Infinity/N3 Tactics/Spiral Corps

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Unit Overview and Tactics for Spiral Corps

Why play Spiral Corps?

The Tohaa are the masters of bio engineering, and now have a merc corp that gives them alternate tricks up their sleeve and human minions help. Spiral Corps represents the Triumvirate forces that are trying to manipulate the Human Sphere from behind the scenes. Violently. While twirling 90's cartoon villain mustaches.

Alternatively, Play Spiral Corps if you love fireteams. Fireteam: Triads allows the Tohaa to mix and match different troopers in a single small 3-man team, and now you can toss in more traditional fireteams as well for even more ability. The Tohaa are very mobile and they have a very wide selection of troopers and alien auxiliary to field. And now, one fireteam can have a Tri-Core, which bumps a Fireteam:Triad up to 5-man link bonuses.

Alternatively alternatively, pick it up as a sectorial to pretend you actually have a Sygmaa army until Corvus Belli gives us more CA-aligned Tohaa.

Faction Features

Special Skills

Symbiont Armor: Symbiont Armor is a living piece of armor that gives the bearer an extra profile "layer" and wound. Wounds have to go through the Symbiont Active profile before getting to the Inactive profile. This counts as having multiple wounds, therefore, Shock and Viral will not insta-kill them. In addition, Unconscious troopers possessing Symbiont Armor receive a +3 to Physique tests when testing for Regeneration, Medikit, or Automedkit checks. Symbiont Armor is highly sensitive against Fire ammunition. Failing a single ARM roll will completely kill the Active Profile. Active Profiles cannot be repaired.

  • Be sure to pay attention to the differences in both Active and Inactive profiles.

Fireteam: Triad: Tohaa can form small 3-man fireteams, and there is no limit on how many Triads you can take. Additionally, Triads can consist any unit just as long as they have the Fireteam: Triads rule. This allows the Tohaa to mix units in a team.

StratosCloud:

Weapons and Equipment

Viral Ammunition: Being master bio engineers, the Tohaa have a lot of Viral weapons including Sniper Rifles, Combi Rifles, and CCWs.

Phermonic Ammunition: This ammo wounds against BTS and puts the target into the Targeted state whether or not the target passes his BTS Roll. This also counts as a successful Forward Observer attack!

Corahtar Discipline: During deployment, the user of this skill can assign Symbiomates or Symbiobombs to other troopers or themselves as long as they meet the requirements.

  • Symbiomates: Up to 1 'mate can be assigned to any trooper with Symbiont Armor. The first time a trooper takes a hit, they gain Arm/BTS 9 and Total Immunity. Beware Flash Pulses that will cheaply strip your powerful ability.
  • Symbiobombs: Up to 1 'bomb can be assigned to any trooper with Symbiont Armor. By spending the 'bomb, the trooper can make a Pheroware attack.

Pheroware Tactics: Pheroware is the Tohaa version of Hacking. Has unique skills, and only works against troops with wounds.

Nullifiers: Often overlooked. However, Nullifiers can be very handy tools. Once deployed, Troopers in ZoC of a Nullfier cannot use Hacking, Technical Weapon, Comms Attack, or even Sepsitor. However, troopers, weapons, and even equipment cannot be the target of Hacking, Technical Weapon, Comms Attack, or even Sepsitor. This even means Tohaa troopers in a Nullifier's influence, can deny enemy hacking, Forward Observe, Flash Pulse, Jammer, etc etc. This can even potentially deny your opponent some Classified Objectives which is very vital in ITS missions like Highly Classified.

Unit Overview

Light Infantry

Brawlers:

Chaksa Axuilliars: Chaksa Auxiliars are very useful tools. The 10pt baggage Chaksa are great order filler, and even comes with Sensor and HFT. There is a Chaksa with a 360 Visor, HMG, and Neurocinetics as the Tohaa version of a TR Remote. The last option gives the Chaksa Auxiliar a Smart HRL.

  • The FTO option gives a cheap defensive link to a Taagma in holoprojector state, or a cheap boost to a Taagma Viral Sniper.

Chaksa Longarms: A potentially fantastic unit pulled down by its cost and BS11, without the ability to Triad. Avoid the temptation to put one in as an ARO unit.

Chaksa Servants: 3-point brainless automata that fill the role of everyone else's helper bots. They're S2, but they can go prone. Good trade-off overall.

Cube Jäger: Your only AD troop, and limited to Airborne Infiltration. Can be a decent headhunter, and the E/Mitter can be nice if you're able to catch someone out of position, but it's otherwise distinctly lacking compared to other AD troops in other factions.

  • The main power of an AD troop is being able to hold them off the board and change the dynamic of a fight mid-game. Your only other tool for that is the Calipsos.

Draal Saboteurs:

Greif Operators: Note: it's Grei f Operators, like "Griffin". Inferior infiltration has a combi-rifle and 2 breaker pistols. Drop it outside your opponent's deployment zone (in a hard-to-get-to) as a threat. Even consider using it as a turn-2 haymaker, after your opponent has moved out and started going for objectives. Remember that it can't go back into impersonation state, so revealing it is an important decision.

Hatail Aelis Keesan: Aelis Keesan is Tohaa's Dire Foe character based on the Kamael profile. She's a very pricey trooper, but she brings quite a lot to table. She has Regeneration (which gives Shock Immunity), Fireteam: Triad, and Sensor (which allows Triangulated Fire). She is a Killer Hacker making her a, ITS Specialist, and there are 2 options. Both options include D-Charges, Nanopulser, and Flash Pulse (at WIP14), but she gets to choose between either a Viral Combi Rifle or K1 Combi Rifle. Both K1 and Viral are good, but Viral tends to be scarier. Aelis is a toolbox trooper who brings a lot to her Triad.

  • Triad: In a Triad Fireteam, she can fulfill multiple roles as a specialist trooper and a short ranged gunfighter. She's pricey, but brings a lot to the team, but make sure she's accompanied by tougher troopers.

Helot Militia: Still great as a cheap bog-pit unit. Unless you're freaked out by their looks or their lack of a model (for now), there's no reason to avoid taking them. Remember their Neurocinetics.

Kaauri Sentinels:

Kaeltar Specialists:

Kerail Preceptors:

Kiiutan Imposters: Symbiont Armor-equipped Inferior Infiltrators. Essentially 2-wounds that can risk deploying in your opponent's deployment zone, or assuredly infiltrate right outside their DZ. If you're feeling more risky you can leave them outside their Imp-2 state and instead give them a Symbiomate as a stronger attack piece. They have close-range weapons (which is fine given their deployment skill) and can surprise-shot once if you want to shed their marker state and stealth. 0.5 SWC to add an E/Mauler might be a bit steep, but if you regularly face heavy infantry, REMs, and/or TAGs it's a shiny option.

Kosuil Assault Pioneers:

Kriigel Agents: Gives access to white noise (mirrorball) and isolation against models with wounds, that both act like hacking attacks. Picks between LGL, smoke launcher, and a Pherobooster.

  • Pherobooster: a weapon that grants the 'targeted' state if it hits. It's a relatively efficient way to distribute targeted across the opponent's team. Consider pairing it to the Chaksa Smart Heavy Rocket Launcher for the entertainment value.

Kumotail Bioengineers: Kumotail have both Doctor and Engineer skills and with D-Charges, they are excellent ITS specialists.

  • Triad: In the Triad team, Kumotails need to depend on the other 2 team members to get it to the objective. Kumotails costs 22pts which is fairly expensive considering she doesn't have Symbiont Armor, and is a soft target.
  • Chaksa Servants: Chaksa Servants are the G:Servants for the Kumotail. Unfortunately, the Kumotail cannot be in a Triad if she has a Servant.

Monstruckers:

Reex Escorts:

Rasail Boarding Team:

Taagma Scheemers: A potent shell-game unit. Holoprojector 1 limits how long they can remain in their shell state, but their other tools make up for this limitation. At 16pts, the base Taagma is better than a base brawler for the same cost; but your AVA is limited.

  • Tri-Core: An automatic skill that bumps your triad up to a 5-man. It's on a squishy platform, but has some powerful bonuses and keeps your triad in a compact foot-print. Attach it to your lead triad, since you can only have 1
  • Fireteams: Taagmas can slot in all over the army. They add solid firepower, good skills, and surprise to any package you want to put together. If you don't need to reveal it on a given order, hold off to keep your opponent guessing as to where exactly your Taagmas are.
  • Viral Sniper: Powerful as both an ARO platform and as an attack piece, but squishier than other options in the army. Shock immunity helps (so keep a chaksa servant around), but bad luck can take it off the board relatively easily.
  • Fake Chaksa Link: An obvious triad choice is to bury an LT Taagma in a Chaksa link... a less obvious choice is to triad all 3 of your Taagmas in a Chaksa holoprojector state. If you bury them correctly and make them annoying enough to leave alone, you can then roll out with 3 Taagma in a tri-core boosted triad to make your opponent's life annoying.

Tohaa Diplomatic Delegates: The Tohaa Diplomatic Delegate is an irregular 5pt Special Operative. She's got very little in offensive power (Nanopulser, Pistol, Flash Pulse), but she's super dirt cheap and a Specialist. The Irregular doesn't necessarily hurt the order pool because of how order efficient the army can be. Not bad at all.

Warcor: 3 point flashpulse and irregular order. You'd think it would be a war crime to take these guys considering how often they die heroically taking pictures of the battlefield.

Wardrivers, Mercenary Hackers:

Medium Infantry

Armand Le Muet, Freelance Killer: Armand is very expensive, but gets you an expert sniper with ODD and 2 Wounds. Thanks to Symbiont Armor, he can even benefit from Symbiomates and/or Symbiobombs.

Heavy Infantry

Kiel-Saan Covert Assault Unit:

Neema Sataar:

TAG

Anaconda: It's a TAG. So, if you absolutely need one to score a couple extra points... I guess you can take this one? There's not a whole lot going for it though compared to your other options in this price bracket.

  • Conceptually, you could Duo it with a Brawler engineer or a Taagma WHD, or any other brawler/taagma combo you can think of. But, compared to the other Triad choices and Brawler core, there's just not a lot to make this stand out as a great choice. It's not even that it's sub-optimal for ITS play, so you shouldn't take it; it's just a lackluster, not-so-stompy robot that isn't all that fluffy for the force.

REM

NONE

Skirmishers

Clipsos Infiltrators: A relative bargain for a T/O camo infiltrating combi-rifle, and your only choice for an infiltrating specialist. Also has a boarding shotgun profile, and a Sniper rifle (note: NOT a MULTI weapon) profile.

  • Nimbus Plus Grenades: an interesting option that adds an unmodifiable -6 and Suppression Zone for a turn.
  • Nullifier: shut down enemy hackers, or protect your HVT from hacking classifieds. Pretty situational, but it comes with a Boarding Shotgun which is pretty useful.

Igao Unit: Your infiltrating, camouflaged, CC-focused, anti-skirmisher tool. No specialist profile, so know going in that its a hunter and not a universal tool.

Warband

NONE

General Army Overview

General Tactics

  • Spiral Corps is an army about striking swiftly, and as brutally as possible right at the start. It lacks many of the options (like off-board powerhouses, and multiple-use skills) that other factions use to maintain board presence throughout a game. You're going to find that you wear out your tricks by the end of turn 2 unless you've done an excellent job protecting vital late-game profiles. Consider keeping something of a strategic reserve on the board whose sole job is to stay fresh until turn 3.
  • Consider playing as a 'beta strike' army: huddle up and hide your important pieces as things that will scare off your opponent from pushing too hard right at the start. Leave some impersonators hiding in places ready to exploit over-commits, have a Calipsos hiding somewhere, and threaten to roll out quickly if they don't eliminate your major threats.
    • This could struggle against armies that can strike quickly across the board (Other Spiral Corps, Invincible Army, Ariadna, etc..), but you'll be rewarded for judging your opponent's tactics.