Author's Note: I wrote this draft up at the start of 2018, then promptly shelved the project and forgot about it. It isn't complete, it isn't brief, and it isn't organized, but it's the accumulated opinions of 2 years of dedicated ITS play focused around getting the competitive best out of this Sectorial. I hope to continue to edit it in the next couple of weeks, filling out the unfinished/underdeveloped unit entries (primarily the REMS and the ORC) and getting it a bit more organized. I'll follow up with discussion on list composition, how to approach tactical quandaries, and how to apply these units to this season's ITS missions. Many thanks to @Vyo for all the hard work he/she has put into making the unit logos available to the community. If you see anything that looks wrong or have questions, feel free to post or PM me. I make a lot of errors. Happy hunting. -Michael/Barakiel The Shock Army of Acontecimento "The flexible way to play PanO." "Nomads with PanO Ballistic Skill" "Ariadna if they had tech" Shock Army, Acon, Acontecimento, ASA, SAA. The Shock Army of Acontecimento is the subject of many catch phrases and nicknames. With so many different monikers applied to it, perhaps it's only appropriate that the Sectorial itself is one of the most diverse and tactically versatile in the game. For me, transitioning from a couple of competitive seasons playing the beautiful but oh-so-rigid NeoTerra Capitaline Army, I was ready for a flexible force that surrendered some tech for speed, order efficiency and a broad range of appealing unit options. For players brand new to PanOceania, Acon offers a taste of PanO skill and tech while retaining the flexibility of many other factions. For players accustomed to Military Orders or NCA, playing Acon will remind you what you've been giving up by playing those Sectorials. Let's dive right in. Spoiler: Light Infantry Acontecimento Regulars The Regulars of Acontecimento are an iconic unit. One of the most unique light infantry units in the game, they possess a range of weapon and equipment loadouts that are almost wholely unique to the game of Infinity. Regulars can provide a multitude of valuable roles. As your primary Core link, they can provide tenacious defense with Sapper Snipers and mines, or aggressively attack the enemy with high-Burst Spitfires and Sensor. They can provide relatively cheap Regular Orders to help fuel your more expensive and powerful troops, or they can act as individual "cheerleaders" to provide helpful Orders. Regulars are also highly effective "link glue", able to provide link bonuses to highly skilled Bagh Mari or ORCs, supporting these elite troops. With the most recent update to Shock Army, the support role of Regulars is enhanced even more. Due to their ability to form link teams with more powerful Bagh Mari or ORC troopers, it's easy to field a handful or Regulars and supercharge the capability of stronger troopers via link bonuses. Combi: The humble Combi Rifle, while being the default profile, is nevertheless a great tool. A BS12 Combi Rifle on a 4-4 unit is a threat. When fueled by the link bonuses of a full 5-man fireteam, it's a potent threat. This guy in Suppressive Fire can contribute his order and hold a corner, or he can go on the attack as a strong mid and short-range combatant. I've taken down plenty of hostile heavy infantry by flanking them with an Acontecimento Regular. Don't expect miracles from them though; they still need to be well-used, and their lack of ARM and low Physicality means they can't tank or Dodge their way out of a tricky situation. Spitfire: The Acon Regulars utilize Spitfires, eschewing the Heavy Machine Guns assigned to most line troops for a closer-ranged weapon. For a mere 16 points and 1 SWC though, this is a very decent fire support piece. He can engage light opponents on his own, or make use of full 5-man link bonuses to aggressively attack as a very fearsome gunfighter. He won't master those truly long rangebands, but he can easily handle midfield fights. Pair this guy with a Sensor/Minelayer and a Specialist to form a very effective late game "sweeper" 3-man link team. This guy can crack a lot of relatively tough opponents through sheer weight of burst, supported by his minelaying squadmate for defense, as well as Sensor. Those two units are great for delivery a Specialist to an objective. FO: The Forward Observer profile is legendary for high cost; the .5 SWC attached to this profile means that players are typically very happy to pass over it in favor of other options. However, it does provide a Flash Pulse that's quite good by the standards of PanOceania Willpower, and gets even better when linked for 5-man bonuses. In mission that favor Forward Observers, such as The Grid, it may well be worth spending the points to put this guy on the table. If you have .5 SWC to spare and aren't using it anywhere else, the FO is a very cheap upgrade in terms of points, and brings very useful capability via Flash Pulse, Classified Objectives, etc. Sapper Sniper: Now we're talking. The Acontecimento Regular is one of a mere handful of Sapper profiles in the entire game, and her link bonuses make her the best at using that rule to full effect. With Sapper, the Regular gains the advantages of Partial Cover (even when not in base contact with a terrain piece) as well as Mimetism. When you combine these elements with the extreme long range of the MULTI Sniper Rifle, you get a unit that can create an ideal sniper nest practically anywhere on the table, allowing her to maximize the extreme rangebands where the sniper excels. You can deploy a Sapper Sniper in any of your table corners, knowing she can reach out to tag any enemy with +3 to her rangeband. To some degree, the Sapper Sniper is overshadowed now by the Bagh Mari Sniper, who brings constant Mimetism, Minelayer, MSV1, and some other minor stat bumps (such as Armor) for only 6 points more. However, the Sapper retains the unique ability to deploy that Foxhole, and the 4-4 MOV of the Regular allows it to redeploy more quickly than the slogging 4-2 Bagh Mari. Remember as well that you can change the location of your foxhole throughout the game. Need to redeploy? No problem, though digging a new foxhole will cost you an Order. Note though that you can prepare your foxholes before you engage a target. When a miniature changes silhouette size, such as a Silhouette 2 Sniper becoming a Silhouette 3 foxhole, the enemy doesn't gain an ARO as a result of her change in shape. This means that you can run up to a corner, still hiding from the enemy, then dig your Foxhole. With the change of silhouette size, you can use this to gain Line of Fire to your enemy, and they won't be able to hit you with an unopposed shot. From there, with Partial Cover and Mimetism, you can spend a fresh Order to engage your target. Note, of course, that this doesn't make the Regular invincible. Committing a unit to ARO, especially a unit that costs 22 points and 1.5 SWC, should be weighed carefully. Sapper Snipers are a very good reserve drop for this reason, since they let you get a very complete picture of your opponent's deployment so that you can maximize the Sapper Sniper's efficacy while minimizing the amount of threats you expose her too. Lastly, a note on MULTI Snipers themselves: They're a great platform for Double Action, and DA is 98% of the number of rounds you will fire. Some opponents are sticklers for declaring MULTI weapon ammunition types with every shot. As a result, I typically announce "my snipers will fire Double Action with every Order and every ARO this game, unless I mention otherwise." And although the MULTI Sniper is an oft-maligned weapon, being able to force a possible six Damage 15 saves on BS18 is stunning. Don't be afraid to maneuver your snipers for active-turn hunting. When linked, a MULTI Sniper is like a really long-range rifle that hits really, really hard. I typically field my Sapper Snipers in pairs, to give my link teams some redundancy in case I need to commit one to a risky defense. Similarly, if I do manage to gain ARO control of the table's lanes, being able to lock down multiple areas of the table with overlapping or complimentary fire lanes coming from two snipers is very strong. Hacker: Another unique loadout for the Acon Regulars. Most line troopers will take a mook with a Combi Rifle, plug a Hacking Device into his brain and send him off as an Infowar Specialist. The Acon Regulars do things in style, with a bigger toolbox of assets. For one, the Acon Hacker comes with a grenade launcher. Why? Well, why not. Note that I very often get more use out of the Grenade Launcher than I do out of the Hacking Device, because lobbing grenades anywhere within 16 inches on BS12 when fully linked is stunning. If an enemy sets up a tight defense, a few grenades lobbed in to break up Suppressive Fire, destroy mines, or degrade link bonuses is the perfect tool. And since Acon Regulars are AVA Total, you can take more than 5 of them, ensuring that you can still lob grenades with that 5-man bonus even if your team has taken a few casualties. When Acon Regulars are my linked troops, I very often field 7 of them so that I have some redundancy in case of mishap. As far as actually Hacking, the Regular Hacker has another helpful tool in the form of the Fast Panda. The Panda is a Repeater that Hackers can deploy within 8 inches of themselves. Wish you could Hack a target, but it's outside of your zone of control? No problem, send the Panda up the field to extend your range. Note that this is a great tool for more than just the Acon Hacker... Your Naga Killer Hackers really, really like having friendly Repeaters to work through as well. Note that although the Hacker is a hybrid choice, combining the role of line infantry grenadier and line infantry Hacker, she does get a discount for this combined role. Ordinarily a grenade launcher costs 1 SWCT, while a Hacking Device costs a further .5 SWC. The Acon Hacker only pays 1 for both items, and even gains the Fast Panda as well. Additionally, when you factor in her link bonuses, she becomes a very skilled tool for infowar. Bothered by those Yu Jing Heavy Infantry using Stealth to sneak past your Repeaters? No problem, 6th Sense Level 2 from your link team will ignore that Stealth and let her make her Immobilize attempts. She’s also one of just two possible sources of Supportware. So if you want your REMs running and gunning with Marksmanship, or your Heavy Infantry to benefit from Faerie Dust, she’s valuable for the role. So while she is not a 1-woman powerhouse, she's the perfect tool for letting you attack from a variety of different angles. Having this kind of versatile unit is great when games get tough, and your typical modes of attack just won't cut it. Mines/Sensor: This profile, all by itself, is a compelling reason to start Shock Army of Acontecimento and use it in a competitive setting. Antipersonnel mines are not only a great general tool, but they're an especially amazing tool for PanOceania players. One or two of these, with antipersonnel mines deployed to guard critical junctures before the game even begins, can be a critical asset for keeping your backline intact. Since Acon backlines are often jam-packed with Regulars, Bagh Mari, REMs, and plenty of other targets that don't respond well to shotguns or Chain Rifles, the humble Regular Minelayer may mean the difference between a full Order pool and a gutted, order-starved wreck of a battleplan. As if the mines weren't enough, Sensor is a great tool. Tired of dealing with Camo Spam? Either run your Regular into the midfield to Reveal huge swatches of table at once, or coordinate with Fugazi/Pathfinder to deploy Sniffers and really wage an effective war against hidden targets. Worried about that Camo unit that's poised to make a run at an objective? Hit them with a double whammy of multiple antipersonnel mines, then Sensor sweep them, then plant a sniffer nearby so that they can't Recamo to sneak past your AROs. And Sensor also provides you with Triangulated Fire, which can be a key problem-solver for many battlefield situations. Got your Tikbalang engaged in combat with a Daturazi? Use Triangulated Fire to strip off that pesky Close Combat threat without injuring your own unit. In the new support role of Regulars in mixed links, this profile remains highly valuable. Sensor and Mines are brilliant for supporting Bagh Mari and ORCs, though the Minelayer is less unique since the Bagh Mari sniper possesses that rule as well. Still, upgrading a standard Acon Regular to have Mines and Sensor for +4 points, .5 SWC is a great purchase. Paramedic: Perhaps not the flashiest unit out there, but it does provide Regulars with a low-cost Specialist who can push those key buttons and maybe even heal something once in a while. I tend to include one whenever I put Regulars on the table; you never know when you'll need them to interact with an objective, or make an emergency heal attempt. LT: Last but not least, the Regular is a 0 SWC Lieutenant with decent Willpower who can easily hide among a few other identically costed and equipped clones. An Acon Regular is my go-to Lieutenant of choice in Shock Army, because she's find hunkering in the back and she's easy to hide in a crowd. Unless you have a specific strategy in mind, I always reach for a Regular to lead my army. Drakios On loan from ALEPH, Drakios takes g:synchronized unit performance to a whole new level. A respectable ranged and close combat fighter with a bit of durability thanks to No Wound Incapacitation, Drakios brings two major tricks to the fray: his interaction with his bots, and Albedo. G:synch units provide you with a staggering range of options for close-range combat. A few examples of what Drakios can do: Initiate combat with an opponent, forcing them to either Shoot or Dodge. If the enemy shoots in response, they eat flamethrowers. If they Dodge the flamethrowers, their roll may get beaten my the Combi Rifle/Red Fury. Move the bots into base-to-base with an enemy. From here, you can choose between shooting, laying those flamethrower templates, or stunning the enemy with Electric Pulse so that Drakios can beat the target to death at his leisure. There is no good winning situation here. Detonate mines, Koalas or other deployable/perimeter weapons, allowing Drakios to hit vulnerable targets that previously thought they were safe. The Intuitive Attack from hell. Making 3 Discover attempts per Order against Camo targets. The bots make for superior defensive turrets. Hide them around corners and make the enemy work hard to advance into the midfield. Pair your defense with mines from a Naga, Tikbalang or Acon Regular to deter Camo troops from just sneaking past. Rush all of them into close combat. Drakios is only an indifferent melee combatant on his own, but with 2 bots in combat to support him, Martial Arts 2 plus the bonuses conferred by his bots joining him in melee gives him burst 3 at Damage 18. Not bad at all. Albedo, meanwhile, gives you a valuable tool against those pesky Multispectral Visor wearers. If you fight an opponent who relies heavily on MSV, keep Drakios as your reserve drop, then use his good speed and the solid range of the Red Fury to pick apart those Visor troops by conferring a -6 penalty. Be cautious if they're linked, because 6th Sense Level 2 will allow them to ignore the -6 penalty. However, 6th Sense won't allow them to stop Drakios from sneaking around as he pleases. If an opponent is relying heavily on Visor troops for defense, Drakios can cause supreme problems for them. If you’re debating between the different profiles, I think the Red Fury and max REMs are going to have the most impact. Drakios, individually, is a middle-of-the-road combatant. He’s not bad, but a BS12 Combi Rifle is hardly rare for a PanOceania Sectorial. The real bang comes from maximizing the use of double bots, either paired with the Combi Rifle for very very dense tables, or using the added range and Burst of the Red Fury to help Drakios muscle his way past ranged defense and gets his bots into close range. Scylla Scylla has a lot of the tools that Drakios has, thanks to her bots. However, her specialty is going to be Hacking. Don't be fooled by her Hacking stats, which are often viewed as "mediocre" by the standards of ALEPH players. As PanO players, we know that WIP13 can still get the job done. I find that superior Hacking is less about raw stats, and more about Hacking Coverage; can you impact your opponent's plan using as few Orders as possible? Can you frustrate your opponent anywhere on the table, thanks to Repeater presence? Order efficiency makes for a strong Hacking game, and Scylla's a genius at this. Scylla's role will be impacted a lot by the Device you choose to bring. The standard device has some use for Shock Army, but honestly there are much cheaper platforms available if you're looking for some support buffs. The standard device is quite versatile, but it sort of misses out on the specialty of her excellent Repeater coverage. The Assault Device has some great toys. If you manage to nullify an opponent's Killer Hackers, who are the natural predators of Assault devices, then this Scylla loadout can cause huge problems for any opponent who runs a lot of Hackable targets. By spreading out her bots, she can cover a huge swathe of the midfield and Immobilize/Isolate incoming threats seeking to engage your force or encroach on an objective. With AVA3 Fugazi as well, you can create a huge Repeater net that will rival Nomads in terms of Hacking coverage. The Killer Device: Now we're talking. The KHD provides one of the game's most decisive programs in the form of Upgrade: Maestro, letting you put down monsters like the Hac Tao Hacker in just one order. Additionally (or perhaps even primarily,) the KHD lets you impersonate Scylla as well as her Robots with the Cybermask program. Worried about being Hacked? Worried about antipersonnel mines? No problem. You can now move Scylla, her trusty boarding shotgun, and both of her flamethrower-wielding buddies into a better position from which to wreak havoc. The Surprise Shot here also helps her meager gunfighting skills be a bit more effective (note that Surprise Shot only affects Ballistic Skill attacks, so the bots receive no benefit from Surprise Shot.) Impersonation is a supreme offensive and defensive tool, providing Hackers with the best protection available by making them immune and Unhackable until they reveal themselves or are Discovered. Machinist Sometimes you need to solve the problem of broken REMs, broken TAGs, or Immobilization. If these seem like common occurrences in your games, then you want a Machinist and a palbot to keep your force operational. While the Machinist’s Willpower isn’t stellar, it’s actually not a significant drawback if you’re willing to throw a Command Token at repairing your REMs and TAGs; WIP12 with re-roll still has an 84% chance of success. Unlike most PanOceania Sectorials, Shock Army does have a few different sources of D-Charges. This makes the Machinist slightly less critical for the Sabotage Classified Objective, but still quite useful in that capacity. After all, Bagh Mari aren’t great at sprinting around to deliver their D-Charges with only 4-2 Movement, while not every list will want to field a Guarda de Assalto. If your list’s primary offensive tools are mechanical, or you run in a meta where E/M and Adhesive ammunition are common, bring a Machinist. As a deployment note, make sure you don’t use your Machinist’s positioning to telegraph the deployment location of a Tikbalang or Dragao you plan to hold in reserve. If your opponent spots a lot of missing points during Deployment, then sees a Machinist dropped next to a building that’s tall enough to hide a TAG’s silhouette, your opponent will have a good idea of what’s coming. Spread your Machinist and Palbot out to keep your opponent guessing. Note that Machinists have gained a couple of rules. They have a new profile that represents how they've integrated into Acon units, sporting Mimetism, Multiterrain, and the ability to join a Fireteam of Bagh Mari. I don't know how common Bagh Mari fireteams will be used, now that you can link Bagh Mari heavy weapons with the much cheaper Acon Regulars. However, this is a decent choice for a Bagh Mari Haris Team, which can help carry the Machinist into the midfield for missions where you absolutely need a midfield Engineer or D-Charges to accomplish an important task. At 18 points, this loadout is far from cheap, but it's quite a decent gunfighter with link bonuses, BS12 and Mimetism. If you do field a full Bagh Mari link, it's also a cheaper fireteam contributor than any of the Bagh Mari loadouts. Trauma-Doc What’s true for the Machinist is true for the Trauma-Doc, but perhaps even more applicable since healable infantry are going to appear in pretty much every Acontecimento list you field. She can be great for keeping your Bagh Mari or Acon Regular link teams patched up, especially for those SWC-wielding models that eat an unlucky ARO crit, or risk themselves trying to contest your opponent’s turn. Keep a Command Token handy for that re-roll, and don’t bunch your Trauma Doc too closely to your ARO pieces; nothing is worse than losing both a Sniper and a Doctor to the same enemy Rocket shot. Tech Bee In spite of her clothing, the Tech Bee is a pretty modest little purchase. A pure support accessory, she nevertheless can provide some useful tools for a list. For one, 5 points for a defensive Flashpulse isn’t a bad price. Second, she’s a cheap Specialist who can make suicide runs for nearby objectives, or hold a critical console while freeing up your more skilled troops for other roles. If you’re fond of repairing as well, the +1 WIP she provides isn’t bad. I do tend to reach for a Warcor first when it comes to using up leftover points, but the Tech Bee’s capability as a Specialist is very helpful when you need to push a lot of buttons, then commit her to holding them as a cheap Flash Pulse turret. She’s a nice piece to leave on defense unil Turn 3, then rush forward to push any buttons once your big guns have cleared the way. Spoiler: Medium Infantry Bagh-Mari The Tiger Hunters. These are an iconic Acontecimento unit, and frankly are one of my favorite units in all of PanOceania. They combine some brilliant weapon loadouts with a great set of base rules and abilities, and function very well as either individual troops providing fire support, or fearsome gunners in a mixed link team of Acon Regulars. As with all Medium Infantry, they combine great skills and equipment with slow Movement and a 1 Wound statline. The result is that Bagh Mari are happiest as a fire superiority piece, where they can project their threat with long-range weapons in the early turns while staying safely close to their Deployment Zone. They're incredibly vulnerable to Template Weapons, especially if they're all bunched together as a link team. There are a number of things you can do to boost their point defense and help them resist those kinds of dangers, but the last thing you want to do is march your Bagh Mari into the midfield early game, and watch them get counter-attached by Chain Rifles and anti-personnel mines. Bagh Mari receive a number of major changes in the current season of ITS. First and foremost, up to 2 Bagh Mari can now join a link team of Regulars. This is staggeringly powerful. Whereas a Bagh Mari HMG or Sniper needed to pay for 4 other fairly costly link members to enjoy full 5-man fireteam bonuses, this new option means you can use cheap Acon Regulars to supercharge some Bagh Mari heavy weapons. My individually favorite profile, without question, is the Heavy Machine Gun. When fully linked, this weapon is a monster of the battlefield. When you combine Mimetism with MSV1, the Bagh Mari is an incredibly stable and reliable firing platform against a variety of threats, and this is especially true on the HMG. The Bagh Mari is such a good wielder of long-range firepower that many opponents won't line up against you with ARO pieces, which means it's important to pair your Bagh Mari with fast, close-range flanking units like Nagas, Bulleteers, Guarda de Assalto or Montessa Knights to take advantage of pinning your opponents down. Whether fielding a full link, or a mixed link with Regulars, this is an ideal weapon of choice. That being said, two Bagh Mari HMGs cross-firing from your deployment zone is a solid foundation for fire superiority, though undoubtedly expensive in terms of SWC. Now, the Bagh Mari HMG might normally overshadow the MULTI Sniper loadout, except for one detail... The MULTI Sniper also includes mines, and even comes with Minelayer. This makes the Bagh Mari sniper a supreme defensive Specialist. When fully linked, with 6th Sense Level 2, she never hits on worse than a 12 against any threat in the game, across a variety of rangebands. That provides for a very accurate and stable firebase, especially using Mimetism, Cover, and the MSR's long range to challenge your opponent's ability to hit her in return. With the addition of linking with Acontecimento Regulars, the MULTI Sniper is a great weapon. The link bonuses make it very good as an offensive or defensive weapon. The mines themselves are a brilliant defensive asset. When paired with Nagas/Tikbalang/Regular Minelayers, you can create a very defensively-focused force whose backline is very hard to crack. This is doubly true when you also factor in the great ARO potential of the Bagh Mari, as well as the solid Flash Pulse of AVA3 Fugazi. If you do need to advance your Bagh Mari up the table, mines can either create a defensive network to protect your back as you move up, or can cover key corners and junctions where you expect enemy traffic to come through. This is an effective way to challenge your opponent's Camo units, or smoke-tossing warbands, since antipersonnel mines ignore both Camouflage and Smoke. As always, be careful when you commit such a strong piece to an ARO role. Don't line up across from skilled HMG wielders, unless you're confident you can outrange them and stack heavy modifiers in your favor. Similarly, while MSV1 is a great asset, it can't pierce through smoke, and is susceptible to White Noise. If either of those tools are on the table, an opponent will use them to bypass your Bagh Mari AROs and try to close the distance. As a result, rely on your midfield troops to help work in tandem with your Bagh Mari to help provide defense in a variety of ways. Outside of the heavy weapons, the basic Bagh Mari profile wields the light shotgun and Combi Rifle duo. While fairly pricy, this is a very versatile weapon loadout that provides a broad range of options if you need to advance your Bagh Mari up the table. Most of the Bagh Mari profiles utilize this weapon loadout, so it's likely you'll include at least one Combi/LSG loadout in your link or Haris team. This loadout is versatile, so use that versatility to maximum effect. Look for opportunities to flank or line up shotgun blasts, especially if you can use the shotgun to splash damage across an easy target (a deployable weapon, unconscious body, etc.) to hit hiding targets. And the Combi Rifle is a lethal weapon in the hand of PanOceania troops, very good at beating up light one-Wound targets or holding a corner with Suppressive Fire. There are plenty of circumstances where the HMG, MULTI Sniper or Boarding Shotgun aren't ideal for a given engagement, so use that Combi Rifle when called for. Assault Hacker: Medium Infantry Assault Hackers are tricky to use effectively. They have just 1 Wound, poor or nonexistent BTS, and they still pay for all the skills of their parent profile. Howeover, they're devastating if you manage to set up a Repeater Network for them to work through, while also removing hostile enemy Hackers. That being said, I wouldn't lightly recommend using this profile unless you have a very solid understanding of the role you want it to perform. Choices like Nagas, Scylla, etc. give Acon some very good Hacking options, so I tend to focus most of my effort there. Paramedic. Not particularly noteworthy, but definitely a decent cheap Specialist. If you're maneuvering as a link team, this guy can lead the team up the table while using his second short skill to pick up Unconscious troops with some direct healing or Medikit darts. I certainly count on this Paramedic in any healing capacity, but definitely a respectable inexpensive Specialist. Haris: Bagh Mari in a Haris fireteam are a great little self-contained module, able to fulfill several roles and very helpful for supporting a big fireteam of Acon Regulars. I do see the Bagh Mari fireteam as something of a trap... As a defensive link fueling a MULTI Sniper Rifle, you're missing out on the usefulness of 6th Sense Level 2 while also paying for short-ranged link members who aren't going to do much besides stand around. If you buy an HMG, you're paying a lot of extra points to simply get +1 Burst for your HMG, so you may as well field the HMG as a solo choice. There are some interesting thoughts for fielding a short-range team, able to go into the midfield and much around with combis and shotguns, but the slow speed of the team means they'll have a hard time flanking or aggressively pushing into areas where it's needed. That being said, it's still a very cool and thematic self-contained combat module that gives you a nice array of versatile Bagh Mari profiles. Boarding Shotgun: This is one of the more unique Bagh Mari offerings. First, it's the cheapest profile, and therefore automatically a good candidate for filling out a full link team. Second, Number 2 is a great ability for any team, helping you to preserve the team and keep it intact if your link leader gets killed. Third, boarding shotguns are a pretty rare thing in PanOceania, and these guys will make a hell of a mess if you manage to line them up against clustered or hardened targets. A linked Bagh Mari boarding shotgun within 8 inches of anything is a very potent threat. Fourth, PanOceania is also low on D-Charges, making this guy a decent (albeit very slow) source of anti-materiel if you need to apply some D-Charges. When I field a full Bagh Mari team, I'm often fielding two boarding shotgun loadouts to pad out the link, give me N2, and help stand at corners to keep scary threats at bay. An antipersonnel mine from the sniper, plus the linked shotgun, is a great way to hold a corner and protect your more vulnerable link members. Stephen Rao Rao combines all the basic function of a Bagh Mari member, with a couple of minor unique tweaks. He gives you the Assault Pistol instead of the light shotgun, which is nice if you really want to fish for crits, or split Burst against multiple targets at a critical moment. Mathematically, the two are actually pretty comparable if you're within 8 inches... The extra Burst (including gunfighting advantage, crit chance, extra wounds inflicted, etc) balances pretty evenly with the shotgun's +6 bonus and ability to ignore Partial Cover. Rao also brings WIP14, representing significantly above-average Willpower for PanOceania. That being said, I almost always bring an Acon Regular to actually serve as my Lieutenant, just because Rao is painfully obvious and usually very vulnerable when he's actually leading from the front. If you really want to use him as your Lieutenant, you can also pair with Kirpal Singh for some Chain of Command redundancy, though this is a wildly expensive option for relatively little gain. His best role is to serve as a 6th linkable body for a full Bagh Mari team, letting you reform to keep the 5-man bonus after one of your heavy weapons is killed. Thankfully he's very inexpensive for that role, and his Combi/Assault Pistol loadout are decent for support and general gunfighting. Rao has the ability to join any Fireteam in Acontecimento. I'm not sure how valuable this role is... In a mixed link, you're likely taking heavy weapons in order to maximize the firepower of your link, and Rao doesn't contribute much in that category. Theoretically he could duo with a Tikbalang, or join an ORC Haris team, though his slow speed means he'll weigh down the mobility of his accompanying units. Akalis Thematically, I love these guys. Elite Sikh commandos? A very cool and unique sub niche for Acontecimento. That being said, they don't seem to have captured the hearts or minds of a CB staffmember, because they're a fairly "Vanilla" Airborne Deployment unit with some slightly interesting bells and whistles. Their BS13 is decidedly elite, though their other stats (CC, MOV, PH, ARM, special rules) are fairly standard and unexceptional. Despite my lukewarm comments, I do think Akalis have a strong place even in competitive tournament lists. Why? Because bad Aiborne Deployment units is like bad pizza. Even when it's bad, it's still pretty good, and sometimes it just does things for you that no other meal (or trooper) can achieve. I divide Akalis into two categories: the light investment, and the major investment. The light investment includes either the boarding shotgun or the combi rifle. I don't believe one is necessarily better than the other, because they excel at different roles. The boarding shotgun is your tool for sneaking on a table edge, then blasting light opposition 1 on 1, splashing that template over clustered models in an enemy DZ, or tossing Armor Piercing slugs at the back of a TAG or Heavy Infantry who is facing the wrong way. It's a limited toolbox, and Burst 2 isn't always reliable, but it can punch far above its weight. The Combi Rifle is nice because it's a good way to hunt scattered targets of opportunity. If your opponent has a lot of light troops sitting in the midfield, the extra range and Burst of the Combi Rifle makes it a more reliable weapon for focusing fire on that light opposition. Similarly, if you're desperate, splitting Burst among multiple opponents can reverse the direct of an entire game. It can't handle hordes or punch through armor like the shotgun can, but it's a more reliable and versatile workhorse if your targets aren't conveniently lining up for your shotgun blast. A note on the E/Mitter: If you managed to sneak into the back arc of some truly big game, or you're committed to that one-in-20 chance at halting a rampaging Heavy Infantry HMG in their tracks, then the E/Mitter is a nice cheap tool to have. Against most of the targets an Akalis is cut out to handle (1-Wound opponents who are looking the wrong way) the E/Mitter doesn't bring much to the table. However, it's amazing when you can pop a TAG in the back, or bring the Akalis in as a defensive roadblock in Turn 3. It isn't a bad tool, but it's circumstantial, and a nice way to top up a list if you have 2 points to spare over a regular Combi wielder. With those base profiles in mind, let's discuss the big investments. The Spitfire: If you like AD units, and you like making a mess with them, then the Spitfire's your go-to weapon. This is the weapon that makes your opponent cringe when he realizes you've slipped it onto the table behind his best troops. That being said, it's an expensive purchase, and it doesn't change the fact that the Akalis is a really vulnerable platform to invest that much SWC into. Canny opponents will also recognize the SWC hole that's missing from the table, and expect an AD unit wielding a big gun to show up somewhere. You can use this psychological tool to your advantage though. It's also worth mentioning that a boarding shotgun or combi Akalis who fails their PH roll to jump and has to walk in on your deployment zone isn't very helpful, and is probably out of the game. The Spitfire variant, however, still has the Burst and the range to continue to be a big threat. He can slog up the table, using his high BS to continue to affect the game, which partially offsets the risk associated with trying to drop low PH Akalis into enemy territory. The Akalis Hacker is oft-maligned, but actually not a bad choice. The important thing to remember is that strong Infinity Hacking doesn't come from raw Stats... It comes from having the greatest impact on the game using the fewest Orders. With that in mind, the Akalis Hacker is quite good in that role. If you can get him within range of a key REM, TAG, Heavy Infantry, etc. then he can be a terrible nightmare for that target. As with any Assault Hacker, watch out for enemy Devices (especially Killer Devices) that can remove your 28 point Akalis in 1 or 2 Orders. If you manage to save the Akalis for late game though, he can be the perfect roadblock for stopping the critical counter-attack that your opponent was planning. Remember too, you can always walk the Akalis in someplace safe, then use a Fugazi or other Repeater REM to let him hack those enemy targets. You don't have to bring the Hacker in deep into enemy territory... You can always walk him in someplace that's safe and well protected by your own units, then use his Assault Device to full effect. In this way, Airborne Deployment isn't wasted at all... It allows you to preserve your Akalis Hacker from dangerous threats, and keep it as a surprise until the critical moment in the game. Don't forget too that he's still a BS13 Combi Rifle as well... Even if there's nothing for him to hack, put him to use as a gunfighter to disrupt and delay your opponent's ability to effectively fight you. Kirpal Singh Ah, Singh. Singh is PanOceania's only access to Chain of Command, and it's a fitting addition for this proud and capable warrior. Unfortunately, he has to be on the table when your LT is killed for his Chain of Command to come into effect, which is completely at odds with his role as reserve Airborne Deployment. So instead, I like to regard him as a very multi-faceted and capable AD choice that can shoot, fight in close combat, or serve as a Specialist with his Chain of Command ability. If you have your heart set on an aggressive Lieutenant choice, like a Knight of Montessa, then he can support that role. However, since you can buy 4 Regular Orders for the same cost as Kirpal Singh, investing in him just to be able to use an LT Order may not be the best choice. As far as combat goes, Singh is strong and quite unique. For one, he's the only Akalis who actually has the CC stats and Martial Arts ability to really put his cool E/M Close Combat Weapon to use. While shooting the target is often easier and quicker than going for Close Combat, the Stealth he gets from Martial Arts does let him sneak around in the backfield to position the perfect shot, and also sneak in Close Combat with TAGs or Heavy Infantry without tipping them off that he's coming to get them. Most of the time though, you'll be happy blazing away with that Combi or Assault Pistol, tearing up light opposition. Teucer Teucer’s an interesting one. On loan from ALEPH, he brings a few interesting components to Acontecimento. His main asset is unique tech: his various profiles are the only source of Multspectral Visor Level 2, Explosive Ammunition, or K1 in the entire Sectorial. If you believe any of those rules are critical to the functioning of your gameplan, then Teucer is your one stop for getting access to them. Teucer’s primary role is a straightforward one. He uses his good Ballistic Skill and modest durability to snipe fromm range, inflicting high-probability hits on his targets in either the Active or Reactive turn. Because of No Wound Incapacitation, he can shrug off an unlucky hit, or take some risks as an ARO piece to lock down sections of the table and inhibit the movement of opponents hiding in Smoke. Just be careful of Shock… A basic Sniper Rifle, MULTI HMG, or other accurate long-range Shock platform will make quick work of him. He’s also quite good for challenging smoke-tossing opponents, since that high probability “smoke Dodge” has no effect unless your opponent is packing Eclipse Grenades. One challenge of using Teucer in Acon is that he has no access to friendly smoke grenades himself, so can’t use the valuable “smoke trick” unless you’re participating in a Soldiers of Fortune event with access to Mercenaries. Even so, the combination of bringing MSV2 Teucer and Smoke-wielding Mercenaries is going to cost you a whopping 3 SWC. In a Sectorial as SWC-hungry as Acontecimento, this may be a combination better left at home. Teucer’s other profiles still provide firepower, but they do so in a Sectorial that already has access to some top-notch snipers. None of them have the durability of Teucer, but they’re still bringing tricks like Mimetism, and both the Bagh Mari and Regular Sniper cost far less than Teucer does. However, if you want a powerful solo piece to act as hard-hitting firebase, Teucer can get the job done. A note on on K1 versus Fuerbach: the K1 does bring superior rangebands, at the cost of being far, far less effective against the overwhelming majority of targets you’re likely to face. The Feurbach is still fairly accurate outside of 32 inches as well, thanks to an extended 0 band, which pretty much makes the Feurbach the optimal weapon for all situations. If you do use Teucer, keep him protected with a Minelayer to help watch his back and provide close range support. The last thing you want is for your expensive high-tech sniper to get beat up in close combat by a rushing Warband unit, or have someone drop an antipersonnel mine around the corner on him. Spoiler: Heavy Infantry The Knights of Montessa ...Sure have undergone some massive changes recently. The days of the Montessa as a Mech Deploy, midfield badass have been changed. The Montessa remains an exceptionally unique Heavy Infantry choice, because now it rides a bike, representing the fastest Heavy Infantry unit in the game, and one of PanOceania's most unique profiles available. A few things to note about how bikes work: A unit on a bike can still use Stealth. This makes the Montessa very effective for bypassing Hacking networks, Jammers, and other common area-denial tools that don't rely on Line of Sight. The Montessa is Impetuous, not Extremely Impetuous. So you can choose to use the free Impetuous Order if you so choose, but you're not obligated to do so. This gives the Montessa a great deal of control overs its speed. Bikes, of course, cannot claim Partial Cover. Impetuous models, similarly, cannot claim Partial Cover. With these rules in mind, let's look at what the Montessa offers. First, the Acontecimento Montessa gives us three loadouts: The MULTI Rifle, the boarding shotgun, and the boarding shotgun/paramedic. All three versions possess a Chain Colt, a Double Action CCW, and very respectable close combat stats and Martial Arts. So regardless of which profile you use, you can always utilize either a Direct Template Weapon or Close Combat as a viable option. This is fantastic versatility. In many situations, getting the Montessa within short range, and then confronting them with the triple threat of Ballistic Skill attack, template-to-the-face, or a MOV into CC will keep them guessing and off-balance. Use the bikes Movement to help engineer these favorable engagements: a backline of fragile REMs, or low PH line-troopers, may be highly vulnerable to a Chain Colt shot, or to closing the distance for a follow-up Order to fight in CC. The MULTI Rifle is a strong, fairly versatile tool. The high-Burst and modest range are good for protecting the Montessa from incoming fire, and makes the Montessa a very good flanker even against tough Targets, due to the advantages of Shock and AP ammunition. The Montessa can commit to defense if necessary with Suppressive Fire as well, and the combination of Stealth and quick movement give a good likelihood that the bike can sneak into enemy rear arcs to score unopposed rear-arc shots. The boarding shotgun is fantastic though, because it comes with a Specialist option, cheaper cost, and also maximizes the bike's MOV to line up dangerous "splashes" for the shotgun template. Since the Montessa can't benefit from Partial Cover anyway, there's no reason to hug cover when using the shotgun; simply zoom to the position that lets you maximize the damage done by the shotgun blast, while also negating your opponent's Partial Cover as well. With no Cover, and at only Burst 2, there's no strong guarantee that the Montessa will even win the face-to-face roll against its primary target, so you really want to be splashing multiple targets with the template to help justify initiating a risky engagement. The shotgun profile is at its best when its going after weaker prey; bikes make gunfighters very vulnerable, so you want to be hitting multiple targets whenever possible to increase the likelihood of doing useful damage. In addition to actually fighting things, the Montessa is a mission scorer. Many missions put value on applying anti-materiel, and the Montessa can do this with its Double Action attacks. Missions like Looting & Sabotage or The Grid are much easier to achieve thanks to that DA Close Combat Weapon. In an ideal role, the Montessa will wait for an ideal opportunity to do the most damage. It's not particularly expensive, so it can afford to bide its time until you can open up a lane with your long-range gunfighters. Coordinate the Montessa's attacks with mines or Hacking, freezing enemies in place with templates or Immobilize results so that they're more vulnerable to the Montessa's attacks. No enemy wants to be confronted with a Naga mine detonating on them the moment that they react to a Montessa screaming around the corner. If you value Close Combat, the Guarda's Eclipse Smoke and the Montessa's sword are really the only game in town for arranging these kinds of trades. This shouldn't be a staple tactic due to the number of Orders involved, but if you do field a Guarda de Assalto, it can do a lot to help the effectiveness of your Montessa at short range. Lastly, the Montessa Paramedic is a strong late-game button pusher. When your Nagas are dead, your Order pool is low and there's still work to do, the Montessa has the speed and durability to reach consoles that few other units can reach. Being able to ride full-tilt through an enemy Mine or Crazy Koala can be critically useful when a game is on the line. Many of us will miss the role provided by the old Montessa, but there's no question that the new Montessa provides Shock Army with some strong, never-before-seen tactical options. Guarda de Assalto The Guarda is a rare unit in Infinity. Combining an elite statline and solid close-range weaponry with a unique g:synchronized Auxbot to provide support, the Guarda actually has the highest Burst-per-order of any individual unit in Infinity. Unlike the PanOceania’s other ultra-elite “guard” units, the Swiss Guard and the Aquila Guard, the Guarda de Assalto has a specific and deliberate emphasis on mid and short range combat. The Spitfire is a great tool for its medium range and the added Burst, though the SWC cost is high enough to make the Guarda the focal point of your SWC expenditure. Many players are more comfortable with the MULTI Rifle, which costs 0 SWC and also provides a flexible range of hard-punching ammunition that can hunt a variety of targets. Additionally, the Guarda also brings a heavy flamethrower to the situation. Template weapons of that nature are very rare for PanOceania units, and this allows the Guarda to threaten grouped opponents, hard-to-hit threats like ODD and TO Camo Threats, as well as being able to access Intuitive Attack, a direct template AROs, and other “toolbox” combat options that aren’t available to troops without template weapons. The real asset of the Guarda, of course, is its Auxbot. The light shotgun application is easy; while the Guarda hugs cover or manuevers for maximum template coverage, the Auxbot can maneuver within optimal shotgun range (getting within 8 inches is important due to that low Ballistic Skill) and that blast targets to ignore their Partial Cover and get maximum coverage with that shotgun template. If the enemy targets the Auxbot, it suffers unopposed weapon fire from the Guarda. If the enemy responds to the Guarda, it takes unopposed shots from the Auxbot. Use these two in tandem to create very, very difficult tactical choices from your opponent. And don’t underestimate the damage potential of the Auxbot either… Ignoring Partial Cover is significant, even against high-Armored targets. Additionally, the Auxbot is PanOceania’s only source of Smoke. Obviously, this makes Acontecimento the only PanO Sectorial to have Smoke access, helping to contribute to Acon’s reputation as being the most strategically flexible PanO force. Note that the Smoke, though it is Eclipse ammunition and therefore unaffected by Multispectral Visors, does come on a platform with very poor Ballistic Skill. The result is that you may need to spend multiple Orders to deploy that smoke consistently. With that in mind, use the long range of the smoke launcher to try and think a few turns ahead. Is there an Order where the Guarda is firing at a distant target, but the Auxbot isn’t in effective range with its light shotgun? Consider using that Order to deploy Smoke instead, firing at a different section of the table. Is the Guarda moving close to a corner, but needs a fresh order to swing around the corner and fire at the enemy? Spend that unused Short Skill to deploy smoke for an allied unit, helping them to manuever once the Guarda clears the way. When you have a unit with mediocre skills, such as a low WIP Specialist, look for any convenient opportunity you can to make your dice attempts while also fulfilling another purpose. This will be far more efficient than spending 2 or 3 Orders to only attempt laying smoke, wasting the Guarda’s combat ability and watching with frustration as your Auxbot misses smoke shots. The uses of Smoke probably need no introduction; it’s one of the game’s best abilities, especially for maneuvering to interact with an objective, or letting your close-range troops get into effective range of the enemy. Use your Eclipse Smoke to let the Guarda advance, while also sealing off section of the table for your Specialist and support troops to grab objectives, heal/repair wounded troops, lay antipersonnel mines, set up Suppressive Fire, or perform other useful roles that you don’t want the enemy to see. Note too that the Auxbot is a great tool to sacrifice to keep your Guarda in the fight. If the situation is critical, run your Auxbot through enemy minefields, or to deliberately trigger Crazy Koalas or Mad Traps, to allow your Guarda to advance and defeat a critical threat. Similarly, the Auxbot is great for ARO support. Hide your Guarda around a corner, leaving the Auxbot further out to Discover or Shoot incoming threats before they can attack your Guarda directly. You can also use the Auxbot to blanket the Guarda in smoke while the Guarda defends itself with a flamethrower or Suppressive Fire, potentially cutting off enemy Line of Fire to the Guarda and stopping the enemy from engaging it with Ballistic Skill weapons. Note that this can be a double-edged sword, since you don’t want enemy melee combatants or Hackers sneaking up on your Guarda once its trapped in its own smoke field, but this can be a very valuable defensive tool for protecting your Guarda. On the topic of utility, not that the Guarda now comes standard with D-Charges. While the Guarda is not a close combat Specialist by any means, there are some fun opportunities where D-Charges can be exploited. Certain missions call for anti-materiel ammunition, such as Looting & Sabotage or The Grid. In these situations, the ability of the Guarda to attempt a fairly reliable D-Charge attack can be critical. It also makes for a very easy Classified Objective in Sabotage, since the Guarda will probably be advancing aggressively through the midfield anyway and it’s pretty easy for him to stop off and demo a building to score some easy points. You can also run the Auxbot into close combat to give the Guarda Burst 2 in close combat; still not advisable under most circumstances, but a handy rule interaction to keep in mind if you find you need to get work done up close. Note too that the Auxbot opens up a few different close combat interactions. While the Guarda shoots, you can run the Auxbot into base-to-base contact with an enemy threat. This can potentially lead to unopposed attacks; if the enemy fires, you can use the Auxbot’s Electric Pulse to freely Immobilize the enemy. If the enemy attacks the Auxbot in Close Combat, you can fire unopposed with the Guarda. Note that this is risky of course, since it probably results in exposing either the Bot or the Guarda to hits. However, if you use this to neutralize a critical enemy threat, it can be well worth it. Electric Pulse is a hugely powerful ability if you manage to land it on an opponent. In conclusion, be cautious with the Guarda: note that the Guarda’s high tech toys make it very, very vulnerable to both Hacking and E/M. Because the Guarda’s ARM and BTS is signicantly lighter than other “elite” PanOceania Heavy Infantry, even basic threats like Combi Rifles or Chain Rifles will pose a serious threat. Don’t expect him to weather enemy firepower in the same way some of his more well-protected brethren. This is also true with Hacking; with no Stealth, and with very mediocre BTS, the Guarda and his Auxbot can’t navigate areas of the table controlled by hostile Hackers/Repeaters. I highly suggest pairing the Guarda with Nagas and/or Akalis, to help remove forward threats and open attack lanes for the Guarda. The Naga can also lay mines to give the Guarda safe areas of the table to retreat to after a fight, and use its Killer Hacking Device to help knock out enemy Hackers and deter enemy Repeater nets. ORC ORCs occupy an interesting niche in PanOceania, and for Acontecimento in particular. First and foremost, they’re the only linkable Heavy Infantry available to the Sectorial. With Duo, Haris, and mixed link capability, there are a lot of ways for ORCs to participate in fireteams. As such, they can be fielded in a team to give you a toolbox of multiple loadouts, or you can take an individual ORC to provide some durability and firepower to your Acon force. The most notable thing about ORCs is that they have very good Ballistic Skill, and that’s about it. They’re specifically built as a “Vanilla” option, bringing good BS, the durability of Heavy Infantry, and not much else. However, when used with Regulars to provide max link bonuses on the cheap, they become very fearsome in a gunfight. While they cost more than Bagh Mari, their durability and 4-4 MOV means they're better at aggressive attack than Bagh Mari are. Their BS14 also represents a significant upgrade over the BS12 of Bagh Mari. ORCs benefited tremendously from the recent changes for Shock Army. Whereas ORCs felt a bit like the odd man out in terms of meshing well with the rest of the force, you can now embed an ORC in a fireteam of Acontecimento Regulars. Regulars lack a high-Burst, long-range weapon... But you can change that dynamic entirely thanks to the ORC HMG. The ORC offers a nice alternative to the Bagh Mari as well. Despite being quite a bit costlier than the Bagh Mari, an ORC preserves that rapid 4-4 MOV value for quick attack, and obviously has twice the Wounds and twice the Armor of a Bagh Mari. Acontecimento Regulars are a good flexible platform for an ORC heavy weapon, with the HMG able to crack open defense and sweep long lanes, before the Regulars use Mines, Sensor, Spitfire to get work done at short and medium range. I consider this change to be one of the strong advantages of the new Shock Army. Spoiler: Skirmishers Naga Not enough can be said about how amazing these are. They basically have all the tools that are ordinarily rare for PanOceania players: ordinary Camo, high Willpower, Dogged, multiple Hacking Devices, antipersonnel mines… I honestly can’t imagine a list where I’m not taking 2 of these as an Acontecimento player. Every one of their profiles can play a critical role as well. The standard Naga, while being costlier than the min/maxed stat lines of many midfield infiltrators, is still a very well optimized statline. Good BS, PH and WIP are all helpful for the role of midfield skirmisher/button pusher, and the standard loadout of combi rifle and antipersonnel mines mean that the Naga can easily outfight light opposition, set traps, and secure areas. Camouflage, of course, is the Naga’s defining rule. Camouflage is, bar none, one of the game’s most powerful rules in terms of allowing freedom of movement, as well as possessing huge defensive and offensive applications. The added bonuses of Stealth and Surprise Shot are amazing. More on that below. Note that the Naga also possesses Dogged. While you never want to throw your Nagas away (they’re far too precious a resource to use frivolously,) you can make sure that they sell their lives very dearly in both offensive and defensive applications. Running amok with a boarding shotgun? Committing your Killer Device to taking down that enemy Hacking Lieutenant? Fighting hard with Suppressive Fire to defend a key objective? Dogged will let your Naga stick in the fight just a little longer to accomplish whatever mission you’ve assigned them. This also allows you to deny their Unconscious body to your opponent as well, thereby denying them an easy platform for scoring Coup de Grace, Data Scan, or other Classified Objectives that can be scored from Unconscious bodies. Note though that you don’t always want to trigger Dogged… Sometimes it’s worth it to just let your Naga fall Unconscious, thereby allowing you to Doctor them in future turns. And while all Nagas share the same general strengths, their specific roles will vary based on the loadouts you choose: Mono Mines: If you don’t need your Nagas to act as Specialists, then this is a fantastic tool. Monofilament mines are one of the game’s most rare pieces of equipment, and with good reason; they destroy anything they touch with one failed save. If your opponent has a TAG or a Heavy Infantry link team, monofilament mines will reduce them to bloody pasty in an instant. Hunt aggressively with them by maneuvering your Naga close to your intended target, drop the mine around the corner, then initiate a gunfight either with the Naga or with a heavy-hitter. The enemy will be in the very uncomfortable position of returning fire and taking the mine’s auto-hit, or Dodging and simply hoping they can endure the mine blast and incoming shots, or stand there doing nothing at all to avoid triggering the mine. Any of those solutions is bad for your opponent. Note too that opponents are accustomed to seeing Nagas acting as Specialists, so they won’t be sure of the threat of Monomines until you reveal your Naga for the first time. Use that to keep your opponent guessing. The Killer Hacker: This is the most popular loadout for Nagas, and for good reason too. Not only can the Naga “authorize” the use of Remotes in your list without costing you any SWC, but WIP14, Infiltrate and Camouflage make the Naga a very well optimized Hacker. Sneak the Naga KHD (or a Repeater) into range of enemy Hackers, and go to work on them with Redrum to confer a -6 penalty to your opponents WIP roll if they attempt to Hack you in defense. Since Acontecimento features many Hackable troops, the Naga is a critical choice for taking down enemy Hackers and allowing your high-tech troops to maneuver without difficulty. Don’t forget that both the Camouflage state and Stealth makes you immune to Hacking AROs, as long as you do nothing to “break” your Camo or Stealth and indicate your presence to the enemy. With null BTS though, the Naga is vulnerable to bad Hacking matchups, so be careful about leaving your Hacker exposed. Camouflage, once again, is a strong asset here so always take the time to recamo your Naga if you expect the enemy to come after you. Assault Hacker: Many of the strengths of the KHD will also apply to the Assault profile; the Naga is a great Hacker, able to sneak into position and use high WIP to interfere with enemy troops. The Assault Device, of course, is a very different tool than the Killer Device. Use the Assault Device to immobilize, Isolate, and otherwise interfere with your opponents’s ability to maneuver high-tech troops. It’s immensely vulnerable to Killer Hackers, and is also costlier than the KHD, meaning this option is often overlooked. However, with a good Repeater net and the proper support, the AHD can be a strong roadblock. Minelayer: Nagas come standard with mines, but not all profiles let you deploy a mine on the table before the game even begins. In conjunction with Bagh Mari Snipers and/or Acontecimento Minelayer Regulars, you can strew the table with mines for a huge defensive bulwark against aggressive enemies. This profile is fantastic if you need a defensive roadblock. Perhaps even more interestingly, the Naga Minelayer is the only Naga profile that comes with a boarding shotgun. If your opponent leaves a gap in their lines, or an open path to a particularly valuable or clumped assortment of targets, this profile can end games with its short-range lethality. If you’re playing a mission where Specialists aren’t critical, give this profile some consideration. The boarding shotgun is also great on defense as well; with the combination of mines and a shotgun, the Naga can use its Dogged to hold a corner to the death if you really need to stop enemies sneaking past a critical juncture. Naga Sniper: In a Sectorial full of great Snipers, this profile is often overlooked. However, that doesn’t stop it from being quite good in this role. Camouflage is just a generally excellent rule for any gunfighter, especially a low-Burst gunfighter who is relying heavily on manipulating mods and rangebands to gain an advantage over opponents. Dogged is great in a defensive capacity, letting the Naga fight to to the last to contest a lane. And while many players believe Infiltration has no place on a long-range unit, just imagine your opponents surprise when your midfield pieces performs a great cross-table shot, or fires backwards into your table side to protect a key objective or your opponent from assaulting your deployment zone. Infiltration helps ensure your Naga Sniper can pick the best vantage point on the table. Spoiler: TAGs Dragao At first glance, the Dragao has much in common with the "standard" mainline battle TAG. These staples include ARM8, BTS6, the highest Ballistic Skill available in faction, and a heavy flamethrower as a secondary weapon system. Where the Dragao stands apart is that it trades in the typical MULTI HMG for the Hyper Rapid Magnetic Cannon. This is one of Infinity's most rare weapon systems, and with good reason: Burst 5 with Armor Piercing Ammunition on such a mobile, durable, dangerous platform represents serious firepower. The uses for the Dragao are pretty simple: fire superiority. Use the TAGs mobility to maneuver and find vulnerable targets, then use that firepoer to eradicate the target. The TAG's durability allows you to take chances or go after hardened defensive targets that would make 1-Wound infantry nervous. Note that while the HRMC is optimized for medium and long range firepower, it's still dangerous at short range. Most opponents you flank are still hit on 12s, and you can force the difficult decision of shooting to contest the HRMC or Dodging to avoid the Flamethrower. In addition to the advantages of the Dragao itself, Acon is very effective at supporting TAG play. Need a defensive backstop to protect your TAG's back? Need a source of cheap, linkable, high AVA troops to provide Order fuel? How about Sensor, for Discovering those pesky Camo opponents? How about antipersonnel mines to help keep melee Specialists or Camo Hackers away from your TAG? Acon Regulars meet all of those criteria. Add in Nagas for more mines and a supporting Killer Hacker, or a bevy of awesome Repeater sources to keep enemy Hackers away, and Acon can meet all those needs. Tikbalang The Tikbalang is one of Infinity's most unique TAGs. Part of the Stingray Series, the Tikbalang qualifies as a "light TAG", with lower ARM and a smaller silhouette than standard TAGs. In addition, it gives up the MULTI HMG that's a standard hallmark of most TAGs. However, those reductions don't alter the Tik's competitive efficacy. The Tikbalang gains Mimetism, and we all know that visual modifiers are among the game's best rules for an aggressive gunfighting piece. The Tikbalang also gains Climbing Plus, giving it unparalleled mobility. More on this later. Lastly, the Tikbalang comes with Antipersonnel mines, which are also one of the game's most flexible offensive and defensive tools. When you combine the factors of Mimetism, Climbing Plus and mines, the Tik is capable of offensive and defensive tricks that are entirely unique. Need to crush an opponent's Order pool? No problem. Save the Tik as your reserve drop to keep your opponent guessing, then scramble onto high buildings or hang from catwalks in order to let the Tik draw Line of Fire to targets that previously thought themselves safe. Worried that the Tik is too tall cross a gap? Scramble onto the side of a building and then use Climbing Plus to run along the side of the building, effectively hiding your silhouette. Mimetism is not only a strong active turn piece, but a Tik committed to Suppressive Fire is a nightmare to dislodge. Blast away at effective BS12, conferring an effecive -9 on your opponents, and watch them try to deal with your solid ARM and multiple Structure points. Similarly, just like with the Dragao, the Tik is still effective even in the HMG's bad range band. Flank your target with superior mobility, then force them to choose between eating HMG shots or a heavy flamethrower attack. Make the decision more complex by dropping a mine around the corner before you jump out, forcing your opponent to contend with that shrapnel blast. The mines in general are a good point defense option, whether the Tik is actively attacking, or trying to protect itself from enemy retaliation. For keeping the Tik alive, use that Climbing Plus to reach areas that Camo threats, close combat warbands, and other TAG Killers will all struggle to reach. Drop some mines as you retreat to safety to help deter an aggressive attacker, or to deter smoke-tossers from maneuvering close to your Tik. Spoiler: Remotes Crabbot WIP Fugazi At first glance, the Fugazi doesn't look like much. After all, it doesn't even have a real gun. That being said though, I take three Fugazi in virtually all of my Acon lists. Why? For 8 points, you get a highly effective force multiplier. First and foremost, 8 points is the cheapest Order that Acon can access. For a Sectorial with so many high-cost units, Fugazi are key for high Order pools. Second, Mimetism and Flash Pulse makes for a very solid ARO or even active turn piece if necessary. If a game is hard fought, Fugazi can be a Turn 3 defensive or can help to blind a key enemy overwatch unit. Since units affected by Flash ammunition cannot interact with objectives, blinding an enemy Specialist in the last turn of the game is just as valuable as killing them. This means that the Fugazi is a very real threat to an opponent's game plan. If you really want to maximize this defensive potential, pair with an EVO Hacker and use Overclock to give Burst 2 AROs to each of your Fugazi. The last valuable role for Fugazi is providing Repeater coverage. With 6-6 MOV and AVA3, you can cover your Deployment Zone with Repeaters and rapidly rush them up the field to control chokepoints or camp near hostile Hackers. While Acon's Hackers may not have the most impressive WIP, the thing that makes for effective Hacking is the ability to impact the enemy using as few Orders as possible. The Repeaters on Fugazi are a key component for this strategy. In addition, Fugazi play a valuable role against Camouflage opponents. Fighting a Camo heavy opponent? Spend a few Orders deploying Sniffers in the midfield, and have your Pathfinder use a Sensor Sweep to reveal all Camouflage and TO Camouflage units. Not only can you expose huge swathes of the table this way, but you can also prevent opponents from Recamoing as long as they're in the Zone of Control of a Sniffer. Besides running an Aquila, this is by far the most reliable method for exposing Camo Troops, and it's arguably more Order efficient as well. So while buying multiple boxes of Dronbots may seem like a boring investment, there's no doubt that Fugazi are cash and points well spent since they can find a home in any list. Pathfinder A good litmus test for gauging the experience of an Infinity player is asking about the Pathfinder. Is it good? What does it have to offer? In my role, the Pathfinder is indispensable. I've made efforts to maintain a lack of bias in my writing, but Pathfinders are truly worth every point of their cost. The benefits they bring to PanOceania are staggering. To elaborate: A 6-4 MOV Specialist. Is the Pathfinder vulnerable? Yes. However, it doesn't matter how vulnerable a unit is when all of the opposition is dead and all you need to do is push the remaining buttons. Use your superior PanOceanian firepower to blow your enemy away, clearing lanes and sweeping away opposition, then send in the quick 6-4 Pathfinder to ping-pong between objectives. That quick MOV value and the decent WIP make the Pathfinder a great specialist. In addition to that quick objective grabbing prowess, let's look at Sensor. the Order efficiency provided by the Sensor rule is nigh-critical to the Order efficiency of any list, especially against Camouflage-heavy opponents like Ariadna. Conventionally, to Discover a Camo marker hiding around a corner, you need to do several things: 1) Advance a miniature up to the terrain piece. 2) March around the terrain piece to establish Line of Fire. 3) Attempt a Discover role (possibly passing, possibly failing.) 4) Suffer the penalties of exposing a model to a hostile Camo token you didn't know the identify of (is it a mine? Is it a hacker? Is it a model with a Boarding Shotgun or flamethrower waiting to blow you away at close range?) With Sensor, you can offset the Order expenditure and much of the risk of the previous 4 steps. In fact, the only thing you need to do is Step 1. Run your Pathfinder up to the terrain piece, keep it safely between you and the offending Camo Token, and then Sensor Sweep. Bingo, with a simple +6 to WIP roll (and no negative Modifiers) you reveal all Camo Tokens and Hidden Deployment units within 8 inches. This is huge. Not only have you saved Orders, but you've limited what your opponent can do to harm you. Is that Camo Token an antipersonnel mine? Fantastic, you've avoided walking into harm's way. A Hacker? Great, the Pathfinder also has a Repeater, so now your Naga Killer Hacker is set to melt the brain of that hostile target. Pathfinders, perhaps with Fugazi support (detailed later) can turn an opponent's mystical hidden army of Camo Tokens completely on its head with a few Sensor Sweeps. Now all of this is great if your opponent has Camo Tokens hanging out within easy reach, but what about those shady bastards like Intruders who might be tucked back in an opponent's DZ, surveying the battlefield with their beady eyes? Sensor also lets you discover single targets at range, with a +6 modifier. Note that this form of Discover, unlike the Sensor Sweep, does NOT ignore Modifiers. However, this still means the odds of Discovering are in your favor against most targets. As long as your target is within 32 inches (the 0 band for Discover,) you will be +6 for Discover, -3 for Camo, -3 for Cover... Leaving your Pathfinder back where it started at WIP13. Use the Pathfinder for those long-range Discovers, then engage with prejudice using a more powerful gunfighter or even the Pathfinder's own Triangulated Fire. On the topic of Triangulated Fire: This is a great ability, though not always easy to use. By using a long skill, the Pathfinder can fire at -3. This may not seem that appealing, until you realize the Pathfinder will only EVER be -3. This includes negative modifiers for range, Cover, TO, ODD, Suppressive Fire, or anything else you can think of. This makes the Pathfinder a very good Reserve drop during Deployment if you expect some tricky Camo defensive overwatch ploys by your opponent. The Pathfinder can Discover and Triangulated Fire with a couple of quick orders, with decent chances of taking down whatever long-range roadblock your opponent has put in front of you. Worried about your opponent Revealing and scrapping your Pathfinder? No problem. You've now revealed your opponent, achieving the goal you set out to do. Repair the Pathfinder with a nearby Machinist, re-rolling failures as necessary using Command Tokens, and your Pathfinder is back in the game. The last unique asset of Sensor actually combines with the ability to Forward Observer, granting a feature called Sat Lock. Sat Lock is one of the most underused rules in the game, but can be incredibly potent with a little support. Sat Lock lets can be declared on units or Camo Tokens, Revealing them and also conferring the Targeted trait with a WIP -6 roll. Bulleteer Bulleteers are legendary. There's no reason to hide my love for this unit, because they are arguably the best platforms for the Spitfire or Boarding Shotgun in the game in terms of gunfighting lethality, mobility and sheer point efficiency. This is a combat REM choice that is unique to PanOceania, and is the envy of other factions. If you're not fielding them in your list, there should probably be a fantastic reason why not. Note that Bulleteers have Repeaters. So not only are you zipping around the table with a 6-4 unit, stacking lopsided gunfights in your favor, but you can even provide your Bulleteers with Supportware without having to physically move your Hacker within range. Wherever your Bulleteer is, your Hackers can reach and buff them. In addition, one of the main weaknesses of Bulleteers (hostile Hackers) can be mitigated. If a Hacker pops their head up to Immobilize or otherwise mess with the Bulleteer, you can have your Naga Killer Hacker waiting to melt their brain. Similarly, if you're fighting a Hacking-vulnerable opponent and you need to control a bottleneck with your Swiss Assault Hacker, the Bulleteer has the speed and the prowess to fight its way up the table and control that bottleneck. That being said of course, Bulleteers are as cheap as they are for a reason. REMs come with a lot of built-in drawbacks. Direct Template Weapons like the humble Chain Rifle are the absolute death of Bulleteers, so be cautious where you leave the Bulleteer if you want it to survive. Antipersonnel Mines, of course, fall into a similar category. Bulleteers also come with short range weapons, so avoid those long firelanes where a canny opponent can outrange your REM and stack modifiers. Visors are another obvious threat. Fortunately though, it's rare that a Bulleteer will be completely killed off in a single hostile order, so consider supporting your Bulleteers with a Machinist if you think the Orders necessary to repair will be worth having your Bulleteer back. Note that Bulleteers also make effective defensive units. As long as you can keep them safe from templates or Hackers, they do well in ARO when supported by Support Hacking. The Spitfire with Marksmanship Level 2 in Suppressive Fire is very difficult to beast face-to-face, while the shotgun with Burst 2 parked in a tight corner will make any opponent nervous. Peacemaker A highly iconic unit, the Peacemaker is a valuable staple for anyone looking to play Acon as a true aggressive Shock Army. The Peacemaker is also a valuable Turn 1 defensive staple. While the Peacemaker lacks the Bulleteer’s sheer stat-modifying ability, it specializes at forcing the opponent to make difficult choices. For one, you’re starting a Ballistic Skill 12 Heavy Shotgun or Spitfire up to 24 inches up the table, which is always useful. It’s the Auxbot that really defines the Peacemaker. While the enemy is contesting the rapid, aggressive movement of a decent gunfighter, the Auxbot is forcing them to take Damage 14 fire hits. Fire against the Peacemaker, and they’re eating fire unopposed. Fire at the Auxbot, and they heat shotgun or Spitfire rounds unopposed. If the enemy Dodges to defend against both threats, there’s zero danger to your Peacemaker and you can press the attack until you succeed. The applications of a Peacemaker in support of the rest of an Acon list are many. For one, the Peacemaker’s a valuable babysitter for both Nagas and Montessas. Both of those units are key investments for any Acon list, but deploying halfway up the table can be dangerous since you’re putting yourself in proximity to the enemy. The Peacemaker’s Auxbot can help provide that critical deterrent though, watching a corner or guarding a rooftop to keep the enemy away from your more valuable aggressive units. If you combine the Peacemaker with EVO support (remember, you need an onboard Repeater, which the Peacemaker certainly has) you can start the game with both a Burst 2 Flamethrower and a Burst 2 Heavy Shotgun defending key junctures of the midfield. For Acon lists geared towards a strong Infiltrating/Mech Deploy presence, this is a powerful way to hold your ground in the center of the table, especially if you’ve skipped buying the Naga Minelayer in favor of other options. Besides simply defending, the Peacemaker works very well on the attack in tandem with other aggressive units. Once you’ve weathered the enemy attack, switch your Support Programs over to Marksmanship Level 2, then get to work applying Shock Ammo in the enemy’s table half. Use a Magh Mari HMG or Montessa Spitfire to swat aside enemy overwatch units, then go crazy in the enemy Deployment Zone. Need to reach a critical objective that’s strewn with mines and enemies in Suppressive Fire? Send the Auxbot in to trip the mines and flamethrow the defenders, making life easier for your Nagas. Peacemakers also work very well with Akalis too, with the Akalis walking on to create openings for the Peacemakers, and vice versa. Remember that you can use the Peacemaker’s Repeater for more than turning it into a murder machine. If an enemy Hacker is giving you problems, get the Peacemaker nearby and then apply some Redrum from your Naga Killer Hacker. With the advantages of the Auxbot as well, you can make this move very aggressively. A smart opponent will try to Blackout your Peacemaker as soon as it moves within range, shutting down its Repeater and stopping you from following up with a Hacking Program. But if you maneuver aggressively with the Auxbot and threaten them with a Flamethrower blast as well, you may bait them into Dodging. Either way, it goes back to the Core of the Peacemaker’s role: forcing your opponent to make difficult decisions. A note on the shotgun versus the Spitfire: both have very different roles, with the shotgun being more disposable and (obviously) focused on close-quarter engagements, both offensive and defensive. The Spitfire makes the Peacemaker a bit less useful at close quarters, but allows it to be a more versatile, self-contained threat. If you’re not using the Peacemaker in tandem with other units, especially in low unit count or smaller games where your enemy will have fewer models on the table, then that’s when the Spitfire really starts to shine. Use your first Order to give it Marksmanship, and then you’ll be rampaging through the opponent’s table half with a Burst 4 monster. Suppressive Fire also becomes an option when using the Spitfire, as well as being able to engage effectively from outside the 8 inch “zone of death” where practically every enemy can hit you back at the +3 rangeband. Both loadouts are well worth experimenting with. Clipper Acon can play an effective guided missile game, though admittedly this is a pretty uncommon approach. Still, with AVA3 Fugazi, Scylla’s entourage of Repeater bots, Forward Observing Nagas and plenty of Assault Hackers, there are lots of circumstances for applying Spotlight or getting an enemy into the Targeted state. If you’re determined to give this a try, there are many ways to approach this. The simplest and most direct is to sneak into favorable rangebands with your Naga Forward Observer, succeed at a roll, and then call down the thunder. Nagas are the ideal choice here since they can enough negative visual modifiers to keep themselves safe from return fire until the enemy is hammered into oblivion. However, Pathfinders can also achieve the role, as can the oft-maligned but still very decent Regular Forward Observer. The prevailing wisdom here though is that, if you’re going to take the Orders and run the risk of Forward Observing a target, you might as well just shoot it instead. One incidental challenge of including a Clipper is that, whenever one is on the table, you’re telegraphing to your opponent that you intend to use it. This means that your opponent will constantly be on the lookout for your Forward Observing or Spotlight attempts, and seek to avoid them. By contrast, if you rely on something like a Montessa or Regular light grenade launcher to make the most of the targeted state, your opponent may not see it coming. If you maneuver Assault Device Scylla into Hacking range of an enemy Heavy Infantry, your opponent doesn’t know what’s coming. Are you going to Immobilize? Isolate? Spotlight? Leaving the opponent guessing your true intent is a good way to keep the enemy flustered, off-balance, and expending concentration on variables they’re unaware of. The missile bot detracts from that plan quite a bit by making it obvious to your opponent what your intentions will be. With that in mind, my favorite way to use the Clipper is via Satlock. Granted, the point cost of a Pathfinder, an EVO Hacker and a Clipper is pretty steep, but you can do some amazing things with it. Set up a strong Sniffer net with your AVA3 Fugazi, and suddenly the Pathfinder becomes a Sensor sweeping, Sat Locking badass that will deter any opponent from ending their turn too closely to one of your Sniffers. Enemy Camo units will be afraid to mass up or congregate anywhere close to Sniffers, because they know a Sat Lock and missile bombardment will follow if they attempt it. Use this setup to deny critical areas to your opponent. Is there an obvious rooftop where your opponent is massing for his next attack? An overwatch area defending a key objective? A critical chokepoint leading to an important area of the table? Get a Sniffer there, and let your high-tech PanO options do the work for you. Sierra Everyone’s familiar with Total Reaction units. Worst case scenario, they force your opponent to expend a few Orders to knock them out. Best case scenario, they’re undisputed robotic overlords of the battlefield that gun down all opposition with impunity. They’re flexible on attack and defense, and their point cost is pretty modest. In Acon, all of this still holds true. Most players bypass the Sierra in order to blagh more thematic units, like the Bagh-Mari HMG, which require less support to get the most out of. The truth remains though that the Sierra is always going to be useful, especially if you’re already including a Machinist and Supportware-capable Hacker in your force. As with all ARO Specialists: The longer you keep them in reserve (i.e. not in danger), the more effective they become. Projecting their power on Turn 2 or Turn 3, when your opponent is battered and has fewer units that can threaten them, is when they really excel. Whenever you use an ARO unit, always try to minimize the angles from which an enemy can attack, focusing instead on aggressively controling a very small segment of the table. For example, if you put your Sierra on the game’s highest rooftop, then it can be seen from everywhere and engaged from everywhere. The goal with all AROs is to force your enemy to expend many Orders maneuvering to challenge you, so that even if your ARO fails, you’ve still taxed the opponent multiple Orders for the exchange. Best case is that your opponent spends multiple Orders to manuever, and still loses the face-to-face roll, resulting in many Orders lost for no gain. Keep a palbot handy for quick repairs. Don’t keep the palbot so close that the enemy can wipe them all out with a rocket or missile blast, but certainly stay within 2-3 Orders. One advantage of parking palbots slightly further away from your intended repair target is that the enemy may not feel pressured to finish the Unconscious REM off, if they don’t think it’s likely you’ll immediately repair it. In situations like this, a little misdirection (i.e. deploy your palbot on the ground, keep the Sierra on the roof, and let your opponent forget how easy it is to navigate with 6-4 MOV.) Remember with the Sierra that it has no Repeater, so you’ll need to keep your Support Hacker (or a Repeater-equipped REM) close by to let you apply that useful Marksmanship Level 2.