Infinity/N3 Tactics/Jurisdictional Command of Corregidor

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The unit overview and tactica for Nomad Jurisdictional Command of Corregidor sectorial (Try saying that ten times fast).

[Afro-Mexican music starts playing]


Why play Corregidor[edit]

Nomads are the most popular faction and Corregidor is its most popular sectoral, so they must be doing something right. And that thing is “everything”.

Being the “muscle” of Nomad Nation, Corregidor is the closest to a generalist army: overall good stats, access to most human equipment, ability to play both tricky and brute force lists and loads of varied specialists for ITS scenarios. The price is giving up on some of the fancier Bakunin and Tunguska stuff, like HD+ or Observance units.

Corregidor is “easy” without being too simple. It is also the only faction with catgirls.

Faction features[edit]

Toolbox units[edit]

What is quickly apparent as soon as you get a good grasp of the rules is that nearly every Corregidor unit can perform multiple roles, sometimes at once. Often times a specialist is also a good area denial unit or a hunter-killer, so it’s hard to find yourself without a backup plan if something goes wrong. There’s also not as many big center-piece units or obvious Rambos: even the Intruder is kind of squishy when cornered and will often need backup.

Special Skills[edit]

Courage: Quite a few Corregidor units have access to Courage, letting you forget about rolling Guts.

Fireteam: Haris With Human Sphere N3 Corregidor gained access to this special skill, namely on Wildcats and Jaguars (via Señor Massacre). This means a bit more Order efficiency for a lot of order-hungry units.

Engineer: The most common specialist profile in Corregidor. Allows for a Remote or TAG centered list without worrying about getting them back up.

Weapons and Equipment[edit]

Light armour: Corregidor is decidedly Light and Medium Infantry focused. Their units are usually somewhat tough, but single wound, so Shock and Viral ammo hurts. There’s only one Heavy Infantry unit available (and a very basic one at that) and the TAGs are on the lighter side.

Adhesive Launchers: While Corregidor does not have fancy Nomad hackers, they have good access to the next best thing: Adhesive Launchers. Of the six Nomad units with ADHL, five are Corregidor, two of which are AD and two with Camo. Basically if you can’t hack or destroy it, glue it. And then walk in front the immobilized TAG to shoot down enemy Engineers.

Underslung Light Flamethrower: Nomad units favour Rifle + Light Flamethrower over Rifle + Light Shotgun combo. Good for reacting to enemy that gets too close or for Intuitive Fire. Position your dudes accordingly, since you can't flame over your own troops.

Units[edit]

Light Infantry[edit]

Usually the backbone and Order supply, Line Infantry is here to watch the backs of your MI, allow AD troops to move and sometimes push for objectives.

  • Alguaciles: Basic Nomad Line Infantry. Fireteam: Core, usual assortment of long range weapons and basic specialist profiles. WIP 13 makes them decent Forward Observers and Hackers; a lone Alguacil Hacker is not unheard of. Also one of your most likely Lieutenants, despite the 1 SWC cost. This is also your only non-Intruder Sniper option.
    • Alguacil Vortex Lupe Balboa: With Dogged, Mimetism and Smoke Grenades, Lupe can push solo or provide cover for other units, but can also allow an Alguacil Core to act more aggressively. 23 pts for a Specialist Operative with all that weaponry is not a bad deal.
  • Bakunin Clockmakers: With as many Engineers in the faction, the Clockmaker has some tough competition. So he trades skills like AD or armour for WIP 15. For a backline Engineer, taken for actual fixing rather than catching objectives, this is not a bad deal.
  • Daktari, Campaign Doctors A non-linkable Alguacil with Doctor skill. WIP 13 is decent, 14 pts is not much. Is also an African, foul-mouthed catgirl if you buy her solo. Get her a Zondbot and keep close to backline infantry.
  • Tomcats, Emergency and Rescue Special Team: This is where things start getting interesting. Airborne Infiltration, Climbing Plus and Combi Rifles + Light Flamethrowers base, makes a good sweeper unit. DEP and Mines profiles for mid-field assist, but the most interesting profiles are the Doctor and Engineer. A Tomcat an quickly get to where he’s needed, be it healing, repairing or grabbing objectives. Another perk is ability to take Zondcats, basically letting your specialist to be in two places at once without having to footslog from Deployment Zone. Tomcats are often game winners in ITS scenarios.
    • Carlota Kowalsky, Tomcat Sergeant: A buffed up Tomcat Engineer, Carlota brings an ADHL to the table. Just like regular Tomcat engi, can take a Zondcat. If you have spare points, it’s worth upgrading a regular Tomcat Engineer to her.
  • Valerya Gromoz, Mercenary Hacker: An inexpensive WIP 14 multipurpose Hacker. Comes with a Pitcher. Since you don’t have access to Interventors or Custodiers, worth considering. At most tasks an Alguacil will be enough though.
  • WarCor: 3 pts Irregular Flash Pulse ARO piece with 360 visor. Not very useful, but if you have 3 spare points and all your Doctors and Engineers already have G: Servants, why not.
  • Vortex Spec-Ops: If your meta allows for one, you have a choice of an Alguacil or a Moderator. You’ll probably be taking an Alguacil and give him a heavy weapon, to get one SWC free into your link. Can also work as a cheaper than a Daktari Doctor or an Engineer-Hacker combo, but a MULTI Sniper, Spitfire or HMG at no SWC cost is just too good to not take. Especially in a faction with Tomcats for objective grabbing purposes.

Medium Infantry[edit]

Accept no substitutes

Unlike most factions, Corregidor Medium Infantry is designed to be aggressive. Those guys will be slow, but powerful, with access to as much heavy weaponry as SWC allows.

  • Hellcats: ARM 2, BTS 3, Courage and Superior Combat Jump. Can be taken as a short, medium or even long range killer (HMG on an AD unit? Yow!) or a Tomcat with more deployment options. PH 12 with Supportware makes it easier for them to not scatter, and if they do, and it’s a Spitfire or HMG profile, landing in your Deployment Zone is not as bad. Even though they have AVA 5, you should not be taking more than 2, as they can be order hungry.
  • Intruders, Corregidor Assault Commandos: The Big Bad Unit, the one people will call auto-include. First off: BS 13, ARM 3, Camo and MSV2. Second: can take an MSR or an HMG (not that any of his other profiles are worth your time). Third: Jaguars give you cheap smoke. Intruder can easily snipe off enemy killer units and ARO pieces from a distance and safety of smoke screen and Camo lets you abuse Surprise Shot. Unfortunately his only Lieutenant option only comes with Combi + Light Flamethrower and MSV2 units shut him down hard. One wound means it’s easy to lose him to a Djanbazan sniper or a similar unit.
  • Wildcats, Polyvalent Tactical Unit: They are nearly useless in vanilla Nomads, but super strong in Corregidor. The reason is simple: Fireteam: Core and Haris. A lone Wildcat is an overpriced cheerleader, but linked they become an inexpensive yet tough unit, often able to outshoot solo big units. Taking both a Spitfire and an HRL is very SWC heavy, but not entirely a bad idea; since Wildcats are slow, having a longer range weapon in the mix to shoot down some ARO pieces before you get in Spitfire range is a valid tactic. Can also include an Engineer or a Hacker, for emergency Specialist purposes. And yes, they’re heroes, not zeroes.


Heavy Infantry[edit]

  • Mobile Brigada: Your only Heavy Infantry option. Fireteam: Core means you can go for a very top-heavy list with them, but a solo ML or HMG Brigada is not a bad option either. Courage is an important perk, since Heavy Infantry is likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower. What really sets Brigada apart is the Hacker profile: who doesn’t like an HI that can Fairy Dust itself? In short, Mobile Brigada is what PanOceanian ORC Troops will always want to be.

Tactical Armoured Gear[edit]

Corregidor gets only light TAG options:

  • Gecko Squadron: Geckos are to Corregidor what Taskmasters and Kriza Boracs are to Bakunin and Tunguska. Less of a TAG and more of an oversized HI, Geckos are small AMR 5 lizards with medium range weapons. 50 pts for a STR 3 unit is a steal. Fireteam: Duo was originally written with Geckos in mind, and unique to the Corregidor sectorial, Geckos can also form a Duo with Mobile Brigada. Both loadouts come with a Chain Colt and are also capable of taking a MK12 + Blitzen or Twin Combi Rifles + Panzerfaust. The latter loadout seems like a waste until you remember that TAG-sized weapons gain Fatality L1 in ITS rules making the TCRs DMG 14 and Burst 4, effectively turning both guns into a single short-ranged Spitfire. Dedicated anti-TAG units will make short work of them and they can't reliably hold their own against heavier TAGs, but they are a great fire support unit that can also press buttons and score points if you dismount the pilot. Their smaller silhouette lets them find cover easier than larger TAGs, and if you suspect you'll run up against lots of heavy armour, consider a Salyut to backup this squad as you will burn through their disposable weapons pretty fast - alternatively, consider a Duo with a Missile Launcher-toting Mobile Brigada if you have enough SWC. TLDR: Treat Geckos as you would a Taskmaster or Kriza Borac, and it will serve you well.
    • The pilot has 2 Assault Pistols, Specialist Operative and WIP13, making him quite dangerous in short range and a decent specialist.
  • Iguana Squadron: Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around its own Hacker support.
    • The Operator, unlike most TAG pilots, is not a Specialist Operative but does come with a HMG.

Remotes[edit]

Nomads are known for their Remotes, partially due to their fancy Hackers. Although you lose on some of those in Corregidor, the drones themselves remain very useful.

  • Zond Remotes: Standard issue S3 Remotes, but with Climbing Plus.
    • Reaktion: The HMG Total Reaction Remote. A good ARO piece and cheerleader for your aggressive troops. Climbing plus lets you reposition it easier.
    • Stempler: The Forward Observer Remote. A fast and cheap specialist and a mobile Repeater. Sensor makes for a good alternative to Intruder for Camo hunting. Not essential, but not bad.
    • Transductor: The Repeater/Flash Pulse Remote. Very good to have in vanilla Nomads, but Corregidor can make good use of them as well.
    • Vertigo: The Smart Missile Launcher Remote. With an easy access to WIP 13 Forward Observers and Hackers you may be tempted to form an SML list. But it is more valid in vanilla.
  • Salyut Zonds: Standard issue S4 Baggage Remotes. Come with Minesweeper, EVO Hacker and TR Combi profiles. EVO Hacker is for Hellcats list if you don’t want to march them from the side or use an Order for Assisted Jump, or for Overclocking Tsyklons.
  • Lunokhod Sputniks: Nomad-specific, come with Heavy Shotguns, D-Charges and Crazy Koalas, as well as Minesweeper, with a Repeater on top. Lunokhods guard your Deployment Zone from enemy infiltrators, clear out mines or steal AI Beacons and can make a good push to mid-field if needed thanks to their high speed. Unlike most remotes they have both high ARM and BTS values. Very good board control unit.
  • Tsyklon Sputniks: Also Nomad-specific, these are long range combat Remotes for both offense and defense. 360 visor + X-Visor is a hellish combo and the update to Feurerbach makes Tsyklon a veritable TAG-hunter, while the Spitfire version provides a good active turn killer or a rather indecent Suppressive Fire piece. And comes with its own Repeater and a Pitcher. Unlike most remotes they have both high ARM and BTS values.
  • Zonbots: Nomad regular G: Servants. Come in Support Pack with the units that make the best use of them.

Skirmishers[edit]

Nomads love their skirmishers, regardless of sectoral. Skirmishers are how Nomads achieve their famous board control.

  • Corregidor Bandits: Your only Camo Infiltrator and an Irregular unit. Bandits have an unusual set of skills, which let them perform at varied tasks. An FO/AHD/KD Bandit for example is a quick specialist, ADHL troop and a close combat killer, thanks to Martial Arts 2 and DA CCW. Or you can take a Combi Rifle + Mines option for more traditional area denial. Scavenger is not likely to come into play, but if you manage to take down an enemy non-CC HI, steal his HMG or Spitfire and then Suppressive Fire back at the enemy, you’ll be glad he has it.
  • Moran, Maasai Hunters: You’d be a Moran not to take one. Walking repeater, FO profile, infiltration and, probably most importantly, Crazy Koalas. Morans make excellent area denial units and two of them can effectively block off enemy from advancing. Note that Camo units can slip through them.

Warbands[edit]

Just like in vanilla Nomads, there’s a nice selection of them. Warbands will often eat your orders in early game, but they’re bound to accomplish more than expected.

  • Corregidor Jaguars: A Warband unit that doubles as cheerleaders and also your Intruder’s best friend. Jaguars are cheap Regular Orders and smoke chuckers. Can also be used to run at enemies and kill as much as they can before they die (like a regular warband) and a Panzerfaust + ADHL profile is very trolly. Used to be able to link, now you need Señor Massacre. But at least that frees up a Fireteam: Core spot.
  • McMurrough, Mercenary Dog-Warrior: Because Nomads need to meet a furry quota, you have access to McMurrough. Typical beefy Dog-Warrior, ARM 4, 2 chain rifles, Irregular + Extremely Impetuous, MA 3 and smoke grenades. All for 31 pts. If Corregidor has a truly frontline killer unit, it’s McMurrough.
  • Señor Massacre: The Luchador Deadpool used to be perpetually in McMurrough’s shadow, but with HSN3 he’s decided to stop being a loner and can now form Fireteams with Jaguars. Together they form a cohesive guided missile. Massacre’s Eclipse Grenades and Natural Born Warrior make it easy for him to close distance under ARO units’ noses and take out enemy Rambo, regardless if it’s a TAG, a fancy HI or a CC unit as well. Or he can just take out infantry with his Breaker combi while Jags keep him from Frenzying, but where’s the fun in that?

Building Your Army[edit]

Although Corregidor is a little limited compared to generic Nomads, it still offers a varety of playstyles.

When building a Corregidor force try going through this checklist:

  • Fireteam: Corregidor is a sectorial, so you'll most likely be using a Fireteam. Since that is usually at least 5 models, that's a significant portion of your army and dictates the rest of it.
    • Alguaciles or Jaguars: Either will run you about 65-80pts and will mostly act defensively (Alguaciles with Missile Launcher and/or Sniper Rifle with option for Lupe's Panzerfaust; Jaguar with Panzerfausts and Chain Rifles). They are unlikely to push forward, but are great for providing Orders for heavier or slower troops like the Intruder or Iguana.
      • Jaguar Haris on the other hand will most likely be purely aggressive. Although you're losing typical Warband extra Order, you're moving multiple crazy Mexicans at once, with all the Hars benefits.
    • Wildcats: Middle of the road cost-wise (about 100pts and 2-4 SWC), Wildcats want you to commit to them. Though going for both Spitfire and HRL is not all recommended, either will work wonders in their hands. THe downside is that you're committing to a slow, 1W link. But with Engineer or Hacker and a Heavy Weapon in one link they can do a lot of things at once.
      • Wildcat Haris is not as much commitment with less options in one link. They will ether be more defensive (Haris, HRL, Lt or basic Wildcat) or more offensive (Haris, Spitfire, specialist).
    • Mobile Brigada: the so-called "Pain Train", Mobile Brigada link will most likely feature all the models as they are: ML, HMG, Hacker, BSG, Multi Rifle + Light Ft. That link costs 197 and 4.5 SWC and is designed to do everything: long range opener/ARO, high Burst active attack, escorting Specialist, close range devastation and hiding Lt. Now that both BSG and MR Brigada can be Lt. the last part is easier. A bit maligned due to cost and subsequent diminishing returns, it's still 10 Wounds with ARM 4 and BS13.
  • Lieutenant: Corregidor's main problem. Let's be clear: Corregidor doesn't have good Lieutenants and most will be semi-obvious. Alguacil is cheap, but costs 1SWC. Wildcat probably needs to be hidden in a link. Hellcat is right out. Intruder has high WIP and Camo, but you're paying 35pts for a guy to hide in your Deployment Zone (though you may psyche your opponent into preparing for an HMG/MSR from him and attack with a surprise Hellcat instead). Mobile Brigada is the best choice to leave alone, thanks to 2 Wounds, high ARM and nice close range weapons that work great against suicide assassins. But your opponent will most likely be gunning for him anyway.
    • My advice is to put your Lieutenant in Fireteam: Core or use Brigada. Some people swear by Intruder though.
  • Heavy Hitter/Order Hog: The star of the show. Obvious choice is Intruder HMG paired with Jaguars for Smoke. Another is Iguana or a Duo of Geckos. Another is the mentioned above Brigada Pain Train. This is your Plan A, though not necessarily the first thing to activate.
  • Backup Hitter/Secondary Order Hog: Despite the name this will often be your opener: either McMurrough or Tsyklon work in this role marvelously. Personally I also had a lot of mileage out of the humble Bandit, just running for the closes long range threats and shotgunning them in the face or gluing a TAG. For a later entry Hitter it's hard not to recommend Hellcats. One Hellcat with a Spitfire or HMG can unsettle your opponent a lot, though even the basic BSG will kill a link or a HI, especially when hitting them in the back. Good way to punish overextending.
  • Defense/Board Control: Corregidor's long range defense may seem limited: only two Multi Sniper Rifles, only two Missile Launchers... However in either version they're pretty good. Then there's the standard TR Remote, Panzerfausts on Jaguars and on Geckos. Even with Jaguars' low BS most units will think twice before exposing themselves to an AP+EXP shot. For short ranged defense nothing beats saturating the field with Crazy Koalas. Also did I mention Tsyklons have 360 vision and X-Visors? Put that shit on Suppressive Fire, watch units trying to take them out!
  • Specialists: Now for some goodies. Bandits and Morans mentioned earlier for board control/offense? They're usually also specialists and they're close to the objective from the get go. Quick way to score some points. Then there's the Tomcats. Flying Doc/Engi will win you the game if used correctly. Sure, there's also Brigada, FO Remotes, Hellcat AHD, Alguaciles... But those guys will be your main button pushers, regardless of list. For ITS they are basically auto-include.
  • Cheerleaders: Alguaciles and Jaguars, also Reaction Zond, Transductor Zond, Salyuts and Wildcats or Morans on a bad day. I found cheap remotes to be not as necessary as say, in PanOceania, mostly thanks to Jaguars.

What to buy: Either Nomad generic starter or Corregidor starter or both. Nomad Generic + Corregidor 300pts box gives you a quick way to get into the Pain Train with some Alguaciles as cheerleaders (certainly replace excess Tomcats from the 300pts box - just the Doc or Engi will do in a list). Corregidor starter is recommended if you want to play Wildcats, but otherwise get everything but Wildcats from blisters. And of course Morans, Jaguars and Bandits all come recommended.

Hints and Strategies[edit]

Typical Corregidor tactic would be to take control of mid-field in turn 1, drop in Tomcats or Hellcats turn 2 and grab objectives then and in turn 3. Or use your AD and infiltrators to kill off as much as possible first, then worry about grabbing objectives. Corregidor can use a very wide variety of tactics, from a HI link of Brigadas to the infamous Kurwaspam, if you focus on Algauciles and Jaguars (i.e. take so many Algauciles you can form a full second link if the first goes down; people actually play like this in Warsaw, no joke).

Don’t expect your force to win games based on stats alone. Players are often drawn to Corregidor due to their reputation and end up getting chewed up by better tactics. Corregidor units are usually good, but don’t excel in particular areas (like, say, an Aquilla Guard as an HMG HI platform or USAriadnan Grunts or Keisotsu as cheerleaders). It’s hard to find a useless unit in Corregidor, but it’s important to know what they can’t do. You may be tempted to take more AD troops than necessary. Keep in mind that they don’t provide Orders unless they were on the table at the start of the turn, so either use them moderately or have a ton of cheap Orders.

It’s good to have smoke, regardless if you take an Intruder or not. Even Geckos will benefit a lot from some smoke screen before they can get in optimal Mk12 range. And lastly, even though you’re not Ariadna or Haqqislam, don’t be afraid to trade units. This is especially true of your TAGs.