These are very strong factions capable of winning any tournament,
even against the top-tier lists, but they are missing one piece of the
puzzle. Before reading this article you should probably read part 1 - what makes a strong faction, part 2 - who sucks, and part 3 - who is average, if you haven't already.
These are very strong factions capable of winning any tournament,
even against the top-tier lists, but they are missing one piece of the
puzzle.
1. Bakunin. If these guys had a single MSV2 they would be awesome
(especially if they had some cheerleaders). 5-man ODD link teams with all the
range bands, NWI and WIP14 doctors wreck a lot of face, but an HMG firing
through smoke is very painful for these guys, especially as Kusanagi's BS14 is
attached to a multi-rifle, which won't range well against an HMG. You might
think that you can just hide from smoke attacks, but that is difficult with an
unwieldy 5-man link team, and you can't throw zero-V the way Phalanx can. Zeros
are decent infiltrating, camouflaged specialists and Zoe and Pi-well are an
excellent hacker/FO-repeater combo (ODD on Pi-well helps him get in range to
act as a repeater for Zoe), so a good player can win anything with Bakunin.
Kill missions are even more favourable, though it would be nice to
have a TO: camo shotgun or a quality air-drop troop to have as a second assault
piece beside the Moira link, or a quality sniper to cover the opposite flank. I
take a prowler, which does this job reasonably well and synchronises with the
minelayers. Prowlers also have d-charges, which helps you get the classified
objective thanks to being able to infiltrate next to the target building. I
suspect Bran do Castro would actually be awesome in ground control because he
carries quite a lot of points and is extremely mobile with super jump and
climbing plus, and he is camouflaged and thus difficult to put down. His point
value is quite unwieldy in list building though, especially as Bakunin seems to
sit around the 10/11/12 model count, which is awkward for combat groups.
2. Corrigidor - you can't quite get everything you want. You
have two lists here. The first is a Wildcats link (Engineer, #2, HMG, missile,
lieutenant) with some intruders (HMG and sniper) and McMurrough for the smoke
plus a couple of Masai hunters and bandits. You're lighter on specialists than
is ideal but you've got a decent BS13 link team and plenty of face wrecking/distraction
potential in the dog-warrior (smoke on 19!) and intruders, who synergise not
just as smoke/MSV2 but also as a close-assault unit paired with long range
units that can knock out long range obstacles that might prevent the werewolf
from making contact with targets in the mid-field. If McMurrough makes it into
melee with infiltrators he will cause carnage. Remember that you can throw
smoke next to a target so they can’t shoot you and then hit them in the smoke
once you’re in base-to-base.
Second option: a full link of Mobile Brigada with a single
intruder sniper for defense and some Masai hunters for infiltrating. What this
needs is a hellcat or intruder with HMG as a secondary assault option but the
Brigada chews 4 SWC minimum and then you still have the intruder sniper, so you
could only get something with a combi or boarding shotgun and they aren't so
effective as drop troops. In any case, you have a viable specialist saturation
list and a viable chunky link list for supremacy, so Corrigidor is very strong,
just not perfect.
3. Nomads. The vanilla version can bring MSV2 intruders and cheap,
impetuous smoke from morlocks to make effective assault pieces; spectres with
shotguns, prowlers (best I think, because of synergy with the rest of the camo
assault) and hellcats with spitfires as secondary assault pieces, interventors
(and Masai repeaters) for very effective hacking, and zeros for extra
infiltrating, camouflaged specialists. You play a bit like Ariadna, with a huge
number of camouflage markers and mines, but you also have some TO: camo
stalking about the place and some genuine attack pieces in the intruders. This
is a very strong army, arguably top tier but it will struggle a bit in kill
missions because it lacks link teams. Hopefully you have enough mines, smoke,
cray koalas and hacking to waylay them, but you’ll need skills. In objective
missions the intruder assault units and invisibility antics can provide enough
of a distraction that you can get the objectives and get out before the link
team bites, but in kill missions you need to engage the link and if it's chunky
or Djanbazan (MSV2) the full group will get the better of your intruder pretty
quickly. In my opinion, Nomads are the best Vanilla army by a decent margin.
4. Japanese sectorial Army. These guys are really hard to play
with all the impetuousness and close combat focus, but their results on the ITS
are strong. Their main advantage is an ability to bring a huge number of
forward observers to the party. Their main weakness is a lack of infiltrating
specialists.
Karakuri link teams of FOs (3 maximum sadly) are good assault
units with B3 heavy shotguns on BS13 base and a nice range band on the MK12,
which makes breaking into fortified positions pretty easy. ARM3, 2STR and total
immunity make them able to shrug off hits from snipers and roll another 4 dice
on the MK12. A Rui Shi provides an answer to smoke defence and combined with
Yojimbo smoke is an excellent attack piece for knocking over snipers and
creating a beachhead. A ninja hacker is basically mandatory in objective
missions, but don't leave home without one of the Oniwabans as well, who
provide a crucial distraction for your advancing FOs. The rest of your points
are spent on Keisotsu's - at least one 5-man link team. The link team makes
them decent, especially on defence with missile launchers, and provides them
with the ability to get 3+ specialists forward very cheaply (I use 2 missile
launchers, 2 FOs and a paramedic). In kill-point missions you could consider a
team of haramaki coming in behind Yojimbo's smoke. Haramaki weapons benefit nicely
from link team bonuses. Domaru are better on their own – close combat weapons
and impetuous don’t benefit from links rules.
When playing JSA, don't forget to swap your links between Karakuri
and Keisotsu, and don't be afraid to run the Keisotsu forward just as cheap,
individual forward observers.
5. Tohaa. Against people who haven't played a lot of infinity,
Tohaa are devastating. A lot of lists just don't have answers to that many good
snipers. And by the time their units have finally managed to kill your Nikouls
and Gao Rael's you suddenly rush forward with two link teams to claim
objectives. The biggest weakness of Tohaa is their lack of well-priced and
tailored infiltrators and assault units with appropriate weapon load-outs (like
an HMG!). They are a very defensive army. They also are a bit shallow on
specialists, and because Neema is their only good lieutenant option you have to
take a Keltar (chain of command – useful for backfield objectives) to prevent
loss of lieutenant from assassination runs that know she is your woman. She
effectively has 3 wounds though, which helps.
This is all fine as long as your opponent isn't ready for your
sniper teams, but smoke and an MSV2 HMG will severely limit them. Pairing 2
Gao-Rael's with a kumotail doctor and putting them prone in a good sniper nest
can change things, but that is relying quite heavily on the board to help you
win as sniper nests that fit 3 units are rare. Tohaa are very, very good,
but only really have 1 build (4 snipers and 2 fireteams) and can't really adapt
to the mission (notably kill missions that require section control at the end
of each turn and hence early forward movement), which keeps them out of top
tier.
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