their cost, especially with a heavy and / or template weapon on board, and good to great healing (with Avicenna / Daktari / linked Paramedic nearby) to stand them back up if they catch an unlucky roll. Their MSV1 seeing through smoke in N4 potentially improves their capability in both attack and defence (with easy access to smoke through Morlocks) and is quite a handy and economical piece of kit even outside that – tilting the odds towards them in many gunfights.

    The Missile Launcher fully linked is a fearsome ARO piece when aggressively positioned - often able to stall your opponent long enough to keep your more fragile specialists out of danger, then guts-ing, dodging (on 16) or dropping unconscious prone to pick up the fight again later if she gets in trouble. Similarly the Spitfire in a link is a great active turn sweeper, and now able to pick fights through Morlock smoke screens for more protection if she needs it too.

    Another profile not to sleep on is the boarding shotgun – putting direct templates through smoke inside 8” is powerful in N4, and a gun that hits on 22’s in good range always was. The tinbot profile is not only good for stopping your HI getting hacked (or pherowared), but can make a Moderator Hacker in the link well protected from counter hacks too.

    The other profiles are all useable (the Blitzen especially can be a scary ARO if you don’t have the SWC for the ML) but in an edition where mixed links and multi capacity in them are key, they may see less table time.

    MORLOCKS
    IN SECTORIAL TLDR: BAKUNIN HAS FREAKY GOOD WARBANDS, WHO KNEW

    Morlocks are one of the best warbands in the game. While the troop cap of N4 makes them less spammable than they have been previously, a few are always a welcome addition to a list – and their smoke is now even more valuable to Bakunin now Riot Grrls can see through it. They’re great as a defensive screen, infiltrator hunters or disposable attack pieces. WIP14 and a Direct template Weapon give them a couple of good options for clearing opposing camo in the midfield with discovers and intuitive attacks. The N4 impetuous rules mean that although they do not provide a regular order, their irregular and impetuous can reliably give them double the chances to act. In a game with limited orders, that can be invaluable, and combined with the likelihood of a good random metachemistry result, Morlocks can be some of the most points efficient troops in your force.

    The E/M ccw profile is a nightmare for most heavy units, potentially isolating, immobilizing and wounding them in one hit, often effectively taking them out of the game unless your opponent can clear the states.

    Equally, the Assault Pistol + AP CCW profile remains a credible threat in CC to heavy armour, whilst gaining a short range high burst assault weapon for effective sweeping lighter targets.

    And then the DA CCW is excellent if you need an anti material CCW, as you may in some ITS scenarios.

    ÜBERFALLKOMMANDO:
    IN SECTORIAL TLDR: FEROCIOUS, FAST, FRAGILE – DO YOU LIKE TO FIGHT UNFAIR?

    Able to get almost anywhere (with climbing plus) and kill just about anything - Überfall can be some of the games premiere CC strike pieces. The Chimera by herself is an absolute beast in melee, and when combined with gang up bonuses from her Pupniks also piling into combat she makes a fearsome face to face assassin.

    Compared to Morlocks getting 4 models that only take up one slot of the 15 troop limit for less points than 4 of the Morlocks can make Uberfalls a good deal (if you have few slots but more points), though with the caveat that if the relatively fragile Chimera goes down, the Pupniks shut down too. Eclipse smoke on the Chimera rather than the normal smoke on the Morlocks can be a powerful distinction too depending how you and your opponent are planning to use (or block) MSV in your game plans.

    In addition the multiple synchronised super cheap Pupniks give Überfallkommando a lot of little shenanigans they can pull with a little finesse. For Example, Pupniks can engage in CC with several close by enemies at once if needed, dodge around corners to engage enemies (with their +6 dodge) in defence, block doors with their bodies, trade up or be used as easy sacrifices, get normal rolls when more than one is in active CC (idling as a first short skill, then CC attacking with the pup the enemy does not attack). Be careful with the Chimera herself, and a canny player can get a lot of value. Her lack of Stealth can be an issue in the active turn - giving an opponent Dodge AROs as she tries to approach, so be careful not to spend too many orders just getting into CC, and losing focus on the mission. Sometimes using her combi rifle, suppressive fire, or just leaving the pupniks in your opponents way is actually a cannier use for winning the game.

    Overall Überfall are an exceptional, characterful and distinctive inclusion to any list, and one of those that really make Bakunin worth playing. Perhaps my favourite unit in the game.

    ZEROS
    IN SECTORIAL TLDR: VERY LEAN, MODERATELY MEAN SKIRMISHERS

    With moderate BS and WIP, no ARM, no BTS and generally no frills on the base profiles, Zeros are some of the leanest – and so most cost effective skirmishers in Infinity.

    The Killer Hacker is one of only two KHDs available in the sectorial, serving an important task for Nomads (clearing enemy hackers) and is a very cost effective midfield specialist to boot, so will likely some play.

    With the power of Hacking in N4, the standard Hacker Zero can be very useful - camo state protecting it and helping it roadblock, surprise shot giving it even more efficiency to get off Hacks, and specialist status helping with missions.

    I've found the boarding shotgun an interesting swing (active and reactive role) piece. A DTW is an effective piece of kit on a camo troop, sometimes surprising an opponent in defence, or if not surprising deterring a close range attack (or discover - shoot). Then in the active turn the +6 short range band, double template or AP can make their modest BS 11 an actual threat.

    Other profiles of note include the Forward Observer (for a cheap non hackable mid field specialist with a flashpulse and ability to inflict targeted), and the Minelayer (useful for providing an ablative defence in depth against lighter strikers and other skirmishers).

    An often-overlooked gem though is the Deployable Repeater and E/M mines profile. Dropping both these deployables in range of heavy, hackable targets from out of LOF (or even one or both in ARO, if you can manage it) can be a sneaky fork (typically next order forcing them to choose between ARO resetting against a hack and taking a hit from the E/M mine, or Dodging the E/M mine and taking a normal roll hack). Takes a couple orders to set up, but can be nasty.

    REVEREND CUSTODIERS
    IN SECTORIAL TLDR: EXPENSIVE AND OBVIOUS BUT HANDY LT

    Reverend Custodiers are in an interesting place in early N4. They are a likely Lt pick (partially due to Bakunin's limited selection of Lt options) and are quite good, though expensive in that role (compared to say, an Interventor). Mimetism (-6) and the ability to Cybermask can make them more difficult to target, and also better solo gunfighters than your humble Moderator. Their Hacking Device Plus gives them an excellent use for a Lt order (and also White Noise) – with not much extra risk in revealing your Lt, since your opponent probably already knows that.

    However with just one wound, light armour, and the likelihood you can only afford one of them, the fact you can only start cybermasking once you get your turn, plus the relative expense of the things you might link them with to help defend them, Custodiers are likely to also make an obvious target for a Lt hunting opponent, so use with care.

    It’s hard to see the non Lt profiles getting a lot of use, perhaps outside Observance based lists (which themselves seem unlikely to see much play in their current state) or with Kusanagi as your Lt.

    REVEREND MOIRAS
    IN SECTORIAL TLDR: COST TOO MUCH, DIE TOO EASY.

    Hampered by a high cost for their relative fragility since at least N2, the N4 iteration of Infinity’s iconic Nuns with Guns continues and entrenches this frustrating tradition. Whereas some other problematic MI (cough, Bolts, cough) have received a lot of attention to fix their one time ridicule as a hopelessly inefficient fighting force, Nomad players continue to wait with some finally fraying patience for an update where a full core link with Moiras might be though of as worthwhile for cost.

    This problem has if anything got worse in N4, where the nature of ubiquitous mixed links and limited troop slots mean every member in a fireteam needs to pull their weight for cost. There’s not much room for ‘filler’ troops in an N4 link, and doubly not for very expensive, fragile link filler.

    Moiras in N4 have instead doubled down on the ‘MI’ problem (a lot of expensive equipment on a fragile trooper making too many points too easy to lose) by gaining even more skills and equipment, with some being mainly useful on a single profiles (e.g. NCO), when you are forced to take multiples to make a link.

    In addition, although FINALLY all Reverend can freely interlink, it's still not competitive enough to hit the table. Add a couple less expensive profiles that could mix (eg “Reverend Novices’ similar in profile and cost to TJC’s Cheerkillers) and they’d likely be well balanced and played. Oh well.

    That said, if you really want to play Moiras, you can. Well maybe a Moira. Taking a single unlinked HMG, E/MGL or Sniper for 'free' pop up attacks with NCO is one feasible option. Another way to avoid paying multiples of their high cost is to just include just one (likely also a SWC profile) in a Haris, especially if you are taking a Custodier for the Hacking Device Plus anyway. Then you just need one more troop to join – Kusanagi or a Wildcard (Tsyklon or Wolfgang) are decent options, and you get the benefit of NCO while only having to pay for it once.

    You could even make a full core work if you really wanted to, since making the better choices on the table tends to be the most important factor in Infinity anyway. You might expect some swingy games though - either your opponent won't be able to handle mass -6 visual mods and they'll have a bad time, or they will, will put down your fragile nuns down quick, and you'll have a bad time. Still rule of cool might make it worth it, and I've done it and seen people do it to mediocre success at least in N3.

    Also, of interest to note is the effect N4 has had on the E/M Grenade Launcher. Without the X-Visor some other Troopers have with this weapon, it has always been a bit more situational. No positive range band, but a flat range out to 24" does give you a scary if not exactly reliable use for your NCO order here - Speculative Attack - particularly if the shooter is in a 5 Woman Core and / or has their target in the Targeted state (bear in mind Targeted does not remove the penalty for Speculative Attack as it did in N3 though).

    REVEREND HEALERS
    IN SECTORIAL TLDR: IF SHE’S A DOCTOR WHY DOES SHE HURT MY CHANCE OF WINNING?
    (COOL MODELS THO, BOSTRIA)

    Hardly ever worth taking right now in N4, the Reverend Healer is a prime example of a great model with great fluff you probably should just proxy as something else because it’s very expensive for any of the many things she does not do quite well enough to be worth it. She’s a good shot at BS13, let down by the fact she gets gimped with a lesser level of mimetism than her sisters. She’s OK at CC, though not good enough to fight anyone actually good at it. And she pays for those things dearly while being a fragile 1W doctor you don’t really want close to combat with anyway because she’s not healing anything if she is dead.

    She is a decent doctor at WIP14, but overshadowed in a sectorial where there’s a much better one (Avicenna, who costs less and is NWI). And she’s linkable (with other too expensive, fragile things) but needs to be put in harms way to really make that of use. Outside of some very edge case scenarios, take Avicenna and two Zondbots for the same cost, and hope Corvus Belli revise the Healer profile to something more justifiable on the table sometime before judgement day.

    PROWLERS
    IN SECTORIAL TLDR: NASTY SURPRISES IS WHAT THEY DO, FOR A PRICE

    Prowlers are the Zeros big brother – an Infiltrating camo MI with better BS, WIP, ARM, BTS, Shock Immunity, some heavier weapons and most interestingly - giving them a cool and unique place in N4 – Hidden Deployment. They certainly pay for all those upgrades (A KHD Prowler 14pts(!) more expensive than a KHD Zero), so you might have to work to make them worth it. But given the troop limit (making more expensive troops not always a bad thing) and the right scenario, it can be done.

    A Hidden Deployment Spitfire or Boarding Shotgun can put a big whole in an opponents plans, whether rushing their deployment from an unexpected angle, or dropping a template from a previously invisible position onto a passing link team. The KHD is a big step up from the Zero if you have the points, with an extra point of WIP, 6 BTS and Shock Immunity meaning it can shrug off counter-hacking much more often. And the BS12 Shotgun makes it a dangerous close quarters gunfighter once it’s done with ganking enemy hackers. All up, pricey but interesting.

    DAKTARI
    IN SECTORIAL TLDR: THEY’RE OK AT MAKING YOUR DUDES OK AGAIN

    If you need a doctor in Bakunin, you don’t need them linked and you can’t afford Avicenna, the Daktari is for you. They do a decently cost efficient job with WIP 13 for 14pts, the ability to reroll healing attempts with command tokens, and the capacity to sync with Zondbots (who are AVA 4) giving them a useful, relatively efficient if not exciting place in the sectorial. Sometimes a linked Moderator Paramedic can do you instead though.

    CLOCKMAKERS
    IN SECTORIAL TLDR: FIXING THINGS GOOD IS GOOD, AND THEY LINK

    The archetypal Nomad engineer, with an impressive WIP 15 and a slightly higher price than other factions inferior basic Engineers. If you’ve got something with structure (or hackable) you need keep in action, it’s likely worth it.

    Of note is the Clockmakers ability to join Moderator Fireteams, meaning you can keep them moving with troops you need to repair or clear states from. Similarly the + 1 burst on their gizmokit can be a useful part of the toolkit, especially linked where the gizmokit goes to Burst 3. Being able to repair from range, and only needing 1 success to do so from potentially 3 hits can be a game changer – particularly so on our non Remote Presence TAG, where the Clockmaker can’t use a command token to reroll a repair anyway.

    LIZARD
    IN SECTORIAL TLDR: OUR TAG DOESN’T SUCK

    A 72 point 2 order ARM8 BS14 Multi HMG TAG isn’t bad. It’s manned rather than remote presence (and the pilot isn't amazing) but it is backed up by good hackers, WIP 15 Engineers with (up to) B3 BS14 Gizmokits, and an excellent skirmish line of warbands to keep it up and running. The Grenade Launcher is hitting on 9’s out to 24 (or 12’s if you can get the target targeted) and it’s not bad if your opponent bunches up. In N4's the Heavy flamethrower worthy of consideration too IMHO. Kinda wish Lizards were AVA 2.

    SIN-EATERS OBSERVANTS
    IN SECTORIAL TLDR: MEH FOR COST, BUT HE CAN WORK

    The Sin-Eaters stock has gone up a little in N4, with REM boosting supportware only available from a 15pt EVO Hacker, the 32pt BS13 Mimetism (-3) Neurocinetics troopers reactive capability is a little more attractive compared to say, the TR Reaction Zond.

    However, for the same price you can get a linked Riot Grrl Missile Launcher with effective BS16, MSV1, 2 Wounds, Sixth Sense and Shock Immunity. Which is where the in Sectorial cost benefit gets a little unappealing. Certainly the Sin Eater is probably useful with careful placement, but he’s a bit outclassed by linked troops and suffers from the fact he has limited active turn potential, suppressive fire isn’t much worse than him anyway, and your opponent will always be able to choose the best tool to counter him in your reactive. You could make him work, but to me for his cost, meh. Honestly he could go in a Reverend link team and he might not be too good even then.

    TASKMASTERS
    IN SECTORIAL TLDR: GOOD FOR A CHONKY LT, BETTER WHEN HE LINKS WITH SOME CRAZY CANNON FODDER

    By himself the Taskmaster has his uses but he’s pretty mediocre. 42-48 points for a S5 BS13 ARM5 HI with some varied kit and OK but not great CC. He’s an acceptable choice if you really need a durable Lt.

    Tasky becomes much stronger with the ability to lead a Haris with two Morlocks. Gaining an extra burst, on top of Crazy Koalas (or mines) to force dodges or auto hits out of enemy troopers who stray close, plus the Morlocks smoke, templates and help with CC. He doesn’t have an armour busting gun, but the Haris can sure do that in CC if they can close (E/M CCWs on Morlocks are GREAT) and the higher burst weapons make ok LI sweepers, and the HRL a decent swing (active or reactive) piece. An offensive Haris with Taskmaster and two Morlocks is just GREAT. Doesn't have a specialist but just works exactly like it should, going after the nasties that escape the Black labs, and anything else with that wild Bakunin touch.

    THANK YOU FOR MAKING THIS FLUFFY HARIS COME TO LIFE CB!

    VOSTOK SPUTNIK
    IN SECTORIAL TLDR: NOT MY STYLE BUT COULD BE YOURS

    The Nomad answer to PanO’s Bulletteer, this REM is just about the ultimate in MOD bending gunfighter. BS12 with Albedo or Mimetism (-6) and 2 STR is good at turning odds in it’s own favour, but you can boost it a fair bit further with synergies by linking it (giving it an extra burst and potentially +1 BS) and / or supportwaring it from an EVO (bringing it potentially up to effective BS16 vs targets in cover). The Vostok is already not cheap to start with though, and adding these synergies adds even more cost. Some people love it.

    LUNOKHOD SPUTNIKS
    IN SECTORIAL TLDR: MEH BUT IF YOU’RE INTO THAT SORT OF THING I GUESS.

    A REM that is ok for area defence near your deployment zone, with Crazy Koalas, DTWs and maybe a glue gun. A little expensive for what you get (because of its wide but not always applicable toolbox) and a little disappointing it can’t link anywhere. If it could link, a bit like the Tsyklon, it would put it on another level. Probably it will see a bit less use in competitive play in N4 as a result, though again you can make it work for you for sure.

    TSYKLON SPUTNIK
    IN SECTORIAL TLDR: THIS REM MAKES MY OPPONENTS SAD.

    Without using sectorial synergies this is a REM that costs a lot for a questionably worth it toolbox. Independently a BS12 S4 REM with an X-Visor SWC weapon, Pitchers plus a 360 Visor for 36ish pts isn’t amazing.

    Once you start playing into synergies though, the Tsyklon can really shine. First, it Wildcards into any link, bringing it potentially up to BS 13 with an extra burst – where that SWC weapon starts to get scary. Secondly, those link bonuses combined with the X-visor mean you can fire 2 Pitchers into your opponents deployment zone fairly reliably (typically on 10’s) to start Nomading them until they pine for 40k. Thirdly, you can supportware it up to effective BS16 against targets in cover with a Salyut EVO, and that same Salyut can reload the Tsyklon’s Pitchers. BS16 360 explosive AROs with great range bands make opponents sad. And all these things add up to make the Tsyklon still a beast when core linked.

    SALYUT ZOND
    IN FACTION TLDR: I LIKE IT (FOR NOMADS)

    A big based REM that is your source of baggage and EVO hacking in Nomads. Both can be quite useful, especially to a hacking and REM reliant force such as Bakunin, who can heavily benefit from support ware on REMs, AD and Hackable Troops.

    VERTIGO ZOND
    IN FACTION TLDR: MAKING GUIDED MISSILES GREAT AGAIN, SINCE N4

    The guided missile bot got a bit better in N4, especially for Nomads whose superior hacking makes it relatively easy to get enemy troopers targeted through Spotlight, then casually drop a guided missile on them. If that sounds like fun*, and you have a spare slot, 17pts and 1.5 SWC, this REM might just be for you.

    *MAINTAINING FRIENDSHIPS OPTIONAL


    METEOR ZOND
    IN FACTION TLDR: LIKE BAD SANTA, NICE FOR A NASTY SURPRISE ONCE IN A WHILE

    The only in sectorial AD, the Meteor is a kind of a curious beast. It doesn’t have the best shot of combat dropping on target at PH11 (even with Controlled Jump), and Sensor isn't quite what it was (with the removal of Sniffers in N4) but on the other hand it’s pretty fast, handy to have a repeater / Forward Observer / specialist where you want it, and good at revealing your opponents camo / hidden deployment tricks, or Forward Observing them in the back. Now with a sensible SWC cost and the option of a Shotgun, it’s a sometimes food that is nice to surprise an opponent with once in a while.

    STEMPER ZOND
    IN FACTION TLDR: NOT BAD BUT NOT AS GOOD AS PI WELL

    A Sensor bot much the same as all the rest, except it has climbing plus in Nomads. As always, a handy fast tool-boxy specialist with the ability to expose camo / hidden deployment. It’s OK if you’re into that sort of thing. But Pi-Well is better.

    ZONDBOTS
    IN FACTION TLDR: WE GET 4, BE ANNOYING WITH THEM

    AVA 4 Zondbots is a cute little unique feature of Bakunin, and one that can be handy if you try. Both (unlinked) Avicenna and Zoe (as well as Clockmakers and Daktari) can make pretty efficient use of them, healing Troops while on their way to objectives, clearing mines or other deployables, sneaking or dodging them into CC to neuter a dangerous piece for just long enough, positioning for 'free' Discovers, Alerts and Look Outs. There's a lot of fun little uses you can put them too for your benefit and your opponents annoyance ;)

    CHARACTERS

    AVICENNA
    IN SECTORIAL TLDR: THE BESTEST OF DOCTORS, ASK ANYONE.

    Healing on rerollable 18’s (with Command Tokens) is hard to say no to, and not much gives the finger to the man like standing a Riot Grrl back up after your opponent spent all turn putting her down. Avicenna is fantastic in the right list and / or mission (i.e., when you need a reliable doctor). She’s also fast and can take a stray wound with her NWI. She’s also pretty handy moving along with a Fireteam of Riot Grrls (who are just as speedy). Very worth it when you need her, though if you are short on points a Daktari or a moderator Paramedic might do you.

    ZOE & PI-WELL
    IN SECTORIAL TLDR: THE SPECIALIST TEAM SUPREME, AND THAT’S JUST ZOE…

    If you want a great WIP 15 Engineer and Hacker (and what Nomad doesn’t) Zoe is both in one. If you want a 0 SWC Hacker Zoe is also your woman. If you want to have a Hacker with Zondbots … well you get the point. Zoe is a great and not that costly toolbox who’s handy for all kinds of things, and in N4 her Shock Immunity, bit of BTS and defensive upgrade program Zero Pain stop her getting easily surprise ganked by enemy hackers as she strolls up to objectives casually dropping hacks on anyone in her hacking area while pushing her Zondbots into annoying positions. A great pick for having a bunch of cake and eating it too.

    Pi-Well is the cherry to Zoe’s cake. He’s your typical Sensor REM, but S1 and with Mimetism (-6) – which allows him to get up to a bunch of shenanigans – like triangulated fire or forward observe targets with less risk (especially since Zoe is good at patching him up if it goes wrong). He’s also fast and this can be invaluable for getting his repeater just where Zoe needs it.

    The teams’ one downside is that they come as a team, so it’s a chunk of points together and two troop slots that are placed in the same group, which can make them slightly unwieldy in list building. Worth it, and one of the things that give Bakunin it's flavour.

    REVEREND SUPERIOR CASSANDRA KUSANAGI
    IN SECTORIAL TLDR: SHE SHOOTS YOU GOOD, YOU SHOOT HER BAD.

    Her name might be a well known reference, but Kusanagi stands on her own in N4. BS14, Mimetism (-6) NWI, Shock Immunity and the capacity to be your Lt (with +1 SWC or a Spitfire). She’s a good choice, durable and fighty enough as a Lt – plus occasionally the +1 SWC will come in handy in list building, particularly if you link her with a SWC toting NCO Moira. That’s the only thing that lets her down a little, though – how expensive and flimsy the troops she can link with are. In a Haris with just one Moira, you can probably get away with it (even if getting her to BS17 from a full core is appealing in theory). As to the profiles, both the Spitfire and the Multirifle tool box are both good, I prefer the toolbox now armour that cracking is so important, but YMMV.

    WOLFGANG AMADEUS WOLF
    OR, WHY THE FRAKK IS THERE A WULVER IN MY NOMADS?


    So the only character that can appear (and Wildcard) in every Nomads sectorial is an Ariadnan Wulver. I think we can finally put to bed who the Mary Sue faction is, and it ain’t Nomads. Did CB run out of ideas for the anarchist, hacker mad science faction and somehow mistake a wildcard Wulver for one? Like I get it we're a melting pot, but CJC already got the outcast werewolf guy trope (and he's good) we don't all need it. Couldn’t we have had like a CC focused KHD Black Hand operative? Or an EVO Hacker Nomad sneaky support diplomat? Excuse the salt, but I don’t like it, and it doesn’t help that Wolfgang is a literal joke.

    Ahem. On a game play level he’s … okay I guess? Expensive at 35pts, but 2 wounds and can add a bit of short range heft to a link that wants to advance – say of Moiras (not that you’re taking them either). He’s good in CC, his +1B Multirifle makes him potentially up to Burst 5 BS 15 AP/Shock linked, has a DTW and a bunch of other weapons and toolboxy things (like Climbing+). You could definitely make him work, but it doesn’t change the fact I don’t like he exists.

    If I ever felt the urge to play him I’d proxy and play with him as an actual Nomad (Aristeia’s Final Boss has been suggested on the forums). So far I’ve just been trying to ignore the fact he exists though.

    BRAN DO CASTRO
    IN SECTORIAL TLDR: MONKEY BOY HAS FUN GETTING PLACES PEOPLE DON’T WANT HIM

    Bran is Bakunins’ Superior Infiltration (+6) monkey man, one of only few in the game. With his good CC skills you can use him like a Fiday, infiltrating him over onto your opponents side of the table (but not in their deployment) on a 16. In addition, he’s not fast but he is very mobile, with both Super jump and Climbing+, meaning he can get just about anywhere your opponent really doesn’t want him (like on a roof their obvious squishy Lt is hiding prone). Importantly, he can usually do this without losing his camo state (because Super Jump and Climbing+ turn jumping and climbing into short skills, which don't reveal camo). He is fragile and costs a fair bit though (does not like DTWs!), so he needs some finesse to play him well, and works best when your opponent does not expect him. Lots of fun when you get it right, but a sometimes food.

    FIDDLER
    IN SECTORIAL TLDR: I LOVE HER YOU MIGHT NOT

    Disclaimer: I love Fiddler in Bakunin. She has such the perfect vibe for it, and her two Vulcan shotgun bots don't hurt either. Some people think she is too expensive, but you get a lot of utility between those bots and her speed, Mobility, NWI and Engineer skill. She can be a button pusher, attacker and healer all at once or in seperate phases of the game. And she can bring two Zondbots to boot, which makes putting all 5 models down as 1 reserve a hoot. She's a hoot in general and right at home in BJC to me.

    CONCLUSION
    Hope you found this quick guide to anarchy in spaaace helpful, and let me know any helpful thoughts you have below.

    Unless you’re an Aleph toaster, in which case come ‘ere so we can give you a little upgrade…
     
    #1 Hachiman Taro, Dec 28, 2020
    Last edited: Jun 26, 2022
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  2. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    @psychoticstorm

    Any chance I could get a sticky for the above N4 Guide to Bakunin?

    Thank you!
     
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  3. inane.imp

    inane.imp Well-Known Member

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    Love the write up, as you're aware I really don't disagree with much of your take on BJC.

    One question / section I think that needs to be addressed is Hacking in Bakunin.

    Of the 5 Nomad (adjacent) sectorials, Bakunin has amongst the best options for getting Repeaters in place in their active but lack any T1 midfield Repeater options (rivalled in this respect only really by a Heckler + Tsyklon focussed TJC Dirty Nomad build): how do you find this plays into how hacking for them?

    There's probably enough meat to do a primer on Hacking in Nomads and discuss these nuances there. :)
     
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  4. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Good point. Personally I mainly just shoot things with Missiles if I go go second until they rage quit, but there's probably a bit more nuance to be discussed.

    Basically I feel like Zoe, (potentially multiple) disposable Moderator Hackers, Custodiers and the Zero KHD are enough to gain hacking dominance against anyone but another Nomad, but you might just have to rely on shooting things with Missiles or hiding until you get your turn. Potentially a sacrificial Zero Dep rep or Moderator Pitcher left to hang in the wind might do it. But I'd personally rather explode other peoples things than sacrifice my own. YMMV.

    I might add it as a section when I finish fixing typos.
     
  5. inane.imp

    inane.imp Well-Known Member

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    In N3 I always found that the Zero Dep Rep along a possible rambo approach lane was a good hedge: getting either the EM Mine or Dep Rep down caused problems. Or your opponent didn't push that line and you could use it aggressively instead.

    Best was if you somehow survived the first attack and could get one of each down.

    Yes, it'd probably die: but one of the main roles of Zeroes is to die delaying your opponent's rambo so that your key pieces are still available in your active.
     
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  6. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Yeah, until I discovered the then I come stand where your deployable was gonna go trick. Which I hate but it is what it is.
     
  7. inane.imp

    inane.imp Well-Known Member

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    Still made them take 2-3 orders to kill you instead of one (Best case: 1 order to Discover, 2 Order to Move onto the Mine*, 3 order to attack).

    Also this is why you layer AROs "sure you can Move as your second Short Skill to cancel the Deploy Equipment... but it's in LOF of X".

    * Unless they do something like BS Attack + Move, but only weird people think of that.
     
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  8. helsbecter

    helsbecter Ultrademocratic subSenator, #dominion Module

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    Mods please pin this thread and remove mine

    I dont plan on rewriting for n4
     
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  9. Charisma

    Charisma Member

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    Thank you so much for this guide, it is very helpful. I hope the moderators will pin it, so it can help others. Unfortunately I didn't see it before buying a bakunin starter pack, reverend healer, riot grrls pack and a reverend moiras pack, and it's disappointing to see that the reverends are not very good. I pledged for defiance, but I am a complete newbie to Infinity. I just fell in love with Bakunin, and especially the reverend models. Really feels like a girl power sectorial compared to others, which I really appreciate. And the sexy badass nuns with guns is just a super cool concept :D

    I've tried to piece together a list, but I must admit I am struggling a bit as I am very new to the game. I don't mind that I won't have the strongest force, but I would be super happy if I could get some advice on how to make a list with reverend moiras, a reverend healer and riot grrls. Would be cool to include Cassandra Kusanagi too, as that model will be coming with my defiance pledge.

    Thank you for any tips <3
     
    #9 Charisma, Jan 3, 2021
    Last edited: Jan 3, 2021
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  10. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    I wouldn't be too discouraged, good play is more important than model selection (within reason) in Infinity, so you can make almost anything you want work. Reverends are mostly Ok individually, just when you need to take multiples of the same type you start paying multiple times for expensive skills you don't need multiple times, if that makes sense. Bakunin is indeed an excellent place to build Girl Power though!

    If you want Reverends + Grrrls I would suggest making a Haris Fireteam of the Reverends (Maybe Kusanagi + Healer + HMG or Sniper Moira). The Healer will be OK for picking them up if they fall, you might just find you replace her with a Custodier once you get a feel for hacking.

    Then a Grrrl Core fireteam - perhaps including the Missile Launcher for defence / AROs) and a couple medium / short ranged weapons (Spitfire / Multirifle / shotgun), maybe Avicenna to pick them back up if they lose a fight, and Moderators to fill out if you don't have points for an all Grrl team (though you could do that too and just stick to 1 combat group to start).

    Here's an example list of that:

    BJC_Revenance
    ──────────────────────────────────────────────────
    [​IMG]10
    TSYKLON Feuerbach, Pitcher / PARA CC Weapon(-6). (1 | 36)
    RIOT GRRL Missile Launcher / Pistol, CC Weapon. (1.5 | 32)
    RIOT GRRL Boarding Shotgun ( | TinBot: Firewall [-6]) / Pistol, CC Weapon. (0 | 29)
    RIOT GRRL Spitfire / Pistol, CC Weapon. (1.5 | 33)
    AVICENNA Combi Rifle, Flash Pulse / Pistol, CC Weapon. (0 | 27)
    CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18)
    KUSANAGI (Lieutenant) MULTI Rifle, Light Flamethrower, E/M Grenades / Pistol, Shock CC Weapon. (+1 | 40)
    REVEREND HEALER Boarding Shotgun / Pistol, EXP CC Weapon. (0 | 33)
    REVEREND MOIRA Heavy Machine Gun, Zapper / Pistol, Shock CC Weapon. (1.5 | 37)
    MODERATOR (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, PARA CC Weapon(-6). (0.5 | 14)
    6 SWC | 299 Points
    Open in Infinity Army


    You could go the other way (Grrl Haris team, Reverend Core fireteam) but with that many Reverends it's not unlikely that you will have quite swingy games that way - either your opponent will have the tools or the luck to defeat your heavy visual mods (mimetism -6) and take down your fragile nuns fast or they won't and you'll dominate. As you gain more experience more skilled players will tend to know what tools work against them. So I prefer to sprinkle them in rather than use them as the main course, if that makes sense.

    Does that help?
     
    #10 Hachiman Taro, Jan 3, 2021
    Last edited: Jan 3, 2021
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  11. Charisma

    Charisma Member

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    I really appreciate the in-depth reply, thank you <3 And I'm happy that it might be possible to make it work :D I just wanted to play what I liked the look at most, maybe I'll switch it up as I gain more experience :)
     
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  12. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    I edited in a sample list to that post above too, if that helps. Feel free to ask any questions, people are generally pretty helpful around here.
     
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  13. Charisma

    Charisma Member

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    That helps a lot! Thank you :D Making a list has been pretty difficult, now I have something to aim at when buying additional models :)
     
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  14. inane.imp

    inane.imp Well-Known Member

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    Mostly you can ignore the "that unit is bad" talk amongst experienced people: there's very little in Infinity that is objectively bad, generally it's a question of "less good".

    It's probably better to describe Observance as "entirely playable but not considered strong in the meta".

    There's good reasons for why that is, but I see no reason why you can't get good value out of them.

    Personally I want to try: Wolfy McWolfFace + Custodier + HMG with Avi elsewhere on the table.
     
  15. Angry Clown

    Angry Clown Well-Known Member

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    Corvus Belli doesnt seem to make new zeroes and i really need help. I dont want to use ugly old weapons etc , has anybody there make any convertions ?
     
  16. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    Spektrs make good proxies for Zeros in Bakunin.
     
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  17. infyrana

    infyrana Well-Known Member

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    I was thinking to use my Keisotsu and Saito models from JSA for Spektrs until I can source the two new ones together, they'd probably be useful for Zeroes too. Obviously the weapon swaps would be the challenge, but Saito comes with ccw's (very generic, plus the Keisotsu a bag for mines and med-pistol that's more easily filed into a pistol or swapped at the wrist for something else like a pointing hand etc.
     
  18. Savnock

    Savnock Nerfherder

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    The big change for play for Bakunin in N4 for me is linkteam composition. The Riot Grrls/Moderators/Specialists interchangeability is incredibly powerful for being able to adapt your links to handle going first or second with the same list. It makes Bakunin stand out from other sectorials for link-juggling while still being able to have any kind of tactical configuration or specialist you need.

    The ability to have an entire order group that can serve as either a full link and a Haris OR a full link and replacement parts if you go second is pretty big. You can put a Riot Grrl ML in a Moderator link on ARO duty if you second, stick your Spitfire RG in a Haris with Avicenna, and you've got your durability and your striker separated.

    If you get to go first with the same list, you can constitute a deathstar with the same models, leave the Moderators on rearguard, and go roll over whatever you encounter.

    Having Avicenna and Clockmakers able to join either team too makes that universal flexibility really stick.

    I'm still shaking my head over the strange decision to make Riot Grrls the glue of the faction, while Taskmasters won't join Moderators and Observance won't join anybody else. That's pretty ridiculous both fluffwise and in terms of balance.
     
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  19. Hachiman Taro

    Hachiman Taro Inverted gadfly

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    I think that's all pretty true, though it's worth noting while this mixed link stuff is all pretty new for Bakunin lots of other Sectorials have flexible fireteams too, and some have had for a while.

    Plus Corregidor kinda goes even more next level with mixed links than Bakunin IMHO with all the Wildcards. I tried to write the guide more from a perspective of what BJC are now than what the big changes are from N3 (though that comes into it obviously). The big benefit I see for Bakunin with mixed links though is just how good Riot Grrls are (so mixing them in many ways will be good) plus the little nudge to moderators making a few profiles quite useful while at the same time cheap plus being able to just slip in the ones you need as actually useful link fillers is pretty good.

    I don't mind Obersvance kind of being their own distinct sub group, kinda like it even - but then if they are going to be that they need to have enough variation and usefulness in profiles to stand on their own.

    And Taskmasters being able to work with Moderators (and Morlocks) moreso than Riot Grrls almost goes without saying I think. It's just so odd to not have it that way, given that's exactly how it is described in the fluff AND it would seem to work better (and be decent but not be too strong) on the table too.
     
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  20. loricus

    loricus Satellite Druid

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    Units are defined by what they can do and how likely they are to do it. This changes all the time by meta and by how a player builds their force.
    Great players often choose sub-par units because they like them or have a specific use for them in their strategy.
     
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