Note to readers: This is a guide originally posted by forum user "Lampyridae" on the old Infinity forums, ported here. The post has been edited for format purposes, as well as some minor corrections throughout. The vast majority of the content is that user's work, including all of the actual guidance contained within, except where noted. -------------------------------------------------------------------------------------------------------------------------------------- "Bienvenida, Commandante! Kick those chickens off the crate and we'll get to work. If you pay attention I won't have to shoot you. Afterwards, there's a lamb on the spit. If those Ariadnans ask, it wandered into the camp. And so did the beer. And the cake. I like cake. "You're probably thinking Corregidor is the poorest ship with the crappiest tech in the Human Sphere outside of Ariadna. Well, you're not too far wrong with that. Our power armour is outdated, our TAGs are museum pieces and we don' got no fancy TO or HD plus. And definitely no furries. Although that would be kinda nice. But, like the Haqqsters, we know how to pick 'n' choose the right tools for the job. And we've got great big cojones. 'Cos that's how Corregidor wins!" -------------------------------------------------------------------------------------------------------------------------------------- Of all the factions and sectorials, Corregidor is the one that's focused on getting the job done and getting paid. If you want, you can fill up an entire Combat Group with Engineers. Plus a little extra. Or have your entire army arrive with Aerial Deployment. But there's much more to Corregidor than Wildcat spam. The increased AVA of certain units and link options do allow for some extremely flexible tactics. I'd like it if people contributed their ideas, tactics and experiences with these units, for which I'll happily credit them with. Also worth noting is over at infinitythetactics.com there is a growing library of very good articles focused on playing specific units you may want to check out. NOTE: READ THE RULES. Even if a tactica appears to contradict what the rules say, ALWAYS FOLLOW THE RULES. The tactica are a guide, not a rules cheatsheet. Contents (1.0) Sectorial Overview (1.1) Strengths (1.2) Weaknesses (1.3) Favourite Victoms (1.4) Worst Enemies (1.5) At A Glance(2.0) Unit Profile Guide (2.1) Light Infantry (2.1.1) Alguaciles (2.1.2) Lupe Balboa (2.1.3) Tomcats (2.1.4) Carlotta Kowalsky (2.1.5) Daktaris (2.1.6) Clockmakers (2.1.7) Valerya Gomez(2.2) Medium Infantry (2.2.1) Intruders (2.2.2) Hellcats (2.2.3) Wildcats(2.3) Heavy Infantry (2.3.1) Mobile Brigada(2.4) Warbands and Skirmishers (2.4.1) Moran Maasai (2.4.2) Bandits (2.4.3) Jaguars (2.4.4) Senor Massacre (2.4.5) McMurrough(2.5) Remotes (2.5.1) Zonds (220.127.116.11) Stempler Zond (18.104.22.168) Transductor Zond (22.214.171.124) Reaktion Zond (126.96.36.199) Vertigo Zond(2.5.2) Lunokhods (2.5.3) Tsyklons (2.5.4) Salyuts(2.6) TAGs (2.6.1) Gecko Squadron (2.6.2) Iguana Squadron(3.0) Fireteam Guide (3.1) Alguaciles [volunteers wanted] (3.2) Wildcats (3.3) Mobile Brigada [volunteers wanted] (3.4) Jaguars ft. Senor Massacre [volunteers wanted] (3.5) Geckos [volunteers wanted] (1.0) Sectorial Overview: (1.1) Strengths: The definitive AD sectorial Strong, dependable and flexible units Intruders: the epitome of terror Good mix of long and short range weapons The Brigada Link (aka Pain Train)!! Now with 4-4 MOV and a discount! Quirky toys (loads of ADHL) The Zero-G combat masters 5 TAGs!!! And we can afford them, too! Suck on that PanO! Excellent Lieutenant choices Warbands: Sr. Massacre leads the way! Access to the excellent Clockmaker (1.2) Weaknesses: Few fancy tricks - no ODD, TO, Marksmanship etc No Hacking Device Plus No minelayers (1.3) Favourite Victims: Camo armies ? suggestions please (1.4) Worst Enemies Horde armies (1.5) At a Glance: Gear/Skills MSVL2: Intruders Camo: Intruders, Bandits Smoke: Jaguars, Lupe Balboa, McMurrough, Senhor Massacre (Zero V) Repeaters: Alguaciles, Morans, all REMs save G:Servant and Vertigo Zond, Iguana (!) Zero G capability: Tomcats, Hellcats, Wildcats, Intruders, Geckos, Transductor Zond Weaponry Flamethrowers: Tomcats, Wildcats, Intruders, Mobile Brigada, Lunokhod, Iguana E/M: Tomcats (E/Mitters), Senhor Massacre (E/M CCW and grenades), Wildcats (BS w/ Flash Grenades) Grenades: Alguaciles (LGL) Intruders, McMurrough ADHL: Hellcats, Intruders, Carlota Kowalsky (2.0) Unit Profile Guide (2.1) Light Infantry (2.1.1) Alguaciles Defensive link. Point fillers, backup firepower and specialists. Alguaciles are the bread and butter of Corregidor. Like Moderators, they are glorified police, but they are significantly better trained. Statswise, they are pretty much the same as the line infantry everybody else has. BS 11, ARM1 and WIP 13. In fact, they are the vanilla line infantry of Infinity. They have nothing special or weak about them. This makes them extremely versatile. They work best if linked, of course but if you just want them on guard duty consider the Jaguars. Profile Analysis Combi Rifle (10|0) The plain old Tommy Atkins of the list, he's the backbone of any link team. As with any unit in Infinity, you pay for what you get and he is always better on the offensive. Lieutenant (10|1) A cheap, reliable and easily hidden LT., although you may find yourself hurting for SWC in both high and low point games (thanks Errhile). FO/Repeater (12|0) The Forward Observer and Repeater option is a great way to defend your Link Team: Repeaters to discourage HI and a B2 Flash Pulse at WIP13 to tackle longer ranged threats. Very useful if you have a Wildcat or Intruder Hacker. Paramedic (12|0) Whilst most would forgo the medic for a proper Doctor thanks to the dreaded PH-3 roll, one should consider having the advantage of a second healing unit - especially one usually positioned in the centre of a Link Team. The Pistol nature of the Medikit is risky but can save a valuable unit. Useful for ITS scenarios, so now they are at least worth a look. Light Grenade Launcher (14|1) Besides hand-thrown grenades this is the only option for Parabolic Fire in Corregidor. A useful anti-camo option if there's a Tuareg sneaking around. Speculative Fire doesn't benefit from Link bonuses unless there's a full Link (+3 to BS). It's not the most useful option but it's there. HMG (18|1) The HMG is your bread-and-butter firepower base. BS11 is suitable for taking on most opponents, especially with the +1B from a Link. Hacker (18|0.5) With WIP13 and BTS 0, the Hacker option is not the most amazing you'll see. Take him to bring in Remotes, or else as a backup hacking option. He's also useful as a mobile repeater, moving up with an Alguacil Link. Sniper (18|1.5) Compared to the HMG, the Multi Sniper Rifle doesn't see much action. With a low BS of 11 and no decent armour or survival tricks, she's squishy at the best of times. For less than the price of the Intruder (and same SWC), you can get a 3-member link team which can move faster and does more damage in ARO and 3DA shots in Active Turn. Missile (15|1.5) Unless he can attack unopposed or with a very large range advantage, it's not worth it to risk a FTF with only a B1 weapon. The new N3 template rules make it much easier for him to bag multiple enemies, although at the risk of getting shot in return. But don't underestimate the alguacile missile launcher. In a full 5 man team he can really put the hurt out on clumped up troopers. Lupe can chuck smoke to create nice firelanes for him too Remember: it's Alguacil (singular) and Alguaciles (plural) (pronounced Al-gwah-see-less or Al-gwah-see-lays). (2.1.2) Lupe Balboa Buffed link leader, cheap + tough assault troop / specialist. Unit & Profile Analysis LUPE BALBOA 23|0 Looking at her stats, it's clear that Lupe Balboa was designed in the Paradiso era, where it was like Oprah handing out Panzerfausts. While Qapu Khalki gets their ridiculously good and cheap Kaplans, Lupe will push buttons in scenarios, or die whilst doing so with V:Dogged. Lupe also has a major impact on the Alguacile fireteam: (2.1.3) Tomcats Emergency response team, super effective specialists. Profile Analysis E/Mitter (20|0) This is the only version that comes with Mines, and the only one in Corregidor with mines for that matter and unfortunately it doesn’t come with a Flamethrower. Due to this, it is often overlooked in favour of other loadouts. But Climbing Plus is an advantage that more than makes up for that... it is an enabler of much mischief and mayhem. As a defensive unit, worth deploying right at the start instead of in AD. She can help bunker up the DZ with mines if you're expecting a visit from an Aragoto. Deplo Repeater (19|0.5) A great way to get a repeater where you need it, fast. It's also a cheaper way to get a flamethrower than the Doc or Engineer options but still costs SWC. Combi + DEP (19|0.5) The DEP armed Tomcat is a bit of a quandary. A DEP is a point-blank AP+ EXP DAM14 weapon. It’s a huge gamble but a huge payoff, nly worth it if you can shoot something in the back at point blank range. It is useful for threatening ARO and for Coordinated Orders, especially against heavily armoured targets. However, that depends on there being other units in the area to co-ordinate with! Not a common situation with AD units, who basically land with their butts flapping in the breeze. On the whole I would rather opt for ADHL Hellcat or Carlota. Engineer (22|0) Apart from their obvious skill advantages, the Engineer and Doctor profiles also offer the only non-SWC flamethrower carriers. AD:2 means you can readily deploy a doc or engineer wherever they’re needed, instead of burning orders to send even a Zond racing up the board. Doctor (22|0) Possibly the most commonly used Tomcat loadout, she's often jumping in to save the day. At WIP13, she's as good as a Daktari and can fight better than an Alguacil, with BS12 and a flamethrower. The downside is having to choose between saving your troops and attacking the enemy. Fortunately with a Zondcat you can do both! Engineer+zond (26|0) / Doctor+zond (26|0) For 4 extra points, you can get a Zondcat that you can send in if the area's too hot. Not however that it does NOT having Climbing+! However, the 6-4 MOV plus the ability to come in from either table edge cuts even more Orders needed to get into position. (2.1.4) Carlotta Kowalsky Emergency engineer and anti-armour assault trooper Unit Summary by Errhile Carlotta Kowlasky 30|0 Carlotta is a Tomcat Engineer with a better eye for shooting, better training (useful for repairing stuff), and wearing a better armor jacket. She also packs an ADHL in addition to the standard combirifle + flamethrower and D-Charges. Yes, at 30pts she's 8 points more expensive than the standard Tomcat Engineer, but those 8 points are well spent! Carlotta Kowlasky + Moriarty 34|0 Carlotta, for an extra 4 points, can be brought with her personal Zondcat, Moriarty, in tow. Moriarty has better BTS than standard Zondcats, apart from that there is no difference here. (2.1.5) Daktaris No frills low-cost doctor who also carries a rifle. Unit Summary by Errhile Daktaris 14|0 They speak Swahili (though likely thier Swahili, if translated, wouldn't be fit for publication!). They patch up folks. They're Nomad campaign doctors. Luckily for us, not all of them are cat-girls... Some wear just a standard Algulacile outfit instead. There is not much to be said about Daktari. She's our Doc (along with Tomcat Doc, though that one is usually more occupied with burning things down), she's just as competent doctor as a Tomcat, and as competent fighter as an Algulacil. She's way more effective than the Algulacil Paramedic, but in turn cannot join Algulaciles Link Teams. With a Zondbot or two, Daktaris can serve as a "lookout" for enemy troops. As with all Doctors, the Daktari gets a re-roll for units with Cubes by spending a Command Token. Note that this is not a separate Order expenditure - it's a re-roll. She also has a Medikit for desperate situations, so she can attempt to shoot and heal but with the miserable PH-3 roll of Medikits. (2.1.6) Clockmakers Most skillful Engineer money can buy. Clockmaker 18|0 One of the specialties of the Nomads is having fantastic Engineers; living in space means your survival depends on your equipment working correctly. Fixing G:Remote Presence units is even easier now with the Command Token re-roll. With the 2 levels of Uncosciousness for G:Remote Presence, it's quite feasible to get a completely trashed REM up and running. As with the Daktari, the Clockmaker doesn't have to split its mission between support and assault. That means he won't be tearing off to the front lines and potentially being at a long distance from stuff that needs repair. For campaign and ITS missions the Clockmaker is also competitive due to his higher WIP and 4-4 MOV - but he is still very fragile. (2.1.7) Valerya Gromoz Worth it if you don't take an Alguacile Link. Unit Summary by Errhile Valerya Gromoz 21|0.5 Our Romanian Connection is a basic Hacker, who brings only two things you could find interesting: good WIP (14), comparable to Intruder Hacker, and a Pitcher. She doesn't however provide a HD+, but has the very useful Expel program which is great when dealing with anyone who might bring a manned TAG to the party. With the cost of an Interventor, that's hardly inspiring. As a rifle, she's as competent as an Algulacile (save for the extra WIP point), but she loses to the Algulaciles Hacker due to Mr.Muscles being able to operate in a Link Team. I can't really find a niche for her, unless you are going to run a Mobile Brigada link team, or maybe a Wildcat link team without Hacker, and yet you desperately want to have a hacker on-board. Oh, and you still have 21pts to spend! The Pitchers are nice, but in Corregidor we do have a number of Repeaters - either Deployable, or carried as equipment, so you'd rather won't have to rely on long-range Marker shots. Even then, Tsyklons carry Pitchers and are AVA 2. Honestly, the best reason to take her is so that you can have McMurrough as Colossus, her as Negasonic Teenage Warhead and Senor Massacre as well - you-know-who. (2.2) Medium Infantry (2.2.1) Intruders Camo hunters, TAGbusters, general killiness, area denial, hard-to-kill Lt. Widely considered to be one the best MI in the game, if not the best, Intruders are the ones you turn to when you have a problem that needs fixing. Long range weapons, a high BS of 13, MSVL2 and Camo means you are always either on an even footing or have the advantage. With the new rules, attacking with Combat Camo is less risky now. Watch out for Hacking Device Plus as White Noise can really ruin an Intruder's day by messing with his MSVL2 and blocking LoS. The obvious trick with Intruders is to use Smoke - Jaguars, Lupe or McMurrough can toss grenades - and shoot through the concealing Zero Visibility Zones to pick off MSV-less fools. Survivors can only shoot back at -6, unless they have Sixth Sense. Abuse this as often as you can! A common mistake with Intruders is to simply let them lurk. Sometimes, this may be the best plan. For threats lurking just behind the corner, such as Total Reaction REMs, Grenades are a handy tool for dislodging difficult customers. Profile Analysis Combi Rifle + LFT, Grenades / Pistol, CCW (35 | 0) The default loadout, this version is by no means a pushover. Very handy unit to have on your flank as a means of discouraging AD attacks or bum rushes. Nestled as a Camo Marker in the ideal spot for an Intruder HMG or Sniper, the Combi Rifle Intruder causes enemies to avoid those firelanes like the plague. LFT is a perfect last-ditch attack and the Intruder can sometimes survive unscathed thanks to Camo and ARM3. Difficult enemies can be rooted out with Grenades. I would take this one over a Wildcat link for house-clearing. Combi Rifle + LFT, ADHL / Pistol, CCW (36 | 1) Swapping Grenades for an Adhesive Launcher, this Intruder makes for a great sticky surprise. One of the perfect Link Team hunters, he can glue some poor sod around a corner and then proceed to incinerate everyone behind him, using his victim as a shield. They can still dodge (being able to see you) but can't draw LoF through the glue-covered patsy. HMG, Grenades / Pistol, CCW (43 | 1.5) Everybody's favourite lurking killer, he lets his HMG do the talking. He takes a lot of Orders to get into position, but unlike the Spitfire Prowler, he can attack from range bands that favour him the most, making survivors' retaliation less deadly. On the defensive, the HMG is effective due to its extended range but the Intruder is still very squishy. Rather hide out if you can. INTRUDER MULTI Sniper Rifle / Pistol, CCW (43 | 1.5) Sporting the X-Visor - and a hugely reduced cost - this loadout makes the Intruder one of the deadliest - perhaps the deadliest - sniper in the game but it is extremely expensive and difficult to justify over the HMG. At long range, it can ignore a Swiss Guard's TO penalty, outrange its ML/HMG with the MSR and have that penalty reduced to 0 in the -3 range bands. Don't burst out of cover in ARO unless the shot is golden. Lieutenant Combi Rifle + LFT, Grenades / Pistol, CCW (36 | 0) At 14 WIP, 0 SWC, ARM 3 and starting as a camo marker which can hide at least two other Intruders (or Zeroes or Prowlers in vanilla Nomads), there is probably no better MI Lieutenant in the game. Best taken with other Intruders in Corregidor. Due to the difficulty of digging him out, your opponent will often simply not bother - or forget. The flip side of this awesome Lieutenant is that he is expensive at 36 points and the temptation is to actually use him. Good for a list-ditch DZ defence though. (2.2.2) Hellcats Emergency response, assault trooper, cheerleader killer, specialist, reprisal unit PanO has high BS Religious paratroops (even if their PH sucks), Yu Jing have Tiger Soldiers which are crazy good with CH:Mimetism, BS13 and flamethrowers. But the Nomads have the Hellcats which have Superior Airborne Deployment - a failed PH roll which takes you off-table or into terrain where you can't deploy means you can still deploy anywhere in your DZ. If you aim close to the edge or corners, you are more likely to be able to use the ability. If you go deep and scatter off the enemy DZ edge, you can also choose to come in instead via your DZ instead of the closest edge to the enemy DZ. That ability is unique to the Hellcats so far. Gaining BTS3 is icing on the cake, and losing the expensive secondary LSG is the cherry on top. Profile Analysis Boarding Shotgun 21|0 The cheapest in the list. Unlike a Combi Rifle, a Boarding Shotgun can be an extremely punishing weapon if applied to a blob of cheerleaders or rammed up a TAG's backside with AP ammo, hitting on +6. Well worth it. I would say this is your go-to profile. Combi Rifle 22|0 The value package if you favour B and a little extra range over raw stopping power. Lieutenant 22|1 Probably the only reason to take the LT is for the rarely-used Zero-G option. I've played Infinity for five years and have never once used Zero-G terrain. (Mainly because everyone else doesn't have it). ADHL 23|0.5 This is what I call value for money. Combi Rifle and an ADHL all for the low, low price of 23 points. TAGs, HI and REMs are all candidates for a sticky demise. A cheaper option than Carlota, I would still rather recommend only using him with Hacker support and a well-placed Combat Jump unless you're aiming for your own backyard. Paramedic 24|0 The Paramedic is a cheap specialist, probably your default AD:3 option if you are playing the ITS scenarios. Oh, and it can heal things with its pistol, if you feel like wasting an Order (OK, it sometimes works). The Tomcat Doctor is way better if you actually want to save lives, though. HMG + E/Mauler 31|1.5 An odd fish, left over from the days of 2nd Edition, the -3 short range band makes this chap seem a bit out of place for a "jump in there" paratrooper. However, being able to place E/Maulers wherever you want and to usually position anywhere in your DZ should you fail badly are unique selling points. Spitfire - 29|1.5 Mayhem for the slightly less budget conscious. It largely supersedes the HMG option, and unless you really want to plant E/Maulers, this is your best bet. Hacker 28|0.5 The Assault Hacking Device brings great opportunity for cyberwarfare, with great deployment options. Deployable Repeater 23|0.5 With Hackers not wanting to share their Hacking ZoC anymore due to shared brainburn, this guy is your cheap option to extend Hacking coverage. (2.2.3) Wildcats Most people find Wildcats slow and frustrating to use, despite their high BTS and BS. With Haris options and the ability of D-charges to make holes in walls, they *might* be worth taking. Some people do very well with them, others hate them. Don't forget that they do have Multiterrain, which can be very useful if you are playing anything other than an urban layout. Profile Analysis LFT (19|0) The standard loadout, he's the next model up from an Alguacil. Worth taking to hide your Lieutenant, but will you ever bother with those D-charges, even if you can now blow through walls? Boarding Shotgun/Stun Grenades/Deployable Repeater (17|0) Packing Stun Grenades, this profile has become a lot more useful. 1: The Boarding Shotgun is a great "doorkicker" unit, and would go great in a Haris. The Grenades suffer from the low PH. You'll have to make rolls at 8 even within 8" to throw speculatively, 11 with a full Link. Most horrible nasties will have a high BTS anyway and it's easier to just pump order monkeys full of bullets. However, these are useful to pry an entrenched opponent out of Suppressive Fire, especially given you'll want the shotgun guy up front regardless. Lieutenant LFT (19|0) The Lieutenant is yet another 0 SWC for Corregidor, which of course makes it easier to take the big toys. What this Wildcat option does is not obligate you to choose the usual Intruder Lt. and hide him under a camo marker, or take an MB and worry about charging off with you Lt. Order and getting shot up. The Wildcat Lt. can use his order effectively, shuffling around the back, taking potshots with his reasonable BS of 13 and being a threat to incoming AD and fast troops with his Light Flamethrower. N2 (20|0) The Number 2 is what gives the Wildcats durability. If the Link Leader dies or falls unconscious in the Active or Reactive Turn, this guy can step in and take over, instead of the usual train smash of being taken apart one by one with the Link Leader down. Unfortunately, the Number 2 rules do not allow for the taking over of a Link when a Jammer is used on the Link Leader, or if the Link Leader is Sepsitorised. The N2 is also public information, so narrows down your potential Lts a little. But otherwise he is a very useful inclusion. Engineer (23|0) The Engineer is what makes the Wildcats shine in scenarios. Rerouting consoles, breaking open crates, theft of alien artifacts - the Wildcat Engineer is usually there, doing it over the smoking corpses of his rivals. He can also blow the D-Charges set by any other unit in your army and can fix damaged equipment, REMs and TAGs or unglue his buddies. Slightly more expensive than the Tomcat Engineer, he is less efficient at getting to his target even considering the Tomcat starts off in AD and not contributing an order. Don't forget, he can take a Zondbot. Spitfire (24|1.5) The iconic Wildcat, he doesn't come with D-Charges but certainly doesn't need them. A highly competent BS of 13 makes this a very cheap and useful attacker, and functions as a good stand-in for an Alguacil HMG. With a full Link, he is absolutely lethal with B5 and maximum BS19. Hacker (25|0.5) This Wildcat has an assault hacking device, which gives you the hardcore CLAW-3 programs but lets you niss out on all the other regular programs. BTS 6 is useful in Hacker duels but otherwise WIP 13 is nothing special. HRL (20|2) Wow. Cheapest HRL in the game, but most highest SWC. Useful for taking out clumps of enemies in covering positions, and dealing with snipers. She is the only Wildcat long range option. The Assault Pistol makes her useful at extremely short range too. Haris (20|0.5) This profile has split opinions. For more, see the Fireteam entry on Wildcats (3.2). (2.3) Heavy Infantry (2.3.1) Mobile Brigada Pros: V:Courage keeps them standing their ground with Guts Rolls or in Retreat Like most HI, Cube allows you to recover these valuable troopers Tinbot 2 makes them much harder to Hack The only HI in Corregidor aside from the Iguana Operator Won't turn on you like a TAG would LFT MultiRifle for enemy armour and V:NWI troops Cons: Standard HI; no frills V:Courage rarely used due to Retreat! Giving them Fairy Dust eats up a Supportware allocation that could be used on a REM or Combat Jumps Profile Analysis MultiRifle + LFT (39|0) Competes with Intruders for auto-include status. The LFT is not as hot as it used to be, but can encourage entrenched troops to leave their position (Dodge or get burnt with no ARM from Cover). There is quite a lot that is vulnerable to fire, and the MultiRifle's ammo suite comes in handy more often than not, especially AP. MultiRifle + LFT (39|0) - Lieutenant If you went a well-protected LT, other than the excellent Intruder, this is your best choice. Since he's so well-armoured, it makes sense to use his LT order, especially in a pinch. HMG (42|2) The original - accept no substitutes. Board-controlling firepower in a sturdy package. If you keep him at long range, Hackers will have a hard time locking him down. 4-4 MOV just lets him re-position more effectively. Missile Launcher (40|2) Expensive but especially dangerous in a link. Useful for board control, V:Courage will keep her in place. One of Corregidor's good anti-armour options. Boarding Shotgun (33|0) A cheap room cleaner, worth taking in any link. The Brigada can take ARO hits on her armour even if she misses with some template shots. Note that the template mode denies cover ARM, which is probably the better option when dealing with anything other than a TAG or a lone fool in the open. Combi Rifle (34|0) The budget alternative. Mostly for padding links or when you really, really, can't afford the MultiRifle and want that high B. Hacker - Combi Rifle (43|0.5) The Hacker can protect herself and the link, and also go on the offensive. Plus, you can support your REMs or whatever other assets you are working with. In most cases, I would go with Valerya, but what the heck, she comes in the Mobile Brigada pack of 4... Combi Rifle +Tinbot B (37|0) If you take a link, this is definitely the second member. Boosting BTS to BTS6 and imposing -6 on any enemy Hacking Attack for the whole link can be invaluable and lets you assign Supportware elsewhere if needed. If you have a Hacker with you, you can add Fairy Dust to this to make any nasty Hacking AROs only cut through against a -9 WIP... Boarding Shotgun (33|0) The Boarding Shotgun Brigada is a no-frills profile that costs less than the rifle profiles, but loses a lot of utility. Not seen often outside of a link. A deadly brawler in fireteam, where they benefit from the added order efficiency and Burst enormously--they can be used to clear out rooms as the first man in, or set up to protect a defensive fireteam with an eye on approaches to your HMG and Missile Launcher troops. Boarding Shotgun (33|0) - Lieutenant A newer option, the shotgun requires you have the Lt. up front and center, so there's risks and benefits. He can make great use of the Lt. Order, and is fairly durable for a cut-rate cost. But hanging your Lt. out for shotgunning duties obviously carries risks. (2.4) Warbands and Skirmishers (2.4.1) Moran Massai Unit Summary by Errhile Our only Infiltrators, and - curious fact - with no proper Camo (Mimetism is not that good...). They pack repeaters, Competent riflemen, but squishy due to Arm 0. However - which is very, very nice - they carry Crazy Koalas. They aren't very expensive (21 pts, 24 if FO), but 0,5 SWC is a downside. I don't use them much, so can't really comment on them - they end shot down by the enemy early in the game, but their Teddy Bears remain on board, creating an Area Denial zone. And this is very useful - I might try using Moraan as back yard defenders. Profile Analysis Boarding Shotgun 20|0.5 Excellent for the "hack and spray" strategy: hack a HI through the Moran's Repeater then use the normal ammo to template the guys behind. The +6 BS and CH: Mimetism makes for a viable option to attack hard targets, if you can get in close. Combi Rifle 21|0.5 With a higher B, longer range and no Combat Camo, probably the better option for most situations. FO 22|0.5 No difference except for the Forward Observer option.Flash Pulse is useful as a disabling weapon in its own right, working off the Moran WIP of 13, and is a reasonable ARO weapon - but better to be in a position of not having to ARO. I wouldn't take it unless there was an objective that used a FO or else if you had a GML or grenade launcher. Avoid spending points on high-risk units like this: those 3 points could be the difference between Retreat and continuing the fight. (2.4.2) Bandits These are an interesting unit and very different from Corregidor's playstyle. On the upside, they offer another Infiltration option to supplement the generally vulnerable Morans, have pretty decent BS and the ability to steal enemy gear with Scavenger. Their downsides are being Irregular, and somewhat less, having low WIP and paying for CC abilities that you may wind up never using. Profile Analysis Combi Rifle, AP Mines - 27|0 Pretty much your standard Infiltrator option. What does make him interesting is that he can easily pilfer a second Combi Rifle from regular foes (Haqq and Ariadna excepted) and effectively gain a Spitfire lite. Boarding Shotgun, E/Mauler - 26|0 E/Maulers are somewhat more useful now, but AP mines are what you really want. Take this if mostly you want the Boarding Shotgun's AP slugs. Light Shotgun, Adhesive Launcher - 22|0 The Adhesive Launcher is a fun weapon - IF you can pull it off. Its value mostly lies in ARO. Light Shotgun, Adhesive Launcher (AHD) - 28|0.5 AHDs are useful if you want to lock down heavy infantry, especially up against tech-heavy factions like Yu Jing and PanO. Light Shotgun, Adhesive Launcher (FO) - 23|0 A useful option for button-bashing ITS scenarios, and cheaper than the AHD option. Combi Rifle, AP Mines (Deployable Repeater) - 28|0 I'm not really sure this guy is going to be all that useful, but the Deployable Repeaters may come in handy every now and then. Combo with a Hacker and you can immoblise a Heavy Infantry and steal his loot. Before you get too excited, remember that HRMCs and other weapons of mega-death are Not Lootable! Light Shotgun, Adhesive Launcher (Killer Hacking Device) - 25|0 A profile that splits opinions. Bandits are potentially strong multi-role units but depending on your preferred use and opponents, the value of this profile varies a great deal. This is one of the most hotly-debated profiles in the faction! Here are some quality perspectives: (2.4.3) Jaguars Jaguars are used by most as alternatives to Alguaciles, but are offer far fewer options. The N3 HS update lets Senhor Massacre form a Link with these guys. They sort of fall in between the usual Warbands, which are cheap but can't shoot to save their lives, and regular Light Infantry, which are cheap but can't fight their way out of a paper bag. Profile Analysis Chain Rifle, Smoke Grenades, DA CCW - 10|0 Your go-to cheap order generator. Watch out for Frenzy on this guy - once he gets a wound off, he loses his cover bonus. The free Impetuous Order from this can be useful, but if he's killed something it's either an enemy AD unit or you are already rampaging deep in enemy territory. Used on his own mostly for the smoke when rampaging with an Intruder. Also useful when you don't have Alguaciles and need a 10 point filler or want some serious close-in defense for your DZ. Otherwise, he is there to pad out the Jaguar link. With Sr. Massacre, these guys are a great way to defend our favourite psychopath. Want a piece of the Deadpool? Walk through my double Chain Rifle template first! Light Shotgun, Smoke Grenades, EM CCW - 13|0 Probably the most useful option, the Light Shotgun gives some short-ranged offensive punch whilst the EM CCW lets you threaten technological units in Close Combat. Don't forget that the EM CCW also does regular damage. A great choice to put in the Sr. Massacre fireteam... two EM weapons, both hitting twice, will almost certainly knock out even the highest level BTS targets out there. Panzerfaust, ADHL, DA CCW - 13|0.5 Don't forget that this fella does not pack the smoke grenades like his buddies do. A bit of an oddity, all he really is good for is either Hail Mary shots against enemy heavies or packing a decent ranged ARO threat with his Panzerfaust. You won't be using his ADHL very often, unless it's desperation fire. Worth taking in a Sr. Massacre fireteam for a once-off double-B AP+EXP punch (assuming you hit anything with a humble BS of 11)! The ADHL is also a great way to perform a Zamboni kill, if linked. Possibly even funnier. (2.4.4) Senhor Massacre You should be taking this guy. There is no reason not to. Senhor Massacre used to suck. Like Rob Liefield's knowledge of anatomy. Now, it's time to make the chimi-f***ing-changas! He has a shiny new gun and can lead his merry band of disposable meathshie- uh, Jaguars - into battle with him. He also boasts a shiny new Breaker Combi Rifle, which is fantastic as it's a good offensive buff against low-tech country bumpkins like Ariadna, and is even a decent desperation weapon against Heavy Infantry and TAGs, as Breaker ammo halves BTS. They also give him a Spitfire, Heavy Rocket Launcher and Viral SMGs, but he left them in the taxi on the way to the fight. However, he has Duel Wield and an AP and E/M CCW, and Natural Born Warrior which makes him a threat to just about anything. You can literally throw him at Achilles and not give a damn. Just remember these words: "So Musashi uses Martial Arts Level 5 - " "No." "OK, so then I use Berser-" "No." "Is there anything I can do?" "Other than get me a milkshake and give me a backrub. No." *rolls dice* "Dammit, Achilles... fails his BTS roll and is immobilised." "Yeah. Now... I need to find a really slow way to kill him." Oh yeah, he has Regeneration too but that often doesn't work. Remember that Regen grants Shock Immunity (which you need anyway to watch Deadpool) and he gets V:Courage from NBW. Regeneration is superior in Order efficiency to Doctor because you don't have to spend Orders getting there in the first place, downside being that if you fail the roll you die. NBW also gives an Assault option which is great for conserving orders. Throw smoke with the first Order then sprint 8" to get into CC with the second Order. Profile Analysis BOARDING SHOTGUN - (26|0) +HARIS (27|0) With a link, Sr. Massacre can pump out 3 Boarding Shotgun shots at +6. That's pretty scary, even for a minimum of 47 points. But you should rather use a Jaguar to take the lead as he can go Dogged if he messes up. BREAKER COMBI RIFLE - (29|0) +HARIS (30|0) The Breaker Combi is a nasty piece of work, especially against BTS-less enemies but its BTS damage can also be a liability say against Bolts. With a couple of Jaguars, Senhor Massacre goes up to B4 with the Breaker Combi, coupled with his not-bad BS12. Eclipse Grenades are wonderful when you have to cross the LoF of a Nisse or other nasty trooper with MSVL2+. Throwing the smoke in an opposed roll is extremely risky, even in the link. Rather roll unopposed and then move. It works out more Order efficient anyway (any shot has a chance of screwing with the throw roll). Note you don't have to hold back Sr. Massacre even when he's Frenzied - just decline to spend that Impetuous Order. Sr. Massacre's E/M grenades deserve special attention, because he's about the only person in Corregidor able to get them into place. Here he likes to hang out with his special friend the Moran, who can tag-team with a Hacker to designate the target. Then Sr. Massacre lobs the grenade over at PH+6 for range and targeted, whilst the victims are rolling at PH-3 for a dodge. Finally, Sr. Massacre and McMurrough have Kinematika L2 in common. Now what this means is that, 90% of the time when say Sr. Massacre is hiding behind a building, when someone peeps around the corner, they can do the Engage ARO. And since most buildings are 8" across or less, Sr. Massacre can jiuust about hit either side. Most people are not prepared for a defensive Engage, and it is done with a PH roll just like a dodge. It won't get you a CC swing in with the first reaction, but it will pin them in Close Combat if your roll is successful, as well as dodging their bullets if it is Face to Face. However, the opponent gets to place the Engaging trooper, which can mean you have a whole bunch of guns pointed at you. This is more of an emergency attempt to tie up a rampaging unit, especially if they are multi-wound. Just remember that successful Engage also prevents mines etc from going off at all, and that when you are in the Engaged state, you cannot be targeted by template weapons AT ALL even if the template can be placed to only hit you. (Imagine using a flamethrower to pick off an assailant rolling around on the ground with a friendly trooper). You might get shot at from nearby enemy troops but the rule BS Attacks into CC apply. Try and encourage your opponent to do this, because there's nothing funnier than a mook shooting another mook by accident. Familiarise yourself with the Engage rules because they do come up sometimes when Ninjas and Fidays are skulking around. (2.4.5) McMurrough Cracking good CC guy. Profile Analysis MCMURROUGH - 2 Chain Rifles, Grenades, Smoke Grenades, Templar AP+DA CCW - 31|0 McMurrough is, to many players, a unit you build your list around. Super-Jump, Extremely Impetuous and 6-4 MOV means he's going to be shooting out the gates from the moment the balloon goes yp. He's great for a first turn assault, but he's also great for a second turn counterattack, e.g. if you have Tohaa Triads camping outside. High CC value and dual Chain Rifles make him good for taking out both enemy elites (via CC) or clumps of mooks (with dual templates). I wouldn't run him with more than one, two at most AD units as he is an Order hog and most of your army will have a hard time keeping up. You should always hold him in reserve, as your opponent will try and counter him hard once you've whipped them with McMurrough a few times. He's pretty hardcore, with 2 Wounds, ARM4 and Total Immunity but make sure you keep him in Total Cover with a couple of escorts as he cannot benefit from Cover due to being Extremely Imeptuous. Despite this, he's quite easy to use and as a bonus you can take him in ITS with the Caledonian Sectorial if you happen to have some Scots lying around. He's also one of the few units where using a Medikit isn't an outright death sentence. PH-3 gives the same odds as a Daktari's healing touch. He doesn't have a Cube so you can't re-roll a failed Doctor roll on him - although it's unlikely you would be able to get close enough to treat him once he falls. McMurrough can also double as a mortar. His whopping PH of 16 means he can bombard enemies within 8" at PH13. Since it is Speculative Fire, you can place the template however you want! But, it kind of goes against the whole point of a warband unit like McMurrough. You want the enemy to die, not to waste your Order pool with failed grenade tosses. A niche option, but if you're up against a difficult situation like a ridiculous number of AROs, possibly worth considering. * if after the fight is over you're still standing, and your opponent is unable to move, that was a fair fight. If you are smiling and dancin', and he's twitching in the spasms of death, it was a very proper fight. Yep, ends justify the means. -Errhile (2.5) Remotes (2.5.1) Zonds Notable for its absence is the Meteor Zond. It would have been nice to have an AD:3 Forward Observer, but this bit of Nomad kit is apparently too expensive for Corregidor (or else they just think it's pointless). (188.8.131.52) Stempler Zond Combi, Sat-Lock, Sensor, Repeater, Deactivator, Forward Observr, Sniffer (17|0) The Sensor function itself adds a great level of utility to your camo hunting, spotting even Hidden Deployment units within its ZOC with just one WIP roll. It can also use Triangulated Fire to gun down targets with high modifiers with only a -3 BS penalty. And Forward Observer grants Flash Pulse, a useful defense. Sniffer helps to further spread the net. Standard Hacking Devices also confer Marksmanship lvl 2 and +1B in ARO. (184.108.40.206) TRANSDUCTOR ZOND Repeater (8|0) A mobile Repeater, with Climbing Plus, CH:Mimetism and a Flash Pulse. Useful in terrain dense boards where approaches are easy. Also good for creating a mobile bubble of hacking protection for vulnerable units like Geckos. (220.127.116.11) REAKTION ZOND HMG, 360 Visor (26|1) With no Sin Eaters available, Reaktion Zonds are the only real ARO defense for Corregidor. Using Climbing Plus to find new and interesting opportunities to frustrate your opponents. In Paradiso, these become quite valuable as they can hold and deny objectives. (18.104.22.168) Vertigo Zond Smart Missile Launcher (18|1.5) As mentioned, the Stempler Zond can allow the "dirty Nomad" trick, but it is of very limited utility and savvy opponents will be able to counter the tactic easily. (2.5.2) Lunokhods Profile Review Heavy Flamethrower (25|0) In a faction blessed with barbecue attachments on just about every weapon, the Heavy Flamethrower / Crazy Koala version is just a really nasty way of getting that Flame template in someone's Order Pool, or their precious Camo/ODD/Symbiont units. Plus, when it goes it still leaves Koalas wandering around looking for hugs. Akrylat-Kanone (24|0) The Akrylat-Kanone Lunokhod is an excellent anti-TAG tool, but I wouldn't count on ever trying to use its glue missiles in a Face to Face roll unless absolutely necessary. Still, if you do manage to glue a Cutter or some other big nasty, the bragging rights are excellent. In Paradiso, the Akrylat-Kanone offers interesting options for immobilising Civvies... Don't forget that both versions are Minesweepers, and can give Mine-happy opponents pause for thought. (2.5.3) Tskylons Both models are good for providing rear security, following up behind Link Teams and holding ground. Profile Reviews Spitfire (31|1) The Spitfire Tsyklon is generally the more favoured due to its higher B and access to Markers (the only source in Corregidor besides Valerya Gromoz). This is the primary fast attack unit of Corregidor. Climbing Plus maximises this, as most scatter terrain is a collection of iKubes, ISO containers and walls. Although lacking the fancy tricks some other factions have, decent armour makes this a much more viable offensive platform than most other REMs. N3 Update: Standard Hacking Devices offer Marksmanship Lvl2 with Assisted Fire, for a turn. These will make the Tsyklons absolute terrors on the assault. They also can confer +1B on ARO, which makes the Feuerbach Tsyklon the new Reaktion Zond. The Spitfire version can lay down a 360 degree Suppressive Fire area with its Spitfire... HSN3 Update: Both Tsyklons get X-Visor, which is useful for Suppressive Fire and also landing those Repeaters on target. The Feuerbach gets Pitchers. With Climbing Plus and decent BS, the Spitfire model can put a Repeater in very hard to reach places - such as on top of a crate or high wall - and make it extremely difficult for the enemy to dislodge. Feuerbach (34|1) Although often overlooked, the Feuerbach model can use its Climbing Plus to hit enemy heavies from behind, negating the low B of the weapon. The often-overlooked 360 Visor makes the Feuerbach an excellent unit for defending against AD. With Climbing Plus and good close-medium range brackets, this allows a large area to be covered - although the Tsyklon is still quite squishy even with ARM3 and BTS6. The Feuerbach's range buffs to +3 8-32 and B1 EXP for AROmake it even better for defence. (2.5.4) Salyuts The Nomad strength at Cubevac with just baggage bots is a good reason to keep these things alive. Unfortunately, you can only take 1 of these with the HS:N3 update. Profile Reviews Minesweeper (8|0) Basic order generator with a few extra tools. EVO Hacking Device (25|0.5) EVO can be very useful for Corregidor if you absolutely, positively must land those Hellcats in a plum position. It is also a lethal boost to our Hackers, notably the Wildcats. In Vanilla Nomads, with TeamPro it lets you use the Geckos as a Fireteam Duo for one turn. If you have a lot of REMs and want to make a wall of AROdeath, then Overclock is a great program as it grants B2 in ARO for all of them. Excellent if you run two Tsyklons. Rifle (21|0) The Total Reaction version is useful for rear security and helping defend objectives. Good for where you don't want to spend the points and SWC for a Reaktion Zond but still need something to watch your back - and a Combi Rifle will still get the job done. In Paradiso, every other faction will be using much the same model - they are indispensible and indeed a requisite for some scenarios. (2.6) TAGs (2.6.1) Gecko Squadrons Analysis by Asher Disclaimer: I have only used the MK 12 version, so all commentary applies to that. Down on the ground! IS it a TAG? Is it a HI? It's the Gecko! Now competing with the Iguana for the Title of "Best Worst TAG", the Gecko is very interesting option that brings a lot to the table for both the Corregidor Jurisdictional command and Vanilla Nomads. Falling somewhere between a true TAG and a HI, it's not quite either. It's more expensive than any of the HI, but cheaper than the TAGS. Not as durable as the latter, but 3 STR gives it a significant advantage over the former. Its . . . interesting weapon options gave me pause to start with, but I've come to love the little fella over the half dozen games I've run it. Pros: - 3 STR and 5 ARM makes it very durable for a modest price point - Modest size at S5 - 4-4 Makes it faster than Mobile Brigadas - Toolbox of weapons brings a surprise for every occasion! - Even though it's a rubbish TAG, it's still a TAG, people divert resources to kill it and it can only be hacked once per turn. - The only TAG in the game (so far?) with Fireteam Duo. Cons: - It's not a Szalamandra! Treat it like upgunned HI rather than a TAG and you'll make better decisions - its TAG status can be a downside as it has trouble manoeuvring in difficult terrain, has a larger base size etc. - No ECM system (again, bring a Hacker!!!) The first thing to be aware of is that the Gecko is not and never will be a machine of death like the Szalamandra or even the Lizard or Iguana. WIth only a MK 12 or 2 Combis at it's call, it can't output the long range high burst firepower other TAGs can. However, if we compare it to the Mobile Brigada the weapon option is pretty nice. I honestly prefer a MK 12 over a multi rifle for the extra range and both Geckos cost less SWC. I usually team mine up with a HMG intruder. Intruder handles Camo/ODD threats while the Gecko engages normal targets. I have been finding that the Gecko's greatest asset is it's toughness. ARM 5 and 3 STRmakes it pretty hard to kill for a model that's cheaper than some HI out there. I've found it's actually good at flushing out Camo. It has decent willpower, can get close with relative impunity, has a template weapon to Intuitive attack if needs must and it will probably survive any return attack. It's also surprisingly good on the Reactive turn. If you park it in cover, covering an advance with a Tomcat Engineer waiting in the wings, it can tank really well. The MK 12 is nearly as good as a HMG in ARO and ARM 8 in cover makes it suprisingly resistant. I've had mine survive pretty concentrated AP HMG attacks in this fashion. The biggest advantage is it's cheap price point. At 53 points its cheap enough that you can lose it and not worry *too* much. It's enough of a threat that I've found people will deploy specialist assets such as AD, Oniwabans etc to deal with it. I've lost the TAG a few times when this has happened, but it's forced them to show their hand and it gives the HMG intruder (who does most of the actual work) a much easier safer time of it. I've also found that it's a model that can do equally well if you use it immediately, or wait a bit. Its cheap enough that you don't have to worry about getting your points worth. My first turn is usually using Morlocks, Intruders and tomcats to deal with serious threats while just hunkering the Gecko down in cover, then turn 2 it goes for a walk. All in all, I highly recommend the Gecko is a useful and fun tactical tool. I'm at the stage where I'm not sure why I'd take a Brigada with the Gecko available to me. Profile Analysis MK12, Blitzen, Chaincolt ( 55|0.5 ) The Blitzen on the Mk12 version is a good way to neuter a Possessed Gecko with an ARO before it rampages - so running them in pairs may be a good idea (also: Fireteam Duo). Otherwise, keep a Hacker or Moran close by to provide counter-Hacking support through AROs, or even run their big brother the Iguana (see entry on the Iguana's Repeater). Two Combi Rifles, Panzerfaust, Chain Colt ( 53|0 ) (2.6.2) Iguana Iguanas. Man, I love these guys. Definitely the best cheap TAG you'll find in any faction. Analysis by Errhile Profile Analysis HMG, Heavy Flamethrower (71|2) Iggy is an unique TAG for a couple of reasons: It is cheap. 71pts for a TAG? The cheapest, unless you count the Geckos in. It has a Repeater. A tiny device, but if you have a Hacker on board, it can be pretty useful. Yup, the Nomad synergy. N3 Update: Any enemy Hacker attacking your TAG can be targeted by your own Hackers - although not if they attack through a Repeater. However, enemy Hackers in your TAG's ZoC can instead attempt to Brain Blast your own Hackers. It has low ARM of 6 and just 2 STR. it can't be driven unconscious - once it loses its 2nd STR point, the ejection system kicks in, destroying the TAG (and catapulting out the operator). It does also pack a standard HMG, and HFT. N3 update: this used to be much the same as a Multi HMG except for ARO but now Multi HMGs carried by other TAGs are significantly more powerful vs. this TAG. The HFT is also reduced in effectiveness, allowing Dodge rolls at full PH but otherwise covers the HMG's -3 short range in ARO. As with most TAGs in N3, going into Suppression Fire mode may well be standard at the end of the turn. So, use it as a highly-mobile, very resistant HMG. It is likely it will lose all its STR before you manage to get an Engineer to it, so rather don't bother preparing for that. Only if there is a serious risk of your Iggy being ADHLed or EMped, repairing makes sense. (Even then you can still use the Ejection System to free the Operator). NOTE: the Ejection System only triggers on the TAG reaching 0 STR, NOTHING ELSE. Should you face a destruction of Iguana, do not despair. Send your opponent that famous crooked smile, and go on. You still do have aces up your sleeve. Contrary to all other TAGs, Iguana has an Operator. Not a Pilot. The Operator wears a HI armor and packs a HMG - plus, if you succeed the Ejectrion System roll, you might place him anywhere within 8" from the wreck. Sure the Operator is not as effective as the TAG, but can still press on - or entrench in cover and become hard to dislodge. Contrary to pilots of the other TAGs, he does also: Still provide a Regular Order. Not count as destroyed untill he actually goes down himself. Effect? For Retreat purposes, you haven't lost it! (Still counts as being a scoring unit!) The Iguana adds much needed speed to the Corregidor lineup, and can be a viable Alpha Striker, storming in and hitting on the first turn. It is an unholy terror to HI, especially with a competent Hacker like the Wildcat - storming in, Hacking them frozen and then gunning them down with brutal efficiency. Have I mentioned that I love the Iguana? It can also be vulnerable to Hacking, from Immobilisation or Possession attempts, as well as being Targeted. Any enemy Hacker attacking your TAGcan be targeted by your own Hackers - although not if they attack. However, if they attack through a Repeater, your own Hackers cannot retaliate. (3.0) Fireteam Guide (3.1) Alguaciles [seeking volunteers to provide a writeup, including some sample fireteams/lists!] (3.2) Wildcats The Wildcats offer both a Core and Haris option. Both have their place. The Wildcats are a compromise between the utilitarian and cheap Alguaciles and the devastating but all-in Mobile Brigada. On the upside, their diverse profiles and relatively good stats mean they are capable of filling more roles than the other link teams. In terms of heavy weapons, the Heavy Rocket Launcher is amazing with the added Fireteam bonuses, the Spitfire makes a good pointman, and they have plentiful direct template weapons which are useful tools on offense and defense. Otherwise, they can take an Engineer in-link. Worth noting is the Wildcats can take the relatively rare Number 2 option, adding some resilience to their link team against lurking assassins. Working against them is the fact that even at their more moderate cost, Wildcat link teams tend to eat SWC; but Corregidor has many SWC-efficient units to help offset this. Some insightful user comments and suggested lists and teams: As far as the Haris option goes, there are split opinions. The original guide's author said the following: But here's a well-thought-out opposing view: (3.3) Mobile Brigada [seeking volunteers to provide a writeup, including some sample fireteams/lists!] (3.4) Jaguars ft. Senor Massacre [seeking volunteers to provide a writeup, including some sample fireteams/lists!] (3.5) Geckos [seeking volunteers to provide a writeup, including some sample fireteams/lists!] -------------------- Any suggestions, alterations, required edits or other improvements, please let me know. I still have to spell check this stuff. I also plan on inserting an image of each unit after the body of text is ported over.