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Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Disclaimer: I am not Flipswitch. This is not my work. I have asked Flipswitch for his permission to repost this Tactica over on Dakka from the Official Forums from his thread here and he has agreed.

If you notice anything wrong or anything which has been updated in this Tactica thread (especially points/loadout changes) since posting please let me know and i will edit it when i can. Especially formatting....this is going to be a MASSIVE post and i cant link in the middle of the post to make the table of contents as helpful as it is when each unit has its own post...if you have an idea of how to better do this please let me know.


#Indigo-level encryption required.
#Authorisation approved.
#Welcome back, Commander.

-

Introduction.
Welcome to The War Room, a PanOceania Tactica with the aim to cover the vast breadth that is PanOceania and the options we have for tactical deployment into the field. This thread will consist of every available army option we have available (apart from Mercenaries) and will involve a study into their roles, strengths, weaknesses, tactical analysis and brief conclusions. Things to note is each sectorial of PanOceania will be a separate thread with a separate study into how the units change and operate in their respective sectorial, everything in this thread is purely for vanilla/core PanOceania. I also plan to run this thread as a continuous project; it will be updated to reflect any balance changes, additions and opinions of the players if wanted and required. Any updates/changes or player notes for the relative sections are welcome and encouraged.

PanOceania, the Hyperpower.
The leading edge of the Human Sphere, PanOceania is at the foremost front of economic and technological prowess and as such, is the most influential power in the Human Sphere. Our political weight, military might combined with our continual drive for expansion enforces this position. PanOceania is a diverse culture based on many ethnic and religious backgrounds, this is combined with our status as a highly developed, multi-cultural economic and political powerhouse.

PanOceania, the Overview.
On the table, PanOceania is represented as a force of high-tech specialists. Our Officers and Soldiers boast the highest shooting capability in the Human Sphere combined with some of the highest technology available, the result speaks for itself on the table.

Our strengths are a combination of relatively low costs for models as we save on unnecessary upgrades for our models, giving us an edge when choosing miniatures to fulfil suitable roles. An example begins from the humble Light Infantry (LI) Fusilier, whose stats do not look like much on the table, they remain at 10 points per model when deployed, but boast a high Ballistic Skill (BS) of 12 which is certainly greater than our opposition can field for the same points cost. This theme carries on up to our Medium Infantry (MI) and Heavy Infantry (HI), such as the Aquila Guard, who tends to be feared when deployed for his outrageous BS15, MultiSpectral Visor Lv.3 and Heavy Machine Gun.

The weaknesses of our army is apparent with our relatively low Willpower (WIP) across the board, our reliance on technology tends to result in our troops being less effective as hackers, doctors and engineers. So plan accordingly.

A final note as mentioned briefly before, PanOceanic effectiveness comes from the verge of overspecialisation, while not impossible to perform on other fields than the one allocated, for example camouflage/TO camouflage elimination, it is usually preferred to enrol a different specialist specific for this task at hand, this can lead in miniatures competing for close, but not similar spaces in an army list. Keep a handy knowledge on what your troopers are capable of however, and this shouldn't present an issue.

Important Links: (To be heavily expanded)
PanO Light Infantry:
PanO Medium Infantry:
PanO Heavy Infantry:
PanO Remotes:
PanO Tactical Armoured Gears: To be written.
PanO Skirmishers: To be written.
PanO Specialists: To be written.
PanO Characters: To be written.
-
Shock Army - Blood, Guts, Survival of the Fittest by Stiopa: http://infinitythegame.com/forum/index.php?/topic/7188-shock-army-blood-guts-survival-of-the-fittest/page__hl__blood
Shock and Awe, JPS' guide to the Acontecimento Shock Army by jonny p: http://infinitythegame.com/forum/index.php?/topic/8686-shock-and-awe-jps-guide-to-the-shock-army/
Tactics: NeoTerran Capitaline Army by Tamrielo: http://infinitythegame.com/forum/index.php?/topic/10250-tactica-neoterran-capitaline-army/


CONSTRUCTION NOTES BELOW:

The Beginners Guide.
Work In Progress, PM me for info on this!


Little note here folks, as I'd like this to be as fluid as possible for a Tactica, any suggestions for improvements/streamlining is greatly appreciated. I tend to to waffle at the best of times, so if anything seems overly formal or cumbersome, I'd really appreciate it if you said. In this thread or in a PM, I'm a pretty open person so all suggestions are always welcome! Also spotting grammar mistakes, I'm a sod for them.

A little idea I wouldn't mind broaching either would be a player intake section, which is any particular ideas, tactics or little tricks players like with units I'd gladly add (quoted for credit too) in a relevant unit section to present as many options as possible to really give credit to the Infinity system and its developers intent.


Credits goes to, PsychoticStorm, Blitzjaeger, TheOneYouKnow, Nathelis & No.33 (for mostly allowing me to thieve his layout!).

BS12 and Berets, The Light Infantry of PanOceania. [LI]

-

Fusiliers.

MOV [4-4] CC [13] BS [12] PH [10] WIP [12] ARM [1] BTS [0] W [1] AVA [Total].
Regular, Not Impetuous, Cube.
Line Troops | LI

Description.
The light infantry of the PanOceanic armed forces, these soldiers carry themselves professionally into the fray; safe in the knowledge that they are supported by the very best PanOceania has to offer. Fusiliers are the backbone of any PanO army list and will often form a “core” force to build your army around, whether they are used as a pack of order generators or as a support team of massed weapons fire.

Pros:
• BS 12 Anyone?
• Envy of every other faction. (See above)
• Cost Efficient.
• Effective “hidden” Lieutenant option.
Cons:
• Low WIP, especially for your Lieutenant option.

Suggested Roles:
• Fire support.
• Order generators.
• Objective holders.

Deployment options.
Combi Rifle | Pistol, Knife [SWC:0|C:10] – The default Fusilier load out, best utilised for massed small arms support in combination with heavier units. Can also be a great source of orders for the PanO glory boys.

HMG | Pistol, Knife [SWC:1|C:19] – An inexpensive option for heavier weapons, the HMG Fusilier comes at a relatively low cost of 19pts and can make a great support asset in fire team assaults with its high weapon burst.

Combi Rifle + Light Grenade Launcher |Pistol, Knife [SWC:1|C:15] – Packing a light grenade launcher, the LGL Fusilier is best used for shifting entrenched enemies in fortified positions via speculative shots. Best used for intimidating grouped link teams into breaking up and forcing units out of cover.

Missile Launcher | Pistol, Knife [SWC:1|C:26] – Armed with the ferocious missile launcher, the ML Fusilier is a nasty piece of work. For what he brings he is very inexpensive and is equally as effective as forcing groups to disperse as he is at threatening heavily armoured targets. Equally effective in ARO as he is actively, the ML makes for a great defensive weapon.

Multi Sniper Rifle | Pistol, Knife [SWC:1.5|C:24] – Expensive for what he brings to the table, the MSR makes for a decent defensive weapon, Unfortunately, at 1.5 SWC and 24pts the points are arguably invested elsewhere. Unlike the Missile Launcher, the MSR can be found in more attractive options throughout PanOceania.

Hacker (Hacking Device) | Combi Rifle | Pistol, Knife [SWC:0.5|C:22] - The hacking Fusilier is one of the less attractive options in the PanOceanic Army, 22pts and WIP 12, he doesn’t really bring a whole lot of support to the hacking network. The Kamau is the preferred option if you’re looking for a hacker. He's a hacker on a budget, but there are better options in the army.

Forward Observer, Deployable Repeater | Combi Rifle | Pistol, Knife [SWC:0|C:14] – For 4 extra points, this Fusilier brings forward spotting capability and deployable repeaters. For the FO, this is useful in support of other units with speculative capabilities, the main drawback being the WIP 12. Deployable repeaters are scarce for PanO and as such cannot be dismissed easily, the biggest issue with them is getting them into position, but they are useful for extending the range of your combat hackers.

Paramedic (Medikit) | Combi Rifle | Pistol, Knife [SWC:0|C:14] – Take a Trauma Doc. 35% (Medikits use PH at a -3 modifier, as opposed to WIP like Doctors) is not a chance I would like to use when reviving troops in the battlefield, only to be taken as a slight upgrade with spare points or if a Trauma Doc is not available.

Note: The reason I say this is that the Trauma Doc is the same points cost and can still do the same role without having to sacrifice medical capability to do so.

Lieutenant | Combi Rifle | Pistol, Knife [SWC:0|C:10] – A good option for a hidden Lieutenant, the Fusilier Lt is great for hiding him within a team of Fusiliers to keep your opponent guessing who your Lieutenant is, which will help stave off Loss of Lieutenant. WIP 12 isn't very encouraging for those deployment/initiative rolls though, so make sure you plan accordingly if you don't win the initial FTF roll.

Analysis.
Due to their low cost as LI, Fusiliers perform best as support assets in conjunction with other PanO units. In fire teams Fusiliers perform well, utilizing co ordinate orders to drown the opposition in high volume rifle fire. The alternate weapon options are a tempting choice to bolster your support firepower, but remember to consider your SWC availability for the heavier options of the PanO armoury. They also perform well whilst hanging back and providing order support for other units when needed.

Fusiliers, ultimately, are a solid line infantry option and can be commonly seen in many army lists as a support asset and as such, should not be forgotten in favour of the glory boys.

-


Kamau, Amphibious Intervention Teams.

MOV [4-4] CC [13] BS [13] PH [10] WIP [13] ARM [1] BTS [-6] W [1] AVA [3].
Regular, Not Impetuous, Cube.
Aquatic Terrain.
Line Troops | LI

Description.
The Kamau are the premier anti-terrorist regiment of Varuna, considered the finest of PanOceania’s Fast Intervention Division. The Kamau are trained heavily to deal with terrorist cells on aquatic Varuna, as such they are expected to be in prime condition both in water, and out of it. The Kamau are elite line infantry which boast enhanced movement values in aquatic terrain and a high ballistic skill alongside an absurd BTS. In addition to this, they are great surfers.

Pros:
• High BS value.
• Varied equipment options, especially effective for indirect fire.
• -6 BTS is incredible for a defensive hacker.
• -6 BTS forms a solid defence against any expected viral weapons and E/M attacks.
• Aquatic terrain is an asset in any boards with large amounts of water based terrain.
Cons:
• Relatively expensive for LI.
• Low AVA.

Suggested Roles:
• Vanguard unit against any expected viral or E/M weapons.
• Defensive hacker.
• Speculative weapons option.
• Long range marksman.
• Flanking units in water based environments.

Deployment options.
Combi Rifle | Pistol, Knife [SWC:0|C:16] – The default Kamau option, best utilized for general purpose firepower support against immediate threats, unfortunately he suffers from being the generalist in a field of specialists. He is essentially a Fusilier with an additional BS and WIP value which is handy for LI, but this comes with a 60% point increase. Useful, but doesn’t stand out as much as the other options which is ultimately his down fall.

HMG | Pistol, Knife [SWC:1|C:25] – A great option for a high BS unit at a bargain price. The HMG Kamau makes for a great assault unit against any enemy and has increased survivability against the aforementioned BTS related weapons; this also doubles as a defensive weapon with suppressive fire, which is very useful against any attempts to disable him with E/M and Plasma templates.

Hacker (Hacking Device) | Combi Rifle | Pistol, Knife [SWC:0.5|C:28] – Toted as one of the best defensive hackers in the Human Sphere, the Kamau Hacker is a common sight in many lists as the optimum defensive hacker of choice. Thanks to the relatively high WIP (for PanO) this gives the Kamau a great degree of versatility. Thanks to that precious BTS value, she is instrumental in foiling hacking attempts on our HI/REMs/TAGs which gives them that extra degree of protection. Very useful in many army lists, especially when you need to defend your force from hacking attempts!

Paramedic (Medikit) | Combi Rifle | Pistol, Knife [SWC:0|C:20] – The paramedic is one of the less preferable options when deploying the Kamau, due to the nature of how medikits are used (PH-3) this should only be utilized as a last resort. The result is a 35% chance to revive a casualty, and the points are better spent elsewhere. I would only consider this as an option when points are left over in an army list as an upgrade from the basic Kamau.

Lieutenant | Combi Rifle | Pistol, Knife [SWC:1|C:16] – The Lieutenant option is an interesting one for the Kamau, despite costing a precious SWC point, it gives us an extra WIP point over the Fusiliers 12. Whether this is worth that SWC is up to you entirely and largely based off your own play style.

X Visor | Combi Rifle + Light Grenade Launcher | Pistol, Knife [SWC:1|C:23] – One of the preferred Kamau options for many, the inclusion of an X Visor is vital for long range engagements. It is also a great addition to the LGL, allowing the Kamau to ignore long range modifiers which will leave them with just the -6 modifier for speculative shots (hint: add in a forward observer), this can make dislodging well covered targets reconsider their location of option. If the table contains water elements, why not create waves? They are after all great surfers.

X Visor | Multi Sniper Rifle | Pistol, Knife [SWC:1.5|C:32] – An effective option for a long range marksman and playing defensively. The MSR combined with an X Visor allows the miniature to engage up to 52” before having to consider negative range modifiers, combine this with BS13, damage 15, B2 Double Action ammunition and it is a weapon to rightly fear. This also makes it an effective ARO weapon to make your opponent reconsider advancing too swiftly to secure any vantage points or objectives, for fear of getting sniped from across the table.

Analysis.
The Kamau are a varied team of specialists, whilst retaining the profile of an LI, they bridge the gap between the PanO LI and MI options. As such they contribute a wide variety of options tactically and should be employed as such, from hacker to light artillery the Kamau are versatile, but debatably shine less in the average trooper role of support firepower, which are best left to Fusiliers. They also perform well as mobile infantry on aquatic boards, as they are not negatively affected when it comes to getting their feet wet, which although is a niche role, it should not be forgotten.

If your opponents like to bring Viral, Plasma or E/M weapons they make excellent choices to deal with the demanding threat, as does the hacker if hackers are giving your troopers trouble. Whether being taken in a general army, or a Blue Sea operative force, the Kamau are a great option all around and every list has a place for one depending on their role. On high tide, the Kamau act.


-

Acontecimento Regulars.

MOV [4-4] CC [13] BS [12] PH [10] WIP [13] ARM [0] BTS [0] W [1] AVA [2].
Regular, Not Impetuous, Cube.
Jungle Terrain.
Line Troops | LI

Description.
Veteran Fusiliers of the Paradiso campaign, the Acontecimento Regulars are survival experts, shedding the bulky armour of the fresh out of basic Fusilier; they rely on speed and sheer aggression to get the job done. Discipline and determination gets the job done, nothing else! In game, Acontecimento are separated from their Fusilier brethren purely by the switching of two stats, one less armour for one more willpower which although it arguably a minimal shift in stats, can have an effect on how they are utilised.

Pros:
• Versatile deployment options.
• Access to sensors.
• Access to Sapper skill.
• Jungle Terrain for increased mobility in themed boards.
• WIP13 (This is good for PanO!)
Cons:
• AVA 2.
• 0 ARM.

Suggested Roles:
• Camouflage hunter(s) (alternative to MSVs)
• Entrenched sniper.
• Minelayer.

Deployment options.
Combi Rifle | Pistol, Knife [SWC:0|C:10] – The default Acon. Regular load out, this is very similar to the Fusilier in its use, mainly as fire support in conjunction with other Regulars or other units, or alternative as an order booster.

Combi Rifle + Light Grenade Launcher | Pistol, Knife [SWC:1|C:15] – The LGL as covered makes for a great speculative weapon to be used for shifting the enemy out of cover or tight formations which can easily set the pace for covering ground.

Spitfire | Pistol, Knife [SWC:1|C:17] – An interesting option for a heavier weapon on a budget, the Regular Spitfire is the answer to the Fusiliers HMG, essentially a short range barrel of death, this weapon is great for leading assaults whilst supported by additional small arms fire. Great for swarming units down in torrents of fire at close range.

Forward Observer | Combi Rifle | Pistol, Knife [SWC:1|C:13] – For an additional 3 points and 1 SWC, a Regular can be upgraded to a forward observer, very handy for making use of that extra WIP point, but the downside I feel is the SWC cost which isn’t justified, or so I feel.

Sapper | Multi Sniper Rifle | Pistol, Knife [SWC:1.5|C:27] – This choice is an interesting one, if you’re the sort of player who likes his/her sniper rifles (who doesn’t?), this can be an optimum choice. A bit on the pricey side at 27 points but for that price you will essentially buy yourself a piece of portable cover that simply will not budge (V:Courage thanks to Sapper!) and is harder again to hit (Cover + CH: Mimetism). This makes the Sapper Regular tricky to shift which is always a wanted situation once you’ve set him up on overwatch and are waiting for the AROs to tick over.

Hacker (Hacking Device, Deployable Repeater) | Combi Rifle | Pistol, Knife [SWC:1|C:23] - A hacker that can set up his own repeaters essentially, which is an interesting option. These Regulars benefit from the extra WIP when it comes to hacking and the repeaters can be easily used to set up hacking networks as you move, which allows you to give you a bit of a safety net from possible HI/REM/TAG flanking manoeuvres.

Minelayer, Sensor | Combi Rifle, Antipersonnel Mines | Pistol, Knife [SWC:05|C:14] – One of my preferred load outs for the Acontecimento Regular, why? Because it comes armed with antipersonnel mines and sensors to boot. This gives this option a few varied roles just off the bat. The first is as a mine layer, this one Regular allows you to cover your advance with mines from far side flanking attempts whilst blocking the routes of potential AD drop troopers. You can also use these to block off the enemy advance in an attempt to funnel him down the board, or whilst you run off with any objective based loot. The secondary function is the sensor which allows you to spot camouflaged troops or those who have utilized hidden deployment within an 8 inch radius of his/her position by attempting to discover them.

Note: The modifiers for discovering these miniatures are a flat WIP check; modifiers for camouflage or distance are not taken into account.

Paramedic (Medikit) | Combi Rifle | Pistol, Knife [SWC:0|C:14] – Again, Medikits are something I don’t really have a use for unless you’re point filling, but a Trauma Doctor is definitely a preferred option.

Lieutenant | Combi Rifle | Pistol, Knife [SWC:1|C:10] – Not really an option I like to use in a Core PanO list, largely because taking one SWC off me just so I can deploy a side graded Fusilier isn’t a particularly great option. Although that WIP is an extra chance at winning that Deployment/Initiative roll, so it definitely isn’t something to dismiss without consideration.

Analysis.
Acontecimento Regulars are as said previously, altered Fusiliers. The main difference between the two is that Regulars are more fragile than their beret wearing battle brothers, but have a 5% extra shot at passing those WIP checks. Generally I do not feel Regulars are worth taking outside of Acontecimento Shock Army lists except in certain circumstances. For me these are either only needing two extra orders and using different models, or taking advantage of their specialties, namely the Sapper Sniper or the Sensor Regular.

Both of these do offer something extra to PanO that isn’t fulfilled to the same degree elsewhere. Unfortunately the AVA 2 is a bit crippling on these guys, and as such I feel it removes the “cheerleading” aspect of these troops and relegates them as specialists. If your army has a place for sensors or entrenched snipers for covering fire, take them as they are nice assets to use in lists.


-

Order Sergeants.

MOV [4-4] CC [15] BS [12] PH [10] WIP [13] ARM [1] BTS [0] W [1] AVA [2].
Regular, Not Impetuous, Cube.
Religious Troop.
Veteran Troops | LI

AUXBOT.
MOV [6-4] CC [8] BS[10] PH[8] WIP [11] ARM [0] BTS [-3] STR [1] AVA [-]
Regular, Not Impetuous, G: Synchronized
REM
Heavy Flamethrower, Electric Pulse. [SWC:0|C:0]

Note: Auxbot cost and description is included as part of the Spec. Sergeant load out option.

Description.
The Light Infantry of the various orders of the PanOceanic Catholic Church, the Order Sergeants are the boots on the ground as far as infantry roles are concerned in the military crusades of the modern day. The Soldiers of God, the Order Sergeants can be found in any military conflict of PanOceania, but are more commonly seen deployed with their Father-Officers. For glory and God, they hold ‘til last man has been cut down. On the table, Order and Specialist Sergeants offer a unique variety of roles for PanOceania, from anti-camouflage capabilities to the much needed infiltration roles.

Pros:
• Religious Troops.
• Offers a wide variety of deployment options.
• Options for MSV2. (Multispectral Visor)
• Infiltrating, Thermal Optic Camouflage.
Cons:
• AVA 2.
• Can be expensive to deploy.

Suggested Roles:
• Anti-camouflage options.
• Flank defence.
• Infiltrating TO Sniper.

Deployment options.
Combi Rifle | Pistol, Knife [SWC:0|C:13] – The vanilla option for the Order Sergeants, this guy comes packing a Combi Rifle which makes him a bit of a generalist, in terms of use this guy can be taken as either fire support or just general order generator, in a vanilla PanO list, I don’t have a lot of reason to take one of these, as the AVA can be spent elsewhere. However, one benefit of these troopers which applies to all of the following is that they are Religious, meaning that as your force is sent on the Retreat! Status or is suffering from Loss of Lieutenant, the Order Sergeants may opt to ignore it and carry on, which is a powerful ability for covering your retreat or dishing out the firepower whilst the chain of command is re-established.

Multi Sniper Rifle | Pistol, Knife [SWC:1.5|C:27] – Equipped with a MSR, this Sergeant forms as a long range fire support option, although a powerful weapon, I feel that this Sergeant is slightly lacking outside of Military Order sectorial lists due to the lack of link team benefits. However, it is still a strong contender for a sniper that simply will not budge until he is killed.

Spitfire | Pistol, Knife [SWC:1|C:20] – An inexpensive option for Religious fire support, a great close range brawler in lower point games which is only bolstered when you consider the benefits of being Religious.

Spec. Sergeant | Combi Rifle + AUXBOT_1 | Pistol, Knife (G:Synchronized) [SWC:1|C:17] – An interesting option for the Specialist Sergeant, the benefit of the Auxbot is a powerful one, these are recommended for use as flanking defence as the Auxbot can charge around the corner, burst the Heavy Flamethrower and set the offending buggers alight. The bonus of Religious does mean that this troop will hold the line whilst the army is in Retreat! status which is always useful.

Spec. Sergeant | Hacker (Hacking Device) | Combi Rifle | Pistol, Knife [SWC:1.5|C:25] – A religious hacker, I personally wouldn’t recommend this option, largely because you’re paying 1.5 SWC for a hacker with a WIP 13 and BTS [0]. This in a vanilla PanO list really won’t pull its weight despite the advantages of being Religious.

Spec. Sergeant | Spitfire (Multispectral Visor L2) | Pistol, Knife [SWC:2.5|C:25] – For 2.5 SWC you get a Specialist Sergeant packing a Spitfire and an MSV2 which is also Religious. This is a very tempting option because MSVs are never a bad option and neither are Spitfires, the SWC cost is a bit steep, but you get what you pay for, namely a Camo Hunter that simply will not fall back if you do not want him to, which can be a powerful contender when he strides across the table.

Spec Sergeant | (CH:TO Camouflage, Infiltration, Forward Observer) | Combi Rifle, Antipersonnel Mines | Pistol, Knife [SWC:1|C:29] – This is a powerful option for its cost, with this Sergeant you will benefit from an infiltrating, TO: Camouflaged line trooper, which is pretty powerful in its own right when you consider you get Antipersonnel Mines in addition. This is also added upon when you consider you can start half way up the board with a Forward Observer! This is very useful for any artillery that is deploying with the rest of your army.

Spec. Sergeant | (CH:TO Camouflage, Infiltration) | Multi Sniper Rifle | Pistol, Knife [SWC:2.5|C:39] – Another powerful option for the Sergeant line up, here you’ll pay for an infiltrating, TO: Camo sniper, unfortunately you lose the benefits of AP mines. But nevertheless, an infiltrated, hidden deployment sniper is a powerful asset to have in your army. This will have a serious effect on how your opponent decides to manoeuvre which will assist in how the battle is dictated from then on.

Analysis.
The Order Sergeants are in all, a flexible interesting option for your army. Some of the assets really begin to shine when you consider PanOceania’s limitations on forward deployment, and the benefits of TO: Camo cannot be dismissed as they are very powerful tools in a fire fight. The benefit of being Religious is another tick in the box for the Sergeants too, as they simply will not budge when your army begins to fall back if you’re losing the combat momentum, the benefits of this of course being that these may be the units that start making up the losses and may just allow you to snatch victory from the jaws of defeat.

One cautionary note with Specialist Sergeants is that they can very quickly fill up the SWC limit of your army and this is for a very good reason. Specialist Sergeants give you options that are normally unavailable in the rest of the PanOceanic armoury, which is a powerful tool when called upon.


-

Auxilia.

MOV [4-4] CC [13] BS [11] PH [10] WIP [12] ARM [1] BTS [0] W [1] AVA [2].
Regular, Not Impetuous, Cube, G: Synchronized.
Garrison Troops | LI

AUXBOT_1
MOV [6-4] CC [8] BS[10] PH[8] WIP [11] ARM [0] BTS [-3] STR [1] AVA [-]
Regular, Not Impetuous, G: Synchronized
REM
Heavy Flamethrower, Electric Pulse. [SWC:0|C:0]

AUXBOT_2
MOV [6-4] CC [8] BS [10] PH[8] WIP [11] ARM [0] BTS [-3] STR [1] AVA [-]
Regular, Not Impetuous, G: Synchronized
REM
(Forward Observer) Heavy Flamethrower, Electric Pulse. [SWC:0|C:0]

Note: Auxbot cost and description is included as part of the Auxilia load outs.

Description.
The light infantry regiments stationed on NeoTerra, the Auxilia are an all purpose military force that carries out an internal security role. Each Auxilia is trained to operate with their Auxbot, ensuring maximum effectiveness when the rounds start to fly. Armed and supported with the best technology PanOceania can offer, they stride forward in confidence. On the table, the Auxilia are a dual-role option which can vary between flank defence or to quick moving forward spotter.

Pros:
• The Auxbot, setting troops on fire is hilarious.
• Multi-Spotting capability.
• Very mobile, great for reacting to enemy attacks.
Cons:
• Auxbot is vulnerable to hacking.

Suggested Roles:
• Flank defence.
• Anti-camouflage.
• Quick response unit.

Deployment options.
Combi Rifle + AUXBOT_1 | Pistol, Knife [SWC:0|C:14] – The default option for Auxilia, coming armed with a Combi Rifle and the little Auxbot himself. These pair can be used in a few different tactics, either first as a screen against flanking troops or as an assault unit where the Auxbot is sent on a suicide charge to set fire to the enemy. Another option is to keep them just behind the leading units as you move up the board so they can react quickly to any hidden deployment troops or AD troopers.

Forward Observer + AUXBOT_2 | Pistol, Knife [SWC:0|C:20] – This option actually gets a double benefit from the FO skill, in that you can mark targets from both the Auxilia and the Auxbot, this gives you two chances to pass the roll on a single miniature which is great for trying to bypass the low WIP of PanOceania. This is a handy choice for those Sierra Dronbots further back in your deployment zone, as you can either send off the Auxbot to go spot targets without fear of losing points towards the Retreat! Status, or use both to increase the chance of successfully marking your target.

Lieutenant + AUXBOT_1 | Combi Rifle | Pistol, Knife [SWC:1|C:14] – Another option for taking an LI Lieutenant, unfortunately the weakness here is losing an SWC choice off the bat. Not my preferred choice for how often I send the Auxilia into the fray to defend my other table assets which puts them under fire rather quickly! Not a huge recommendation from me, but it definitely an option to consider if you’re looking at unlikely Lieutenants.

Analysis.
The Auxilia are a solid choice to compliment any army largely for the role they perform. As a defence unit, they perform well as the Auxbot makes for a great sacrificial unit to blunt any flank assaults without fear of reprisal. One important point to note here is you only lose points once the controller is killed, the Auxbot can be sacrificed to burst off its Heavy Flamethrower and set fire to its target, it’s nice if the Auxbot survives, but it doesn’t have to. It’s a horrendously effective tactic as thanks to being a direct template weapon, the flamethrower hits automatically and as such it can be a real slap in the face to AD troopers when they start to get the momentum going. The previously mentioned spotter function works well also, but that is of course only worth bringing if you are bringing speculative weapons and would like a spotter.

In short, Auxilia are great counter-charge units to defend the PanO steamroller as it builds up momentum and tend to have a home in most PanO lists because of it.


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Hexas, Strategic Security Division.

MOV [4-4] CC [15] BS [12] PH [11] WIP [13] ARM [1] BTS [0] W [1] AVA [1].
Regular, Not Impetuous, Cube.
CH: TO Camouflage.
Headquarter Troops | LI

Description.
Agents without any moral integrity, the Hexas Strategic Security Division operate within Hexaedron’s Intelligence High Command. No job is too dirty for these professionals, from covert interrogation to political assassinations; there are no rules of conflict or the ladies and gentlemen of the SSD. There is no authority they are accountable to and they operate without hesitation. It will be done.

In-game, the Hexas are an odd choice in of themselves, they are LI armed with TO: Camo and a small array of special weapons which gives them roles primarily in ambushing and striking from hidden deployment.

Pros:
• Inexpensive option for TO: Camo.
• Swiss Guard on a budget.
Cons:
• Cost puts them in the competitive area of MI.
• Limited flexibility.

Suggested Roles:
• Flanking unit.
• Ambusher.
• TO Sniper.

Deployment options.
Combi Rifle | Pistol, Electric Pulse [SWC:0|C:24] – The first option for the Hexas is a pretty standard one and is very good for the price. Why? Because you’re getting a BS12 LI with TO: Camo for only 24pts, which is an absolute steal. The Combi Rifle Hexas is a solid budget option that at first seems a bit of a poor option when stacked against his compatriots, however, they can make for a great thorn in your opponents side.

Spitfire | Pistol, Electric Pulse [SWC:1.5|C:31] – A great, aggressive ambushing unit that can be used in conjunction with other elements of your army. The Spitfire Hexas is great for appearing on the flanks suddenly and drowning your opponent out in a torrent of fire and can be an absolute nuisance to remove from cover. For the points this is my favoured choice.

Multi Sniper Rifle | Pistol, Electric Pulse [SWC:1.5|C:38] – Another solid option which performs better on the defensive than the previous two. The MSR Hexas can perform great as a long range fire support whilst the rest of your force advances up the field, a great weapon for discouraging opponent activations whilst in its line of fire, the TO: Camo can make the Hexas infuriatingly annoying to kill when stacked with range and cover modifiers.

Hacker (Hacking Device) | Combi Rifle | Pistol, Electric Pulse [SWC:0.5|C:36] – An odd option I feel, the Hexas hacker has the element of surprise on its side, largely because nobody really expects it. A TO Camo hacker is a surprise from PanO in the first place, when it’s a Hexas your opponent is going to wonder what the rest of your army is going to be doing. A solid offensive option with the survivability, providing it can get the range to cover its targets. The lack of BTS makes it a poor defensive hacker however.

Analysis.
The Hexas are a solid LI option with the advantages of TO Camo. Their strengths play into the fact that they utilize this to perform one singular role and that as an ambusher. The element of surprise with TO Camo is incredibly beneficial to your army composition and an extra “surprise!” unit is never a bad option when you’re looking to expand. They perform well in this role with any of the four variants, largely in that each one is an option that each one performs slightly differently. The Combi Rifle for straight up ambushing, the Spitfire for blitzing through your opponents flanks, the MSR for long range headhunting and the hacker for ambushing REMs or HI. The main criticism the Hexas draw is that they aren’t that flashy past the TO Camo, and some extra equipment (after all, they are Hexaedron operatives) wouldn’t go amiss. But, for what they are, the agents of the Strategic Security Division deliver without disappointment.

The Medium Infantry of PanOceania, and why I learned to love the Nisse. [MI]

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Bagh-Mari Unit.

MOV [4-2] CC [14] BS [12] PH [11] WIP [13] ARM [2] BTS [0] W [1] AVA [2].
Regular, Not Impetuous, Cube.
Aquatic Terrain / Desert Terrain / Jungle Terrain, CH: Mimetism, Multispectral Visor L1.
Elite Troops | MI

Description.
The Bagh-Mari are troopers specialised in jungle combat of the PanOceanic army. They are veterans of their trade and the jungle is their element upon which they stalk their prey. This is what made them the premium combatants of today, specialised in Search & Destroy operations. On the table, the Bagh-Mari specialise in a dual role of ambushing and hunting camouflage troopers thanks to the combination of terrain specialisation, CH: Mimetism and multispectral visors.

Pros:
• Low-point camouflage hunter.
• Variety of terrain options.
Cons:
• Overshadowed by the Nisse.
• Tends to get overlooked at higher point games.

Suggested Roles.
• Camouflage hunter.
• Assault unit.
• Entrenched sniper.

Deployment options.
Combi Rifle + Light Shotgun | Pistol, Knife [SWC:0|C:22] – The vanilla option for the Bagh-Mari which comes rocking in with a Combi Rifle and a Light Shotgun. A good choice as this load out as gives you the option for crowd control on the ambush and the right weapon to fit the circumstance.

HMG | Pistol, Knife [SWC:1.5|C:27] – The heavier firepower brother of the default load out which can make for a great offensive firepower beast thanks to the benefits of the MSV Lv1 and CH: Mimetism skill set. The combination of a HMG and MSV makes for a great way of mowing down enemies hiding behind camouflage, mimetism or low-visibility zones.

Hacker (Hacking Device) | Combi Rifle + Light Shotgun | Pistol, Knife [SWC:0.5|C:34] – The hacker option for the Bagh-Mari provides an extra layer of versatility to your force. The hacking device gives you an extra option for dealing with HI/REMs/TAGs which is never a bad thing, but this option raises the cost of the Bagh-Mari up by quite a margin.

Paramedic (Medikit) | Combi Rifle + Light Shotgun | Pistol, Knife [SWC:0|C:34] – An extra layer of reviving for your army for another four points, I’ve never been a fan of paramedics but there is definitely a place for them if you have the points left over. The benefits of CH: Mimetism reflect over, making the Bagh-Mari a paramedic that is harder to hit which is useful when trying to revive whilst under fire.

Lieutenant | Combi Rifle + Light Shotgun | Pistol, Knife [SWC:1|C:22] – For the cost of 1SWC, you get the option to deploy one of the Bagh-Mari as your Lieutenant, the SWC cost which although is a drain on your force options, will provide you with an Lieutenant that hard to figure out at first, those Fusiliers are always a prime target for Lt spotting, so nobody will expect the Bagh-Mari.

Boarding Shotgun | Pistol, Knife [SWC:0|C:18] – The BS option for the Bagh-Mari is a solid one, as the low(er) price makes it very easy to fit into any army list. The weapon itself is solid as the template will assist in getting the drop on multiple targets, such as link teams or massed LI, not to mention you can also elect to switch it to AP (without the template) against heavier targets which are hiding under the benefits of camouflage.

Minelayer | Multi Sniper Rifle, Antipersonnel Mines | Pistol, Knife [SWC:1.5|C:34] – The final option for deploying the Bagh-Mari, the MSR comes in with an additional bonus of antipersonnel mines. The benefits of this are that you can elect to lay a mine in your Bagh-Mari’s ZOC to limit any early game impersonators or infiltrators from getting an early attack in. The secondary being that if you can get your Bagh-Mari into a solid vantage point, the MSR makes for a great over watch ARO weapon, the antipersonnel mines can then be deployed on corner points to delay any attackers coming from behind, if not outright preventing them from doing so. The MSR range bands will also give you a solid long range capability which is bolstered by the benefits of MSV1. Finally, once set up in a vantage point, the benefits of CH: Mimetism will make the Bagh-Mari difficult to remove.

Analysis.
The Bagh-Mari are the entry MI and this is reflected in their costs and skill set. The Bagh-Mari is a unit on a budget which brings the traditional PanOceania firepower with a combination of good equipment and skills. Their unfortunate downfall is that the Nisse simply outclasses it for a small point increase which makes them easy to dismiss when you’re looking to fill roles in your army. The role of camouflage hunter can be easily passed off towards better specialised units and as such leaves it with a rather narrow purpose as being “the cheap option”. As a generalist, the Bagh-Mari is effective but is offset by its cost and slow speed, and as a specialist it is easy to see the better option for a higher point cost and buffer out the remaining points on Fusiliers.

With that out of the way however, the Bagh-Mari are great at providing support to the heavier units when you’re filling in the roles for the rest of your army and can make a solid support option. The sniper variant in particular is effective at providing support fire but comes at a high cost as a result. The minelayer skill allows it to block off a flanking assault by enemy AD troopers which can free up bodies to assist in the scenario conditions. For this reason, the tiger hunters of PanOceania should not be forgotten.

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Akalis, Sikh Commandos.

MOV [4-2] CC [14] BS [13] PH [11] WIP [13] ARM [2] BTS [0] W [1] AVA [3].
Regular, Not Impetuous, Cube.
AD: Combat Jump, Religious Troop
Elite Troops | MI

Description.
The Akalis Commando Regiment is a Sikh Regiment within the PanOceania armed forces, they specialise in behind enemy line operations where they utilize their famed drop trooper skills. They specialise in high-speed air assault which can vary between search and destroy to ground occupation missions. The Akalis offer AD deployment on the table, allowing them to strike within enemy lines to cause as much damage as possible, which gives the player that extra sting where required.

Pros:
• AD: Combat Jump (Excluding Mercs and Kirpal Singh, the Commando Akals are the only source of AD that we have.)
• Access to E/M weaponry.
• Religious Troop
• Commando Akals bring much needed forward deployment to the PanOceania options.
Cons:
• 55% chance of successfully passing the AD3 roll.
• Does not add orders to the order reserve whilst awaiting deployment.

Suggested Roles:
• Mid-board contest unit.
• Flanking unit.
• Close assault unit.
• Emergency retaliatory unit.

Deployment options.
Combi Rifle | Pistol, CCW [SWC:0|C:23] – The default option for the Commando Akal and a solid option for mid-to-short range engagements, the Combi Rifle can often make for a great complimentary weapon and load out when paired with the other options if you take your Commando Akals in groups.

HMG | Pistol, CCW [SWC:1.5|C:32] – The BS13 HMG wielding Commando Akal is a great option for getting heavier firepower up the board, this Akalis can make for a great lead element in a paired fire team as a strong contender for putting the pressure on the enemy. From whether you have used AD2 or AD3, the HMG is always a powerful option for getting the firepower where it needed most.

Boarding Shotgun | Pistol, CCW [SWC:0|C:23] – The Boarding Shotgun wielding Commando Akal is another great complimentary set up I feel, and is best combined with either the Combi Rifle or HMG option. If deployed, the Boarding Shotgun is one of the more aggressive options due to its range and makes for a definite “first in” option for the Akals which can cause some serious damage if your opponent makes the mistake of leaving them unchecked.

Multi Sniper Rifle | Pistol, CCW [SWC:1.5|C:37] – A long range marksman option for the Akals, which benefits from the ability of utilizing its AD skills to reach any vantage point which may be worth taking which can make for an effective surprise element which your opponent certainly won’t expect. The downside however of this is the cost as it is the most expensive Akalis option.

Hacker (Hacking Device) | Combi Rifle | Pistol, CCW [SWC:0.5|C:35] – Coming in with a solid WIP 13, the Commando Akal Hackers downfall is its cost, however for the price you do gain the ability to bring two things PanO tend to be weaker at, namely i) hacking and ii) forward deployment. This Akal can make for a good offensive hacking option providing they land on target (in the case of AD3), unfortunately they do suffer from having a BTS value of 0, so be cautious of opposing hackers.

Lieutenant | Combi Rifle | Pistol, CCW [SWC:1 | C:23] – Unfortunately, the weaker option for Akals, not only costing us a precious SWC point, reserving this Akal will effectively place you into Loss of Lieutenant, which is really not worth the benefit of being able to put your Lieutenant closer to the fight. Meanwhile, deploying the Lt Akal normally ultimately loses you the benefit of them being an AD troop in the first place.

Combi Rifle + E/Mitter | Pistol, CCW [SWC:0 | C:25] – One of my favourite options, for a meagre two points more, your Combi Rifle wielding Akal can arm himself with an E/Mitter. Any E/M weapon in the PanO armoury is a good thing, regardless of its range, and this can make for an effective option for dealing with enemy HI/REMs/TAGs, effectively being used to jump out of their drop ship, fire off the E/Mitter and pray to God that the dice haven’t failed you at this stage. High risk and high reward, your opponent needs to be buying the beers post game if this pays off.

Note: This has happened to me and it is one of those game moments where you just think. “Well, Bugger.”

Analysis.
The Sikh Commandos of PanO are an interesting beastie, their strengths are undeniable, BS13 AD troopers are fantastic bang for buck in that they cover one of the glaring weaknesses of playing PanOceania, namely our lack of forward deployable infantry. Due to their nature of aggressive operators which tends to end up in enemy territory, I advise deploying them in pairs. Threes can be a big pay off but any more and you’re very seriously risking the capability of your order reserve, which will leave your combat group unable to keep up the pace of the battle, resulting in either a slow moving force, or one or two units powering across the battlefield and ambushed without proper support. In short, I advise taking Akals in twos or threes, together they can form a devastating flank attack which can ultimately endanger your opponent’s battle plan, giving you the edge to take advantage of.

The Commando Akals share one benefactor in that they are an aggressive unit, with two main (read: effective) means of insertion. The first being the use of AD3, which is the popular yet unreliable method. Namely you can elect to deploy your Akalis anywhere on the field providing it isn’t obstructed by Low/Zero Visibility Zones or terrain elements. Now this is great in theory, but with the poor PH of Akals, inevitably one of them with fail this roll and from here on it becomes damage control as you will either have to re-attempt to group them together before they get picked off, ultimately wasting their own orders. It’s even worse if one of them scatters into the enemies sights, which can happen and it is heartbreaking if it does so. This leads onto the second, safer and sometimes preferred option of deploying Commando Akals, namely AD 2 removes the risk of insertion, which allows you to deploy them cohesively as a fighting force on any board edge (excluding the opponents deployment zone, although the downside of this is that this will require more orders to get them closer to the fight itself, depending on the table size.

Overall, the Commando Akals are a competitive option in the limited MI space for PanOceania, as mentioned, their ability to bring the fight to the enemy quickly and to contest the middle of the board is vital, handily they also come rocking in with the advantages of being Religious Troops, which once deployed will not fall back should you require them to hold their ground for you to reorganise your force into a defensive retreat. They can also still be deployed if your army is under the Retreat! Rule, which although will not cancel its effects, can assist in preventing your opponent from capitalising on this and can potentially turn the tide of the battle.



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Nisses, from Svalarheima.

MOV [4-2] CC [14] BS [13] PH [12] WIP [13] ARM [3] BTS [0] W [1] AVA [2].
Regular, Not Impetuous, Cube.
CH: Mimetism, Aquatic Terrain / Mountain Terrain/ Zero-G, Multispectral Visor L2.
Elite Troops | MI

Description.
The Tactical Assault Group of Svalarheima, the Nisse are a formation of combat veterans whom are trained to fight in the most adverse conditions known to man. Specialists at fighting from the frozen mountains of Svalarheima to the inhospitality of Zero-G environments, the Nisse are the hunters of the storm. In-game, the Nisse provides a very powerful stat line along with the much touted MSV2, which can often make them one of the more threatening factors of your force.

Pros:
• Multispectral Visor L2
• Excellent cost to performance efficiency.
• Bagh-Mari on steroids.
• Variety of terrain options.
Cons:
• Price range begins to encroach into HI territory.

Suggested Roles:
• Anti camouflage.
• Wingman assault unit.

Deployment options.
Combi Rifle + Light Shotgun | Pistol, Knife [SWC:0|C:31] – The first load out option for the Nisse and a reliable option in the face of saving points and SWC cost. The Combi Rifle as previously mentioned is a competitive short to mid-range options whilst the light shotgun brings up the support for crowd control.

HMG | Pistol, Knife [SWC:1.5|C:36] – The most infamous of the Nisse load outs, the HMG Nisse is a force to be reckoned with on the field. The combination of BS13, CH: Mimetism and MSV2 makes the Nisse an incredibly effective long range assault unit. Weaknesses of this role as with any HMG is that it isn’t as effective on the defensive or at extreme close range. If you’re taking a sole Nisse, consider this as your investment as for the price you cannot argue with the results.

Multi Sniper Rifle | Pistol, Knife [SWC:1.5|C:41] – The long range Nisse works well as a marksman thanks to its high BS and CH: Mimetism, which combined with ARM3 can make the Nisse quite difficult to dislodge. The MSR as always makes for a great ARO overwatch weapon as well as being effective actively, which can make the Nisse an effective wingman unit for your vanguard forces and is incredibly efficient at picking off key targets. The slow speed of the model is offset by the fact it has such a long range weapon, but the cost remains an issue.

Hacker (Hacking Device)| Combi + Light Shotgun | Pistol, Knife [SWC:0.5|C:43] – Another hacker option for PanO, personally I feel that this option isn’t an effective choice. Largely as the Nisse performs well in a focused role and adding a hacker option seems to result in a unit that is trying to do too much at once. Due to the BTS of the Nisse it also makes it a poor defensive hacker in comparison to the Kamau (Hacker), not to mention you’re also paying 43pts for this which is pushing into the HI range.

Paramedic (Medikit) | Combi Rifle + Light Shotgun | Pistol, Knife [SWC:0|C:35] – Another option if you’ve got 4pts spare in an army list and rather than reconfigure a unit entry or two you’re looking to side grade. A paramedic is never the best option to revive your troops, but it is always a option if you believe you need more first aid on the field when the rounds start to fly.

Lieutenant | Combi Rifle + Light Shotgun | Pistol, Knife [SWC:1 | C:31] – The Lieutenant option for the Nisse, again costs SWC to deploy which is either something you mind or you don’t. Not many will expect to see a Nisse as an Lieutenant option, but the downside for me is that the Nisse is a frontline unit and normally tends to be a high priority target for your opponents, so deploy this one wisely and with care.

Analysis.
The Nisse are a rightly feared option in the Medium Infantry of PanOceania. They are brutally effective for an affordable price, despite the fact they begin to encroach upon the HI price bracket they are worth every penny you spend. Due to the myriad of skills and equipment at their disposal, they are effective in a wide variety of situations. The combined package of MSV Lv.2, CH: Mimetism and ARM 3 can make them a difficult customer to tackle whilst retaining superiority against any foe, especially if they’re relying on camouflage for safety. Once this is compiled with their high WIP (Damnit PanO) and superior BS value, they become a force of nature on the table.

They are potent camouflage hunters as noted previously. The MSV.Lv2 is a huge threat to camouflage troops and very few take advantage of this as well as a Nisse. It is this that solidifies the Nisse as a heavy contender for anti-camouflage work in your army list without wanting to spend out on an Aquila Guard. This is also compounded (again) by the Nisses overall excellent statline, as they will perform very effectively against a large variety of opponents and can often become the workhorse of your combat group, slogging through enemy forces whilst supported by other assets of your combat group. Threat saturation works very effectively here, so the key is looking into units that synergy well with the Nisse, such as the Sierra Dronbots for locking down secured areas, Fusilier co-ordinated fire teams* for punching through enemy defences, AD troopers such as Akals for supporting on the flanks or bolstering the offensive thrust and finally, camouflage threats such as the Hexas or Swiss Guard for applying pressure to enemy positions.

*- The use of the word fire team here refers to spending co-ordinated orders to move a group of troops up, as opposed to the link team special rules for sectorial forces.

The weakness of the Nisse primarily lies in the fact that they are medium infantry and are bogged down by HI speeds. They require a fair investment of orders in order to move up the table with any sense of speed, but, once in position they will begin to shine like the diamonds they are. However (and again), the wide variety of equipment of the Nisse typically turns any situation they counter into their favour, barring extremely high ARM threats. The ability to ignore so many BS modifiers is huge on such a high-BS unit, and it is from this that the HMG option gets such a hearty recommendation. When firing on the offensive with the HMGs huge range bracket, the modifiers start to scale into ridiculous levels, and it is very hard to temper this downwards thanks to the benefits of the MSV Lv.2, making the Nisse capable of a mass slaughter or rout given the opportunity. But, as with any PanOceanic unit, ensure your Nisses are supported and backed up by key assets. With all of this in mind, the Nisse is surely likely to find its way sneaking into your deployable combat groups.

Everyone hit the floor, BS15 dinosaur! PanOceania Heavy Infantry. [HI]

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ORC Troops.

MOV [4-2] CC [15] BS [14] PH [14] WIP [12] ARM [4] BTS [-3] W [2] AVA [3].
Regular, Not Impetuous, Cube.
Veteran Troops | HI

Description.
Omnia Research Creation Corporation (ORC Corp.) hit a winner when they crated the combat armour of the Heavy Tactical Group. ORC Troopers boast some of the most effective armoured equipment in the entire human sphere for an infantry soldier and back it up with a shooting proficiency feared by the enemies of PanOceania. ORC Troops are known for being deployed aggressively where they are required most, as the aggressive hammer of the PanOceanic Military complex.

The ORC troops are PanOceania in a nutshell, they have one role as a vanilla type of Heavy Infantry and they don’t branch from it at all, they’re cheap and powerful but lack the flash of their more expensive counterparts.

Pros:
• Cost effective.
• BS14.
• ARM 4 can make him a durable Lt option.+
Cons:
• Low WIP*+
• No frills, no speciality.
• Outclassed very quickly by other HI options for the investment.

*- To flesh this point out, the ORCs heavier armour combined with the benefits of cover make them quite durable under fire, but because of their low WIP, they will likely fail Guts checks and dive for cover, which makes them poor defensive troops.
+ - This ties into the Lt option mentioned in the pros section, because his WIP is the same as a Fusilier, if you deploy a score of Fusiliers alongside the Lt option you can get a decently well hidden backline trooper, as most people will be gunning for the Fusiliers as the suspected Lt. The downside is that you’re paying 40pts for an Lt.


Suggested Roles:
• Baseline HI.
• Heavier fire support element.
• Hidden Lt option.

Deployment options.
MULTI Rifle | Pistol, Knife [SWC:0|C:40] – The standard ORC is equipped with the humble Multi-Rifle, the weapon itself makes a nice compliment to the ORCs BS as when using Double Action ammunition, you’re likely to land those shots, forcing your opponent to start failing ARM rolls. A decent option if you can fit in 40pts for one, but the issue here remains that when investing in HI, it’s normally better to go for the best possible option.

HMG | Pistol, Knife [SWC:2|C:41] – The hidden gem of the ORC Troop, the HMG ORC’s high BS of 14 really combines well with the HMG and ensures you’re going to be landing hits when you let the barrage loose. Due to the relative un-flashiness of ORCs, this troop is usually relegated as a heavy firepower support model, as the lack of any specialist equipment forces the model to stay out of the front line due to ambushers. An effective option for just one point more than the basic ORC.

Boarding Shotgun | Pistol, Knife [SWC:0|C:32] – The Boarding Shotgun ORC boasts being the budget ORC option which combines a relatively short ranged weapon with a slow moving trooper. A side note I want to get out of the way is that shotguns in Infinity actually have a decent threat range and you can really punish bunched up troopers with them, or even high ARM troopers using the AP ammunition option.

For the points, the BS ORC actually is quite effective, but the biggest issue it has is that it is slow (4-2 MOV), has a short ranged weapon which almost guarantees you’ll be losing some of that BS14 statline (which is why you took her, wasn’t it?) and the lack of any decent specialist equipment forces it back before camouflage troopers destroy it meaning you can never deploy it to full advantage. Because of this, it doesn’t get the support from me.

Lieutenant | MULTI Rifle | Pistol, Knife [SWC:0|C:40] – Very similar to the ORC Multi Rifle version, except you pay nothing to promote this ORC to glory. It is actually an interesting option here for the ORC as you pay nothing extra to bring in your LT with a whopping ARM4 and a WIP12. The WIP12 isn’t as bad as one might think as we PanO players normally accept this fate when deploying a Fusilier Lt. Because you’re announcing your WIP when you roll, it is a little sneaky tactic to keep the ORC hidden as the Lt because you typically will deploy Fusiliers onto the table anyway. Even should you choose not to, the ORC leading the troops does look great thematically, and nobody really expects Heavy Infantry to be the Officer which can create a nice little mindgame when your Fusiliers have been killed off, taken the enemy with them and you’re still not in Loss of Lt.

Unfortunately, the reality of this option is that it usually isn’t worth it unless you’re bringing a basic ORC Troop anyway, if you are, it can be worth the sidegrade to keep your Fusiliers as the suspected option, but you’re still at the end paying 40pts for a Lt, which can be better spent elsewhere I feel.

Analysis.
The ORC troops do represent PanO as the first HI option, they are not flashy in anyway but are effective at a base role providing you don’t expect any tricks from them. As additional firepower, the ORCs do perform well as they will never be first up the field and cannot afford to do so. They make great troops for suppressive fire corridors (especially with a BS14 HMG!) but can never actually take the imitative in most situations. They are brute sluggers, the Fusiliers of Heavy Infantry, but their points cost loses them the edge of their beret wielding counterparts.

In summary, ORC Troops make a good support option for the lead PanOceanic glory boys, but do not shine themselves in any particular role and as such as best used to support the baseline as it advances up the field.


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Sacred Order of Knights Hospitallers of St. John of Skovorodino.

MOV [4-2] CC [16] BS [14] PH [14] WIP [13] ARM [4] BTS [-6] W [2] AVA [1].
Regular, Frenzy, Cube.
Martial Arts Lv.2, Sixth Sense Lv.1, Religious Troop.
Elite Troops | HI

Description.
The Sacred Order of Knights Hospitaller are known for two things, first their religious fervour in battle which makes them an enemy to be feared. The second is their dedication to PanOceania as the name of salvation, they are known for taking part in high risk missions to rescue fellow troops and return them safely to the PanOceanic fold.

In game the Hospitallers are a combination of high duty heavy infantry that combine a much needed doctor capability on the battlefield, allowing them to theoretically switch between a slugger and a medic on the fly, providing a high level of versatility.

Pros:
• Fearless, Religious, WIP13 Doctor.
• High BTS score adds extra security against hackers, E/M, viral and sepsitor.
• Frenzied doctor ensures he will be on the frontlines near other casualties.
Cons:
• Frenzy adds a layer of extra order management.

Suggested Roles:
• Battlefield doctor.
• Non-hacker reliant heavy fire support.
• Inexpensive HI option.

Deployment options.
MULTI Rifle | Pistol, AP CCW [SWC:0|C:48] – The stock deployable option of the Hospitaller is the Multi Rifle version. Like the ORC trooper previously, the combination of the Hospitallers high BS of 14 helps stick those DA/AP shots and his high armour combined with a solid BTS score helps keep him protected as he fires those rounds down the range.

MULTI Rifle | Pistol, EXP CCW [SWC:0|C:50] – Identical to the previous incarnation of the Hospitaller except he comes equipped with an EXP CCW. There is a bit of a conundrum here as the slow speed of the Hospitaller makes him rather slow at pushing the offensive for CC, but the flipside of this is his frenzied nature means he is more likely to be pushing across the board. It’s really up to you whether you think it’s worth spending two points for a better CCW.

HMG | Pistol, AP CCW [SWC:2|C:49] – A great option for the Hospitaller and personally my favourite, this version is only a single point more than the Multi Rifle version with an additional 2SWC tax. This version is well worth it in most cases, as a religious HMG troop will not budge if you don’t want to him to (Martial Arts Lv.2 grants V: Courage). Again, as mentioned the downside is having to manage his Frenzy skill, but that is nothing new with the Hospitaller and is well worth the order spent in most cases.

Doctor | MULTI Rifle | Pistol, Knife [SWC:0|C:52] – The popular option for the Hospitaller and his signature deployment variant. The Doctor Hospitaller has a whopping PanO WIP13 and Frenzy ensures he’ll be on the front lines and bringing the medals and troops home. A neat tip with this guy is to take Palbots with him and they can cover his flanks for extra healing action. This allows him to contest an area whilst the Palbots reclaim the injured.

Lieutenant | MULTI Rifle | Pistol, Knife [SWC:0|C:48] – A cheap and powerful Lieutenant option as far as HI go and looks great thematically on the table. His upsides are that he is durable and can fight back if needed. The downsides are that WIP13 in PanO is quite suspect, and Frenzy means your Lieutenant can end up where you really do not want him if you’re not wary with him and ultimately, this is what torpedoes him.

Analysis.
The Hospitaller is a solid HI option with a variety of tricks for holding the line. The first part of his analysis is really his signature role, as a heavy medic. He is excellent at dishing out the hurt whilst keeping the troops together and combined with the previously mentioned Palbots you can really dish out the range of medical back up.

An important note with the Hospitallers however is not to dimiss the other options because of his doctor option. The HMG and Multi Rifle options of the Hospitaller are excellent at holding the field whilst pushing forward, secure them into an area and let them take the zone. Your support can then arrive alongside and force the enemy out with a combination of Light Infantry support, fast REM flanking or even TAG shocks. You can then use his inevitable Frenzy moves to move out on your “extra” orders to take the next zone.

Overall, the Hospitallers are an excellent option in the wide tool box that is the PanO Heavy Infantry.


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Sacred Military Order of Knights of Santiago.

MOV [4-2] CC [18] BS [14] PH [13] WIP [13] ARM [4] BTS [-3] W [2] AVA [1].
Regular, Frenzy, Cube.
Religious Troop, 360 Visor, Zero G.
Elite Troops | HI

Description.
The Knights of the Stars. The Knights of Santiago are valued for their protection of travelling pilgrims that travel across the Human Sphere in the name of the NeoTerran Catholic Church. The Officers of the Knights of Santiago are reknown for their skills for their naval boarding assault skills, they are at home on ground or fighting in the deep void of Zero-Gravity. Their skills are refined by their incredibly aggressive manoeuvres as they eliminate enemies of the faith.

On the table, Knights of Santiago are aggressive and hit very hard. Armed with Spitfires and Electro-Magnetic grenades, they are excellent at disabling enemies before smashing them off the table and moving onto the next.

Pros:
• E/M weaponry.
• 360 visor eliminates flanking opportunities.
• Reduced SWC cost for Spitfires.
• One of the two Zero-G troops in PanOceania.
*
Cons:
• MOV 4-2 is noticeable on a front line trooper.
• Lack of V: Courage on a front line trooper is very noticeable.
* - Noted in both, as Frenzy is really a double edged sword on the Santiago, you’ll love it when you need to get him up the field, but it also does add a layer of order management in the same way of the Hospitaller.

Suggested Roles:
• Assault troop.
• Technology disruptor.

Deployment options.
Spitfire, E/M Grenades | Pistol, AP CCW [SWC:1.5|C:51] – The first option for the Santiago is also the most popular one, for 51 points and a meagre 1.5 SWC you get an absolute roller coaster of death. The first point is that he comes packing BS14 spitfire, which is a lot of high-BS shots flying down range at someone. The second is the mighty E/M grenades, an amusing option with these is to throw one at enemy HI and shut them down, resulting in you just laughing as you pelt Spitfire rounds into their face completely unopposed. Alternatively, throw it at MI and watch them fumble with pistols.

Combi Rifle, E/M Grenades | Pistol, DA CCW [SWC:0|C:44] – The secondary (available as of Campaign: Paradiso) option for the Santiago features the stock PanOceanic Combi Rifle as opposed to the Spitifre which is great for running the Santiago on a budget whilst retaining the treasure of the Santigao; the E/M Grenades. The moderate effective range of the Combi Rifle keeps the Santiago as a viable option in mid-range encounters and giving you a healthy degree of versatility for target selection. This is also the only entry for the Santiago to be equipped with a Double Action CCW, which is always a bonus if you close the distance to engage. Always remember though, Infinity is a shooting game first and foremost and the CCW is to be always considered an emergency weapon. An important note here is that this entry will see a lot more use in the Military Orders sectorial than vanilla PanOceania. This is primarily due to the AVA1 stat which will often gravitate players towards the Spitfire.

Boarding Shotgun, E/M Grenades | Pistol, AP CCW [SWC:0|C:44] – The third option for the Santiago is an interesting one, instead of opting for a Combo Rifle, you get a Boarding Shotgun. The upside to the boarding shotgun is the option for the Santiago is that it is great for removing clumps of infantry together and at cracking HI with Armour Piercing (AP ammunition. When combined with the E/M grenades, you can use this to heavily imbalance the situation into your favour by either disabling a group of troops who are stuck with pistols, or shut down enemy HI and then crack their high armour with your AP shotgun.

Lieutenant | Spitfire, E/M Grenades | Pistol, AP CCW [SWC:1|C:51] – Thematically, the Santiago Officer is pretty great, he actually costs less than his vanilla deployment option whilst retaining exactly the same weapons. Outside of the Military Orders sectorial, I think this is a bit of a trap option. You may save 0.5 SWC, but you’re using a front line trooper as your Officer, which tends to result in Loss of Lieutenant rather quickly if you’re not careful.

Analysis.
The Knights of Santiago are like their description, hard and aggressive. They have a single advantage that is difficult to come by in PanOceania: E/M weaponry. This gives them some heavy duty tech busting capabilities that may give your force some trouble initially. The uniqueness of E/M grenades makes them excellent assaulting troops, as they can throw E/M Grenades over walls into positions and clear them out as the enemy now poses minimal threat. This is compounded with their 360 visors as the enemy cannot get a flanking jump on a Knight of Santiago without resorting to camouflage troopers. However, when combined with our variety of anti-camouflage options, they become a force to be feared.


Handy tip, E/M ammo passes through walls, aim at a silly LI in front and hit the TAG behind the wall.


Between the spitfire and the boarding shotgun options of the Santiago, you have the options to massacre softer targets or crack the harder HI and even TAGs. Finally, the Santiago are effective assault troops in almost every list, but as always, require the support of their brothers in arms for maximum effectiveness.


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Sacred Military Order of Knights of Montesa.

MOV [4-2] CC [16] BS [14] PH [13] WIP [13] ARM [4] BTS [-3] W [2] AVA [1].
Regular, Not Impetuous, Cube
Mechanized Deployment, Religious Troop.
Elite Troops | HI

Description.
The holy military orders of the Knights of Montesa are tasked with the jurisdiction of defending the borders of Acontecimento with specialty aiming towards assault operations. The Knights of Montesa are known for their rapid mechanized deployment into enemy lines, delivering a blitzkrieg assault from the front lines whilst the Acontecimento forces arrive in support.

On the board, the Montesa Knights follow their roots to the letter. Mechanized deployment positions them to make initial contact with the opposing force whilst the regular PanOceanic forces rapidly push behind them to force the enemy back and off the table.

Pros:
• Mechanized deployment allows for securing table space.
• ARM4 & Religious ensures that they can hold the ground they are assigned to.
• Speculative weapons option allows for speculative fire into enemy deployment zone.
• Lack of Frenzy ensures your Montesa Knights do not charge off out of their positions.
Cons:
• Lack of V: Courage means they will not hold the line forever and will eventually duck behind cover.
• Poor deployment positioning will result in a HI casualty very quickly.

Suggested Roles:
• Objective grabber.
• First wave assault force.
• Early game harassment unit.

Deployment options.
Combi Rifle | Pistol, AP CCW [SWC:0|C:46] – The stock deployment option for the Montesa Knight is the combi rifle wielding variant. The positives of this option is that it is cheap (for HI!) to field and can be quite brutal up field for the relatively low points cost. A good option for holding the line until the heavier firepower can support him.

Spitfire | Pistol, AP CCW [SWC:2|C:53] – A bruiser option for the Montesa. Deployed far up the field the Spitfire wielding Montesa can be a very aggressive piece if positioned with care. The Spitfire combined with BS14 is a force to be reckoned with when you throw down the D20s, however this can as be a double edged sword as without support you may lose the Montesa to the numbers game, so position with care.

Combi Rifle + Light Grenade Launcher | Pistol, AP CCW [SWC:1.5|C:51] – A very fun option with the Montesa, as the combination of the LGL and high BS means you can fling grenades into the enemies deployment zone very early on to pressure them to spread out, combined with his own aggressive nature you can force single targets into his threat range and eliminate them whilst your force moves up.

Lieutenant | Combi Rifle | Pistol, AP CCW [SWC:1|C:46] – This option really does not get a vote from me, as taking a Lieutenant option that deploys further up the field without support sets the warning sirens off, that said however, you don’t HAVE to deploy further, so you can take a durable, non-Frenzied Lieutenant if you choose to. I feel however that there are better options out there.

Analysis.
The Montesa Knights are the forward operating heavy infantry of PanOceania and show it in the true PanOceanic fashion by being equipped solely for the job. They are designed first and foremost to take a zone and wait for support to arrive to secure it.

To begin, the Montesa Knights are designed to use their Mechanized Deployment to take an objective or favourable position early game and hold it until reinforcements can arrive, their combination of being Religious and high armour helps keep them alive in position until back up can arrive. A great support option for the Montesa are Peacemaker ARMBOTs to cause the enemy to consider additional threats to their positions, but another great option are Commando Akals who can be used to drop in and support the Montesa Knights in an offensive push to the next objective. If this is used in conjunction with the Peacemakers and/or Croc-Men, you can get a very serious threat up the table very quickly that hits like a freight train. It isn’t typically expected from a usually sluggish PanOceanic force and is a great showcase of the variety present in Infinity.

The weaknesses of Montesa however can be apparent when used for the first few test runs. The lack of V: Courage is very noticeable on this unit as they cannot hold an objective for very long without diving for cover, which can render them absolutely useless, make this a priority consideration when deploying them and ensure that their support reaches them ASAP.

All in all the Montesa is a powerful tool in the PanO toolbox in giving us a much needed forward deployment option in the form of Heavy Infantry. The Montesa tend to be down rated against the competitive PanO HI options, but should never be forgotten because they bring something to the table that no other unit can compete with, and with the adequate support they can be a force to be reckoned with.


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Equestrian Order of Knights of the Holy Sepulchre.

MOV [4-2] CC [17] BS [14] PH [14] WIP [14] ARM [4] BTS [-3] W [2] AVA [1].
Regular, Not Impetuous, Cube.
Martial Arts Lv.2, Holoprojector Lv.2, Religious Troop.
Elite Troops | HI

Description.
The Knights of the Holy Sepulchre are charged with the holy duty of defending PanOceanic territories and holy sites of worship. The officers of this prestigious order are each skilled combatants of the holy cause and as such, act as living legends unto the Military Orders of PanOceania. They are considered the elite of the elite and any goal is within their grasp.

On the table, the Knights of the Holy Sepulchre back up the latest in Holoprojection technology to misdirect their foes whilst the fist of God smashes their enemies asunder. These technologies are backed up with some of the best statlines within the game. Deus Vult indeed.

Pros:
• Holoprojector Lv.2 gives the Sepulchre Knights an unprecedented level of survivability and surprise factor.
• Holoprojector Lv.2 also gives a heavy degree of meta-deployment.
• Each entry comes with a variety of equipment resulting in high flexibility.
• An excellent overall statline.
• Religious and V: Courage results in an elite trooper that will not back down from a fire fight unless chosen to do so.
Cons:
• Expensive to field and a VIP target for your opponent.

Suggested Roles:
• Offensive intelligence disruptor.
• Clearing enemy AROs prior to assault.

Deployment options.
Combi Rifle, D.E.P. | Pistol, EXP CCW [SWC:0|C:52] – The initial load out of the Sepulchre Knight comes equipped with the stock PanOceanic Combi Rifle, a D.E.P. and a EXP CCW which results in a very versatile load out. When combined with the plethora of options that the Holoprojector grants, you can easily have a versatile Swiss Army Knife disguised within the rest of your force.

Spitfire | Pistol, EXP CCW [SWC:2|C:58] – Debatably the most brutal of the Sepulchre Knight options. The Spitfire Sepulchre can use his Holoprojector to either disguise his intent or to cause maximum disruption to enemy formations. The presence of three BS14 Heavy Infantry models with Spitfires and being unable to tell which one is the real one creates a huge threat vector that your opponent cannot ignore. It also works by using the other advantage of Holoprojector, namely, disguising your Sepulchre as another model and then directing the pace of the battle around the Sepulchre when you choose to unveil him.

Lieutenant | Combi Rifle, D.E.P. | Pistol, EXP CCW [SWC:0|C:52] – In the vanilla PanOceania options, the Sepulchre Knight Lieutenant is an interesting one as it does give you the option for a Lieutenant who can hide among other models and commit to the fight himself late game when the game attritions down. The weaknesses of this option unfortunately are two-fold. The first is that you’re paying 52pts for a combat model that will be avoiding it for extended periods of time. The second is that WIP14 is a dead giveaway in PanOceania.

Lieutenant | Spitfire | Pistol, EXP CCW [SWC:2|C:58] – Much like the previous version, except you’re paying even more for it. I really don’t recommend this one personally outside of the Military Orders sectorial (this will be covered in its own relevant thread).

Analysis.
The Knights of Holy Sepulchre are a powerful tool of force manipulation in an army that broadly lacks the capability to do so outside of key pieces, for us, it’s another option to take and more options are never a bad thing.

To begin with the Sepulchre, the first talking point is the Holoprojector Lv2. which is the main reason you will deploy a Sepulchre in any list. The amount of misinformation this one rule can sow across the table is phenomenal. From simply disrupting your perceived deployment, to midgame tempo shifts, this rule is brilliant. The first talking point is how this affects your opponent on the table for deployment, namely it can create a false illusion of what you’ve got positioned on the table. Taking advantage of this is key to utilizing the Holy Sepulchre early game and can help tip the table in your favour when you unveil them. When you choose to do so, a sudden surge of aggression can go a long way in tilting the game into your favour. Your opponent often won’t be prepared for it and if you’ve set it up correctly, his force won’t be prepared to react to it which creates a rapid shift on the table in your favour. Taking advantage of this shift can win games.

The secondary part of the Holoprojector is the ability to have three Sepulchres hanging across the table and how they interact with other miniatures. The obvious one is giving the Sepulchre extra layers of survivability by sending out the dummy targets to take shots and throw your opponent off their game. The other one is sending the copies forward to trigger AROs in conjunction with co-ordinated orders for the rest of your force to push through. Granted, you will know that the holoprojector isn’t a threat, but can your opponent allow the risk of a BS14 model firing unopposed into their ranks? Another addition to this is it works great with other high-value targets. Sending a Holoprojector forward with the real Sepulchre and another heavy target like a camouflaged Cutter or Swiss Guard can give your opponent nightmares.

As with every other PanOceanic option, support is key to getting the Sepulchre work, they have the ability to bully the game over with their resilience, but they are better applied in force with supporting assets. Threat saturation is the name of the game when it comes to Sepulchre Knights and the Holoprojector is the means to deliver this.


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Sacred Military Order of Teutonic Knights.

MOV [4-4] CC [18] BS [14] PH [14] WIP [13] ARM [3] BTS [-6] W [2] AVA [1].
Regular, Frenzy, No Cube.
Berserk, Jungle Terrain, Religious Troop, V: Courage.
Elite Troops | HI

Description.
“Christus Vincit, Christus Regnat, Christus Imperat”.

The Teutonic Knights of the Order of Saint Mary of Jerusalem were created on the eve of the NeoColonial Wars and have since proved themselves in the fires of combat. Their holy mission is designated as the spearhead of PanOceanic forces. Specialised in operations on Paradiso, the Teutonic Knights have made their name throughout the Human Sphere known.

On the field, Teutonic Knights combine high aggression with very capable shooting, resulting in a fast, slugger that can tear up the table on a whim.

Pros:
• Mobile HI, High BS and MOV makes for a very aggressive trooper.
• High BTS value helps keep him protected against Hacking, Viral Ammunition and E/M weaponry.
• Overall high statline for a relatively low points cost.
• Frenzy ensures your Teutons will be up the field, in the thick of action.
• No Cube provides a safety net against Sepsitor attacks.
• V: Courage combined with Religious results in a trooper that simply will not back down from a fight.
• Berserk can result in dispatching enemy troops in CC with pretty much a guarantee.
Cons:
• Frenzy adds a layer of extra order management.
• Sub-par HI armour.
• Berserk can result in him getting killed, regardless of the results.

Suggested Roles:
• Front line shock troops.
• Vanguard against expected viral threats.

* - Noted in both, as Frenzy is really a double edged sword on the Santiago, you’ll love it when you need to get him up the field, but it also does add a layer of order management in the same way of the Hospitaller.

Deployment options.
Combi Rifle, Panzerfaust | Pistol, AP CCW [SWC:0|C:42] – The first option for the Teutonic Knight is an effective package, boasting a Combi Rifle with a high BS helps ensure the shots land, combined with the Panzerfaust you end up with an accurate shooter that can threaten not only infantry but also the heavier targets.

Combi Rifle, Panzerfaust | Pistol, EXP CCW [SWC:0|C:44] – Similar to the first option with the only difference being that he packs an EXP CCW as opposed to an AP one, this is actually quite useful for the two point increase as when you inevitably close for close combat, the EXP CCW is quite brutal when combined with the Teutonic’s ability to berserk. A very close second in my books to the Spitfire variant based on sheer versatility of equipment available.

Spitfire |Pistol, AP CCW [SWC:2|C:46] – For a mere two SWC and points, you can upgrade your Teutonic to a Spitfire wielding variant. Debatably the best option for the Teuton as the amount of firepower you can slug out into enemy lines combined with his statline results in the enemy being under pressure very quickly. Overall, this Teuton gets my recommendation as not only the best option for Teutons, but also one of the best HI options available in the game. The con to mention here is the lack of the Panzerfaust, but winners can’t be choosers.

Lieutenant | Combi Rifle, Panzerfaust | Pistol, AP CWW [SWC:1|C:42] – The Lieutenant option for the Teutonic pays the SWC cost for being the Officer in command but doesn’t get my recommendation for this role. The Teuton screams to be put onto the front lines, cleansing enemies of the faith and being a Lieutenant will restrict him in this role massively, not to mention being potentially Impetuous also works against him. An amusing wildcard option, don’t take him.

Analysis.
The Teutonic Knights are a force to be reckoned with on the table and boast an extremely aggressive statline which helps to break out of any defensive mentality a player may make. Their high speed is very impressive for a HI and will show on the table when applied. Teutonic Knights I find are excellent at leading the charge for the PanOceanic support group to lead up behind which makes them excellent at clearing objective zones or areas of importance and allow other elements to take the ground whilst the Teuton moves up.

The one weakness of the Teuton is over-extending them, like anything in Infinity, a model will die quickly if exposed repeatedly to return fire so be very cautious on where he attacks to and that he has the adequate support to back him up, use of co-ordinated orders helps to minimize this risk. Keeping this in mind won’t result in your Teuton advancing and getting shot off the table. This ties into their V: Courage which it is important to remember although they always pass Guts Checks, sometimes it is worth voluntarily failing them to keep your Teuton safe behind cover so support can arrive to assist. If deploying a Teutonic Knight, I tend to consider as a back up option of a Trauma Doc or Knight Hospitaller in support in conjunction with Palbots to ensure he stays alive.



Another important note that ties into all of the Knights but especially the Teutons, is that their close combat weapons are a bit of a trap and can result in them getting killed, as opposed to getting the kill. PanOceania is the shooting army, relying on accurate firepower and the Knights are no exception to this. It is best to view the close combat weapons as an eventuality if they come up at all, as opposed something to deliver to the enemy. They are situationally brilliant, but they are always secondary to the ranged options we boast.

Overall the Teutons are a very aggressive and favoured option with the PanOceanic armoury with their wealth of options to take to the enemy. They are very effective with their statlines at delivering punishment to enemy forces and if supported correctly can become an absolutely devastating threat to enemy forces.


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Magister Knights.

MOV [4-4] CC [18] BS [12] PH [14] WIP [12] ARM [3] BTS [-3] W [2] AVA [1].
Regular, Impetuous, Cube.
Martial Lv2, Religious Troop, Hyper-Dynamics Lv1.
Elite Troops | HI

Description.
The Magister Knights are known for very little, but the one thing they are known for his their utter dedication for the Holy See. They are based on one discipline and that is the discipline of war. Applied in the name of the Church, the Magister Knights fight throughout the Human Sphere for the Church without a shed of glory or appreciation for what they do and it is this vow that empowers them to smite down their foes. On the table, the Magister Knights are a highly aggressive unit who boast a respectable stat line to be used as an aggressive fist to the enemy.

Pros:
• Very respectable stat line for their points cost.
• V: Courage ensures they keep coming at the enemy.
• Religious ensures they do not retreat and keep applying pressure where needed.
• Hyper-Dynamics improves their survivability on the offensive.
Cons:
• Sub-par BS for HI.
• AVA 1 limits them heavily in vanilla PanOceanic lists.
• Very limited once the Panzerfausts have been fired.

Suggested Roles:
• VIP hunter
• Support assault troop.
• Armour hunters.
• Rogue fire and forget missile.

Deployment options.
Panzerfaust | Pistol, AP CCW [SWC:0|C:27] – The initial option for the Magisters comes packing a Panzerfaust and an Armour Piercing CCW, the Panzer isn’t too shabby at BS12 and is best applied picking off key, important pieces on the table.

Panzerfaust | Pistol, EXP CCW [SWC:0|C:29] – Identical to the previous version but for just two more points you’ll get an explosive CCW, more useful than the AP version due to the nature of multiple rolls versus stacking a single one. A debatable choice due to the two-shot nature of the Panzerfausts which makes you rely more on the pistol and CCW to make ends meet.

Panzerfaust | Pistol, DA CCW [SWC:0|C:27] My preferred load out option out of the initial three in that the DA CCW is more likely to injure as opposed to the AP one against all but the heaviest of targets (TAGs) and costs the exact same as the AP option.

Panzerfaust, Light Shotgun | Pistol, AP CCW [SWC:0|C:31] – For vanilla PanOceania, this tends to be my recommended option primarily for the back-up weapon that the shotgun provides once the Panzerfaust is empty. Combined with the single AVA that PanOceania has for the Magisters, this is often the most secure option to take.

Missile Launcher | Pistol, AP CCW [SWC:1.5|C:49] – A powerful option armed with a missile launcher that packs a lot of firepower in one package which is very effective for clearing out enemy troops and link teams. This option is a fair investment at nearly 60pts but the SWC of 1.5 is actually less than what you would usually be paying for a Missile Launcher on a HI model.

*- A side note here, the Missile Launcher variant has a nifty little synergy with being Impetuous in that we can go blitzing down the table in the +3 BS range bracket with his missile launcher and can go to absolute town on enemy formations which is horrifically effective.


Analysis.
The Magister Knights are very different in PanOceania in comparison to the Military Order sectorial in that they are a very limited option on the battlefield which vastly narrows down their role. I find that they have a very defined role in combat support, best utilize for hunting out key targets in conjunction with other front line PanO units. A great rule for the Magister is his Impetuous state, which means often he can use that free order to go first and apply the pressure early in a turn on enemy units. Another note is their limited fire Panzerfausts, with Magisters it is key on where and when to utilize them, you only get two rounds, so make them count and don’t waste them on low-priority targets and keep a heavy use of Hyper-Dynamics to ensure they survive on the frontline.

Magisters do suffer in PanOceania with their reduced AVA and lack of link team rules from the Military Orders sectorial, but it’s key not to gloss over them for this loss. They are an effective powerhouse on their own and a force to be reckoned with if utilized correctly.


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Guarda de Assalto.

MOV [4-4] CC [15] BS [15] PH [14] WIP [13] ARM [3] BTS [-3] W [2] AVA [1].
Regular, Not Impetuous, Cube, G: Synchronized.
Veteran Troops | HI

AUXBOT_3.
MOV [6-4] CC [8] BS[10] PH[8] WIP [11] ARM [0] BTS [-3] STR [1] AVA [-]
Regular, Not Impetuous, G: Synchronized
REM
Light Shotgun + Zero-V Smoke Light Grenade Launcher, Electric Pulse. [SWC:0|C:0]
Note: Auxbot cost and description is included as part of the Guarda de Assalto load out option.

Description.
Hailing from the world of Acontecimento, the Guarda de Assalto (Assault Guard) represent the aggressive might of PanOceania whilst showcasing the technological prowess typical of PanOceanic forces. Armed with a variety of weapon systems, they are more than capable of dealing with the majority of threats presented to them. They live by their motto, Aut vincere aut mori. To win or die.

On the table, the Guarda de Assalto live up to their reputation as high speed dealers of death, providing sorely needed speed to the PanOceanian heavy infantry without sacrificing firepower to do so.

Pros:
• Incredibly mobile for HI.
• Very cost effective (but we’re PanO, you were expecting this, no?).
• The only smoke grenade option in PanOceania without resorting to Mercenaries.
• A large variety of equipment for versatility on the battlefield.
• The Auxbot gives you a surprising degree of versatility on attack patterns.
Cons:
• The Auxbot will miss those smoke grenades; don’t rely on them too much.
• Surprisingly fragile for our front line heavies.
• Be wary of overextending him on the assault.

Suggested Roles:
• Front line assault unit.
• Extreme flanking unit.
• Support vector/smoke launcher cover unit.

Deployment options.
Multi Rifle + Heavy Flamethrower + AUXBOT_3 | Pistol, Knife[SWC:0.5|C:51] – The initial load out option for the Guarda de Assalto is the Multi Rifle wielding variant. This option is effective primarily in its versatility in combat, the Multi Rifle as known packs a variety of ammunition options for multiple situations, the Flamethrower is useful for clearing out groups of units or destroying camouflage equipment, whereas the Auxbot can be used to screen the advance whilst following up with a barrage of shotgun templates for the initial assault to minimize the targets for your second wave.

Spitfire + Heavy Flamethrower + AUXBOT_3 | Pistol, Knife [SWC:2|C:50] – The second option for the Guarda de Assalto is equipped with a Spitfire as opposed to the Multi Rifle and shows it by being a lightning bruiser on the table. This variant of the Guarda de Assalto purely for aggression and it shows it. The Spitfire and the Heavy Flamethrower is one of the more optimum load outs for assaulting enemy positions, using the HFT to clear out camouflaged/mimetism’d troops or clustered up link teams whilst the Spitfire can be used to overpower tougher enemy models in sheer number of rounds. When these factors are taken into account with the plucky little Auxbot, the Guarda de Assaulto can absolutely demolish opponents under an ocean of rounds and forced armour checks.

Analysis.
The Guarda de Assalto is the premiere attack option under the PanOceanic armoury, which can make it seem a little alien at first with how defensive the faction tends to play at the best of times. However, the GdA is an absolute monster if left to his own vices and be assured that knowledgeable opponents will gun for him to bring him down, for this reason it is vital he is supported by the relevant troops. Heavily consider anti camouflage troops such as the Nisse or Bagh-Mari to root out hidden enemy troops and fast moving armour such as Bulleteer ARMBOTs to support the offensive as he pushes up.

Again, this point cannot be driven home enough, but ensure your GdA is supported like any other troops as the Auxbot alone will not cut it, at 50pts he isn’t a cheap package in any mindset and losing him can be crippling. Other support options I’ve found successful are Peacemaker ARMBOTs for your GdA to link up with on the offensive for the additional firepower, consider Auxilia for covering the flanks (not to mention having that many Auxbots isn’t just amusing, it’s brutally effective) or even Commando Akals to drop in to support him from various angles.

In conclusion, the Guarda de Assalto is the enabler of the offensive push which is much needed in the stock PanOceanic list. If you’re finding your lists feel a bit sluggish and struggle to respond to enemy positions, definitely consider deploying a Guarda de Assalto, as he will certainly be the opening statement of the PanOceanic fist.


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Aquila Guard.

MOV [4-2] CC [15] BS [15] PH [14] WIP [13] ARM [4] BTS [-6] W [2] AVA [1].
Regular, Not Impetuous, Cube.
Multispectral Visor Lv.3
Headquarter Troops | HI

Description.
The first in everything, the elite of the elite, the Aquila Guard.

The Aquila Guard are the premium of PanOceanic forces. They are deployed on missions of the utmost importance to the PanOceanic High Command of where failure is simply not an option. They are the last answer of PanOceania, and thus, are respected as such. On the board, the Aquila Guard represent this by packing an extremely high stat line with the much valued Multispectral Visor Level 3, nothing escapes their sights.

Pros:
• Extremely impressive statline for the points cost.
• The MSV Lv.3 combined with BS15 makes for a battlefield monster.
• High ARM and BTS values result in a very survivable troop.
• The ultimate in anti-camouflage options.
• One of the few E/M options in PanOceania.
Cons:
• A VIP target for your opponent, ensure he has support at all times.

Suggested Roles:
• Anti-camouflage trooper.
• Anti-tech trooper.
• Force multiplier.
• Battlefield terror agent.

Deployment options.
Multi Rifle | Pistol, Shock CCW [SWC:0|C:59] The first option for fielding an Aquila Guard comes armed with a stock Multi Rifle and a Shock CCW. The Multi Rifle is a solid option for picking off key targets with its varied ammunition options and this is only amplified further by his great statline.

HMG | Pistol, Shock CCW [SWC:2|C:60] – The secondary option for the Aquila Guard and arguably the most infamous. This variant comes packing with the brutal Heavy Machinegun, which when combined with the Multispectral Visor and its obscene BS of 15 makes for an absolute engine of destruction on the table. Your opponents will fear him and gun for him whenever possible. Camouflaged troops will be removed from the table when this guy lets the rounds fly down the range.

Multi Rifle + E/M Light Grenade Launcher| Pistol, Shock CCW [SWC:2|C:66] – The third option for the Aquila Guard and one of the more interesting options. The combination of BS15 and E/M weapons owns up for some frightening options against enemy troops with the potential to shut down entire swaths of enemy forces from long range, when combined with the potential for speculative shooting, this option is terrifying.

A handy little note for this entry is that you can fire the E/M weapon at a Thermal-Optic camouflage marker, reveal it, and providing your opponent fails the BTS check, lower it down to a -3 penalty as opposed to a -6.

Lieutenant | Multi Rifle | Pistol, Shock CCW [SWC:0|C:59] – Not my favourite load out for the Aquila despite his high WIP for a PanOceanic troop, you’re really sacrificing one of the two previous options for having a durable Lieutenant who really wants to be fighting on the frontlines. Ultimately not worth deploying in comparison to the other options available.

Analysis. 
The Aquila Guard is one of the most brutal options for PanOceania as far as Heavy Infantry go and is only debatable rival is the Swiss Guard or Knight of the Holy Sepulchre. The combination of high ARM and high BS result in a dealer of death once deployed, but it is very important to remember to support this unit as you would any other.

The Aquila is an offensive piece with its one weakness in that it is slow and prone to being flanked, as with any other entry, keep it supported and it will serve you well. Another thing to remember is despite its highly effective stat line, the Aquila Guard is not invincible and be wary of engaging too many hostiles at once and losing him to a few lucky AROs. However, their high ARM and BTS values help ensure they alive as the rounds begin to fly.

The first thing to note about the Aquila is the MSV3; this removes any penalty to shooting at camouflaged miniatures what so ever, you also do not need to discover them before opening fire. This is a huge benefit when stacked with his BS of 15 and as such it has to be said here that the Aquila Guard is the ultimate answer in regards to ODDs (Optical Disruption Devices), ODFs (Optical Disruption Fields), or any level of camouflage.

The second part of this is the terror threat he provides as a result of this. (From my own experience) The Aquila Guard forces your opponent to play different based on the multitude of threats he forces onto the enemy, they simply are not safe from a HMG/EM wielding BS15 model that can ignore so many BS modifiers and he also can be used as a force multiplier on the table, using him to bulldoze over enemy models in conjunction with some of your own. Consider deploying other high-level threats to simply overpower your opponent in a particular sector of the table which can in turn, turn the tide and begin the flow of the PanOceanic gunline. The Aquila works well when supported by fast moving assets such as the Bulleteer ARMBOTs which can very quickly threaten flanks with their shotguns whilst the Aquila pushes up the table supported by the rest of your force. In this catagory, the Aquila operates as a force multiplier, adding his own strengths into the rest of your force and creating a significantly higher threat level and potential damage output despite being just a single miniature, in this respect, they are closer to TAGs.

Another mention goes towards the PanO TAGs*, many of them suffer from being ambushed by high powered camouflaged threats and the presence of the Aquila can heavily limit, if not entirely remove these threats. As such it is also important to think of where the Aquila can support your troops, as well as them supporting it.
* - This will be covered more in the TAG section.

In summary, the Aquila Guard is one of our most fearsome and respected options in the faction and for very good reason. Interlocking synergy is the name of the game in PanOceania, and none state this more than the best of the best, the Aquila Guard.


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Swiss Guard.

MOV [4-4] CC [15] BS [15] PH [14] WIP [13] ARM [5] BTS [-6] W [2] AVA [1].
Regular, Not Impetuous, Cube.
CH: TO Camouflage.

Headquarter Troops | HI

Description.
The Swiss Guard are the warriors of the Holy See of NeoTerra. They represent the Special Action Group of PanOceania and are equipped with the utmost advanced technology available in the entire Human Sphere as a true representation of PanOceania in conflict and war. Their traditional values of recruiting from the former Swiss cantons remains in effect, but in addition to this, the Swiss Guard must regularly be transferred to other PanOceania regiments and obtain from them an honourable and extensive combat record to make justice of the traditional colours they serve. Excellence is in their name. On the table, the Swiss Guard are equipped with the latest in thermal optic camouflage and weapons of war, making for a truly effective soldier on the battlefield.

Pros:
• Thermal Optic Camouflage/ARM5/-6BTS ensures this model will be extremely difficult to remove.
• Extremely impressive statline.
• A hidden deployment HI packing heavy weapons makes for a terrifying threat.
• Hidden deployment makes for a surprising degree of meta-deployment.
Cons:
• High point cost investment.
• A VIP target for your opponent.

Suggested Roles:
• Flanking assault troop.
• Heavy armour hunter.
• Force multiplier.
• Pissing through the Hac-Taos letterbox.

Deployment options.
Multi Rifle + Light Shotgun | Pistol, AP CCW [SWC:0|C:70] – The initial option for the Swiss Guard comes armed with a Multi Rifle and Light Shotgun, giving the Swiss Guard a degree of versatility when it comes to combat, usually this option isn’t deployed too much, as you’re more liable to choose the HMG or Missile Launcher options for the investment involved.

HMG | Pistol, AP CCW [SWC:2|C:67] – The secondary, and most infamous of the Swiss Guard load outs. You’re paying three less points (but two of your precious SWC) for a TO, BS15, ARM5 HI model. This is an absolute steal for the points cost and alongside the Aquila Guard HMG, represents the absolute pinnacle of playing PanOceania. The Swiss Guard is the most reliable and effective method of dealing death on the battlefield for the options presented. The combination of cover, distance and TO: Camouflage ensures that the Swiss Guard is a hard miniature to answer.

Missile Launcher | Pistol, AP CCW [SWC:2|C:74] – The other infamous option for the Swiss Guard costing 74pts is the much feared Missile Launching variant. What makes this option terrifying is twofold: The first is that you can opt to hidden deploy this model, making it suddenly pop up and start flinging EXP templates at your opponent. The second is this is the fact when combined with the Missile Launchers absurd threat ranges; you’re almost always at effective BS18 before cover/camouflage modifiers whilst retaining all the defensive options the Swiss Guard comes with normally, which is a huge threat for your opponent. Flanking with this beauty can help mitigate its one weakness, which is that it is B1, and it only takes one lucky ARO to swat the missile out of the sky. Stack the odds in your favour as much as possible to avoid this situation, and the Missile Launcher Swiss Guard will serve you very well indeed.

Hacker (Hacking Device) | Multi Rifle + Light Shotgun | Pistol, AP CCW [SWC:0.5|C:82] – Costing a whopping 82 points, your default Swiss Guard comes equipped with a hacking device. This hacker is actually just as effective as its job as the Kamau, with the added bonus of being a TO hacker and extremely effective combat soldier. The downside is you’re spending 82pts for it. Some players will prefer the role of hacker to be tied to a dedicated hacker, others will prefer the versatility. The Swiss Hacker is very effective as its job, but remember you are paying the premium for it.

Lieutenant | Multi Rifle + Light Shotgun | Pistol, AP CCW [SWC:1|C:70] – Another Lieutenant option in the PanOceanic armoury which I do not recommend, solely for the fact that the Swiss Guard is AVA1, ultimately this option suffers the same fate as the Aquila Guard Lieutenant.

Analysis.
The Swiss Guard is another one of the jewels in the PanO crown and is often viewed as the alternate Aquila Guard. The combinations of TO: Camo, BS15 and ARM5 are simply staggering to behold and the net result is a unit that is extraordinarily difficult to kill.

The first talking point of the Swiss Guard is the huge benefit TO: Camo and what it provides for the Swiss Guard, but also for PanOceania as a whole. Primarily, the benefits begin with deployment, being able to hidden deploy such a powerful asset is huge as your opponents cannot really consider it until it has revealed itself, which can result in a fast change of pace on the table in your favour. The secondary is of course in the resilience of the model, when in cover, enemy models (except those with ways to ignore CH: TO) will be a -9 modifier before ranges are taken into account this then stacks with the Swiss Guards ARM value, which will then be at an effective 8 which can result in a very difficult model to dislodge, forcing your opponent into plunging vital resources into dealing with the Swiss. Another side benefit is the -6BTS. This helps ensure your Swiss Guard stays alive to viral weaponry, assists in keeping their equipment running against any E/M threats and also helps them from foreign hacker threats.

The secondary point is the effects of the HMG and ML Swiss and the surprising amount of self-sufficiency they bring to the table. With such a high statline, they can be deployed a solo board threat on a flank to force your opponent to reposition and readjust as you begin to control the table. The Swiss Guard however becomes truly brutal when used in conjunction with our other entries and can give the opponent a real conundrum of target priority. In regards to this, the HMG Swiss Guard can bulldoze any opponent that dares face them with a withering hail of firepower whilst the Missile Launcher option can clear out bunched up defensive positions or crack heavier targets with relative ease.

In conclusion, the Swiss Guard is a fearsome model with a reputation that precedes it. The key part to consider the Swiss Guard (and of course, this extends to every miniature in not just PanOceania, but Infinity itself) is not just how it operates on its own, but the interlocking synergies between the faction. The Swiss Guard represents the pinnacle of PanOceania with extremely effective statlines and cutting edge equipment on a discount. Ultimately, they represent the keen edge of the PanOceanic blade.

My software never has bugs, it just develops random features. The Remotes of PanOceania. [REM]

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Pathfinder Dronbots.

MOV [6-4] CC [8] BS [11] PH [8] WIP [13] ARM [0] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
Forward Observer, Repeater, Sensor.
Support Troops | REM

Description.
The Dronbot remotes are among the most cutting edge technology in the Human Sphere and none show this more than the Pathfinder for electronic warfare. The Pathfinders are outfitted with the most expressive forms of network sensors; rangefinders, antennae and radio receivers, the Pathfinder Dronbots form as advanced spotters and reconnaissance Remotes within the PanOceania Armed Forces.

Pros:
• Dedicated forward observer.
• Fast mobile repeater.
• Access to sensors.
Cons:
• Difficult target to obscure.
• Very fragile
• Requisite Hackers or TAGS must be deployed to field this option.

Suggested Roles:
• Dedicated spotter.
• Camouflage detector.
• Offensive hacking extension.

Deployment options.
Combi Rifle | Electric Pulse [SWC:0|C:21] – The only load out option for the Pathfinder gives it a Combi Rifle and the Electric Pulse. The EP is to be used solely for defensive purposes in close combat, and shouldn’t ever be relied upon. The Combi Rifle is also solely to give this unit some ARO potential to defend itself, I wouldn’t rely on it as the Pathfinders role is purely support based, do not think of this as an offensive model.

Analysis.
The Pathfinder Dronbot is pretty simple it its threefold uses. The first one is as a dedicated spotter for your Sierra Dronbots or Grenade Launcher units, giving them bonuses to their speculative fire weaponry. This works great with the Sierra Dronbot (as mentioned), but also with the Kamau X-Visor LGL and the ‘Squalo’ Armoured Cavalry. By doing so, you remove the -6BS Penalty to speculative fire which is huge.

The second option and reason for deploying the Pathfinder is for the speedy Sensor to reveal enemy camouflage troops. The Sensor is found nowhere else in PanOceania barring the Acon. Regulars, making it a very useful asset to have. Combined with the speed of the Pathfinder, you have quite a nimble camouflage detector.

The third option and debatably the least useful depending on your playstyle, is as a hacking radius extension. The mobile repeater allows you to hack in an 8” aura around the Pathfinder which vastly extends your hacking radius, however the downside of this is that PanOceania is largely a defensive hacking faction due to our WIP stat. However, this does not mean PanOceania cannot hack enemy troops and if that is one of your aims and why you bring a combat hacker, the Pathfinder is a great option to bring to the table to bolster this capability.

A very useful gem of information from user Noirfatale:
A little thing to add to the Pathfinder Dronbot: since it has SENSOR and FO it can mark targets for the Clipper and stay out of LOF if the target is within his control range. It can also flash pulse and blind enemies in a pinch and has a very respectable WIP for a REM.


Overall the Pathfinder is a versatile tool in the PanOceanic toolbox and should never be forgotten when considering deployment options.



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Seirra Dronbots.

MOV [6-4] CC [8] BS [11] PH [8] WIP [13] ARM [0] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
Total Reaction, Repeater, 360 Visor.
Support Troops | REM

Description.
The next generation of modern warfare, the Sierra Dronbot is outfitted with heavy weaponry in order to bring these weapons to full capacity without risking our soldiers’ lives. The Siera Dronbots come equipped with an extensive versatility of weaponry, a tool for every situation in order to prove PanOceanic supremacy on the battlefield.

Pros:
• An inexpensive way to bring heavy weapons into the battlefield.
• Access to E/M and monofilament weaponry.
• Access to multiple defensive countermeasures; from 360 visor, total reaction, repeaters and mines.
Cons:
• Especially fragile, as the Sierra is going to be put into combat.
• Vulnerable to camouflage troop counter attack.
• Requisite Hackers or TAGS must be deployed to field this option.

Suggested Roles:
• Heavy fire support.
• Zone reinforcement contester.
• Defensive counter measure piece.

Deployment options.
HMG, Antipersonnel Mines | Electric Pulse [SWC:1|C:28] – The initial option for the Sierra DronBot and a great entry if you’re not willing to spend on the more expensive ones. The combination of a total reaction, 360 degree HMG is brutal for a defensive piece. The AP mines compliment this very well by assisting in them in covering flank attacks and aggressive assaults.

HMG + E/M Light Grenade Launcher | Electric Pulse [SWC:1|C:34] – Coming at 6pts more than its previous variant, the one thing to note with this load out is you lose access to mines, however, the E/M LGL more than makes up for it as a very valuble option is to use this weapon for speculative fire. Being able to bombard E/M rounds across the table into enemy defensive positions or as a pre-emptive strike measure sets you up for a huge advantage as you disable enemy equipment. Because of this, this load out is the more offensive variant of the Sierra Dronbots.

HMG, Monofilament Mines | Electric Pulse [SWC:1|C:34] – The final load out for the Sierra is very similar to the first one, in that it swaps AP mines for Monofilament mines. Monofilament weapons are extremely powerful, and this is the only way to access them in PanOceania which is a very important measure. The ability for the Monofilament web to stay in place once the mine has detonated is a huge deterrent in keeping enemy forces back and covering your flanks.

Analysis.
The Sierra Dronbot is as much as an offensive piece as it is a defensive piece. However, it excels in the defensive role as an effective roadblock to enemy forces. Primarily the Sierra is viewed as a defensive asset in your forces for reinforcing a set point on the table whilst providing 360 degree coverage to that sector. When combined with with the Total Reaction rule, this makes the Sierra a hefty threat to enemy models activating within its LOS. The one vulnerability to the Sierra is lack of any anti camouflage equipment.

The ways to protect yourself from this are twofold: The first is to position the mines in a way to cover several of the liable camouflage ambush angles, this is can be difficult to do so, so make sure you select an effective defensive position whilst retaining a good threat angle on enemy approaches. The second option is to keep anti-camouflage troops (consider, Bagh-Mari, Nisses or the Aquila Guard here) as a way to deter enemy camouflage options from engaging your Sierras, although the Aquila Guard can ARO them directly, remember that the rules for Combat Camouflage are still in effect for the Bagh-Mari or Nisse, and your opponent will get a normal roll chance to eliminate your Sierra, so be very wary when enemy camouflage troops are present.

With these out of the way, the Sierra Dronbot is a great defensive option on the table for holding down fire lanes whilst keeping pressure applied to your opponent in other locations. This also makes them very great for scenario play as they can effectively ‘overwatch’ critical zones whilst you push for the objectives. A very attractive option for any army list and should not be forgotten when filling out roles for your army.


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Clipper Dronbots.

MOV [6-4] CC [8] BS [11] PH [8] WIP [13] ARM [0] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
Support Troops | REM

Description.
Functioning as the mobile missile batteries for PanOceanian troops, the Clipper Dronbot represents the ‘long arm’ of PanOceania on the battlefield, raining down guided missiles onto the enemy from above. On the tabletop, the Clipper does exactly that and functions as a long distance artillery piece which is used in conjunction with forward spotters.

Pros:
• Auto-hitting EXP missiles.
• Very low opportunity cost.
• Can easy stay back in your deployment zone, with very little risk to losing it.
Cons:
• Requirement of forward observer marking targets.
• Performance of unit wildly varies.
• Requisite Hackers or TAGS must be deployed to field this option.

Suggested Roles:
• Long distance artillery piece.

Deployment options.
Guided Missile Launcher | Electric Pulse [SWC:1|C:34] – The only option for the Clipper Dronbot to field to the table which comes equipped with the Guided Missile Launcher. The main benefit of this option is the fact it’s so very low on cost for what you get. The most effective way to field the Clipper is to keep it back in your own table edge and to send forward, forward observers to spot targets for it.

Analysis.
The Clipper Dronbot functions primarily as a reactive piece in the PanOceanic armoury. Due to the way the Guided Missile Launcher operates within your army, it is nessecary to bring a forward observer to act as a spotter for it to activate. Generally I find there are three options to do this effectively.
The first is the Pathfinder Dronbot, which is also a relatively lowly-costed model which can operate independently from your force and function solely as a spotter, in a faction full of specialists this is bonus, as you won’t have to rely on another model multitasking between fire support and forward observer.

The second option is the Fusilier (Forward Observer), this model can double as an inexpensive spotter for your troops whilst laying down defensive repeaters for your hackers to function from. This is great for setting up reactive hacking against approaching enemy HI, this works doubly so when you use the Fusilier to spot the enemy troops, allowing the Clipper to rain death upon them.

The third option and a quirky favourite of mine is the Auxilia (Forward Observer). The benefits for this are also covered in the Auxilia section, but essentially, you can spot multiple targets thanks to the Auxbot, or double up your chances onto successfully spotting a single miniature, which is a huge boon that beats a WIP bonus from other models.

The one weakness of the Clipper is the fact it requires these support options to see any sort of effectiveness on the table and if its eyes are removed from the table, its effectiveness dwindles rapidly. It can still be used for direct fire purposes, but is far less effective at this role than its guided fire option. When these synergies are in play however, the Clipper is an absolute force to be feared and as such, represents the PanOceanic high-technology war machine in action.


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Fugazi Dronbots.

MOV [6-6] CC [8] BS [8] PH [8] WIP [13] ARM [0] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
CH: Mimetism, Multiterrain, Repeater.
Support Troops | REM

Description.
The Fugazi Dronbots are an automated extension of PanOceania's hacking network in the field. Representing the digital supremacy of PanOceania on operations, the Fugazi is designed for maximum motorized capability, featuring the latest in digital hacking and counter hacking technology on a small, concealed, all-terrain platform. In-game, the Fugazi functions as an inexpensive, fast moving repeater.

Pros:
• An extremely mobile repeater.
• Very inexpensive.
Cons:
• Fragile and difficult to conceal, like most REMs.
• Requisite Hackers or TAGS must be deployed to field this option.

Suggested Roles:
• Hacker control area extension unit.

Deployment options.
Electric Pulse [SWC:0|C:8] – The sole option for the Fugazi comes armed with an EP for self-defence in melee, that is it. Don’t complain, it’s why the Fugazi is only 8pts. On the other hand, you do get Multi-terrain, a Repeater and CH: Mimetism, so we can’t really complain now, can we?

Analysis.
The Fugazi Dronbot has on a single reason for deployment; and that is as to extend the range of your hackers. The trick to remember with this is that you don’t necessarily need Line of Sight to your target to hack them, just to be within 8” or your hacker OR 8” of the repeater and the Fugazi is just nimble enough to get into awkward positions to limit your opponents options as far as their HI/REMs/TAGs go. For only 8pts, you can consider this a steal if you’ve already invested in combat hackers and are finalizing your combat group.

The weakness of the Fugazi is much the same as any other Dronbot REM, they’re fragile and may potentially be dropped by any sporting shot. However, the Fugazi has the benefit of being equipped with CH: Mimetism, whilst stacked with the cover bonus, can make the Fugazi tricky to score a hit against, which is very useful for it doing its best to dash out of enemy attacks and into safety. An amusing, if surprisingly effective tactic with the Fugazi is to accelerate it into an enemy unit for an emergency Electric Pulse into an enemy model, should the EP trigger, they will be immobilized, setting you up for a surprise offensive. It’s a bit gimmicky, but for 8pts it’s surprisingly effective, and nobody expects it.

However, the key thing to note with the Fugazi is the combination of a 6-6 MOV and Muliterrain, the Fugazi is not slowed down when traversing the battlefield like other REMs and can swiftly get into tricky to dislodge locations, setting up potential hacks against enemy forces which will disrupt the flow of battle in your favour. It is this reason alone I recommend the Fugazi, PanOceania typically isn't expected to play hacking offensively, which is all the more reason to do it, and so, to deploy the Fugazi.


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Bulleteer ARMBOTs.

MOV [6-4] CC [8] BS [12] PH [8] WIP [13] ARM [1] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
ODD: Optical Disruptor, Repeater.
Support Troops | REM

Description.
ARMBOT is the designation for attack Remotes in the PanOceanic Armed Forces. Equipped to be the speedy dealers of death in the battlefield, they are designed as highly mobile fire support for the PanOceanic infantry on the battlefield, whilst retaining lower manufacturing costs than Tactical Armoured Gears. In-game, the Bulleteers function as high-speed threats on the Battlefield, being able to quickly move into position to eliminate important targets with minimal order expenditure.

Pros:
· Extremely mobile assault REM.
· Optical Disruption Device.
· Fast moving assault repeater.
Cons:
· Counters to ODD render the Bulleteer very fragile.
· Requisite Hacker or TAG must be fielded to field this option.

Suggested Roles:
· Fast moving flank threat.
· Fire and forget missile.
· Counter-attack piece.

Deployment options.
Heavy Shotgun | Electric Pulse [SWC:0|C:25] – Equipped with a Heavy Shotgun, the initial option for fielding the Bulleteer acts as a fast moving threat on the battlefield. The combination of a template weapon with the high speed of the Bulleteer makes for a very threatening piece on the table, able to manoeuvre into position to take advantage of any opportunity that arises.
Spitfire | Electric Pulse [SWC:1|C:29] – Armed with a Spitfire, the second Bulleteer functions similarly to its initial option with the sole difference in having a far more aggressive weapon option, this combined with its high-speed and resilience to shooting, results in a very nimble attack piece which can cause a devastating amount of damage.

Analysis.
The Bulleteer ARMBOT is a great assault piece in the PanOceanic armoury. Firstly, the speed and firepower of this REM isn’t something easily bought within its price bracket, secondly, it is a very effective model when the right circumstance arrives. One of the best uses of the Bulleteer is as an exploitation machine; finding a weak point in the enemy positions and using this as an entry point. Bulleteers, despite their ODDs are fairly fragile REMs and can be best used as fire and forget platforms. Spending multiple orders on them in very quick succession to deal as much damage before they eventually go down, typically, you will be up on points from this exchange as a Bulleteer costs very little to field in the first place. From a successful Bulleteer missile, you can further exploit this enemy weakness with heavier firepower and deliver yourself to a successful victory.

Another (similar) example of using the Bulleteer in a very aggressive role is as a counter-attack piece, essentially launching the Bulleteer early game into the enemy ranks like a rabid hound, causing as much damage as possible before slinking off into total cover to begin the carnage anew, your opponent simply cannot ignore Bulleteers zipping through their lines, which gives your other models a chance to reposition and advance to contact as needed.

Important to note with the Bulleteers is a way to determine an effective use of their points and simply throwing them away. They are tools to be used, but they are not entirely expendable. A key balance here is the difference of throwing them into fire and maximizing cover on the approach. The combination of ODDs and cover makes the Bulleteers very difficult to dislodge, but the fact never changes that they are very fragile once rounds actually connect with them, so ensure they are positioned well in cover at all times. In a final summary: the Bulleteer is a great fast moving, aggressive option in the PanO armoury and should not be forgotten when composing any army list.

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Peacemaker ARMBOTs.

MOV [6-4] CC [8] BS [12] PH [8] WIP [13] ARM [1] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
Mechanized Deployment, Repeater.
Support Troops | REM

AUXBOT_1
MOV [6-4] CC [8] BS [10] PH[8] WIP [11] ARM [0] BTS [-3] STR [1] AVA [-]
Regular, Not Impetuous, G: Synchronized
Mechanized Deployment.
REM
Heavy Flamethrower, Electric Pulse. [SWC:0|C:0]
Note: Auxbot cost and description is included as part of the Peacemaker load out option.

Description.
The Peacemaker ARMBOTs are the enablers of the forward assault capability of the PanOceanic Armed Forces. Deployed from forward mechanized transport and accompanied by their Auxbots, the Peacemakers are the opening statement of the PanOceanic armed might. In play, the Peacemaker ARMBOTs exemplify this backed by the use of the Mechanized Deployment skill, allowing for very early game ground taking and forward assaults.

Pros:
· Mechanized Deployment.
· Armed with an Auxbot.
· Forward deploying assault repeater.
Cons:
· No defensive tech and ARM 1 keep the Peacemaker fragile.
· Requisite Hacker or TAG must be fielded to field this option.


Suggested Roles:
· Remote shock option.
· Forward assault remote.
· Counter-assault remote.

Deployment options.
Heavy Shotgun | Electric Pulse + AUXBOT_1 [SWC:0|C:31] – The first entry the Peacemaker options is armed with a Heavy Shotgun, not unlike its Bulleteer counterpart. However, unlike the Bulleteer, it also comes equipped with a humble Auxbot, which allows for a devastating two-combo close range partnership. The Auxbot can equally deal with entrenched troops with its Heavy Flamethrower as it can attempt to protect the Peacemaker and fellow troopers from camouflaged infantry. The Heavy Shotgun itself functions much the same as other unit options, where it can be ideal for cracking medium armour or clustered up troopers alike.

Spitfire | Electric Pulse + AUXBOT_1 [SWC:1|C:35] – The second option for the Peacemaker comes armed with a Spitfire, turning it into a steely dealer of death within the middle range bracket. This combo’s nicely with the Auxbot, allowing this unit to engage multiple targets with positive degrees of success, whilst also being able to overwhelm a single target with both Spitfire and Flamethrower.

Analysis.
The Peacemaker is a rare commodity in PanOceania, namely a reliable means of forward deployment; it is this alone that I base any recommendation of the Peacemaker from. Combined with its Auxbot, the Peacemakers Mechanized Deployment skill can be taken advantage of in several ways, they are namely: Forward assault, counter-assault and for early game objective grabbing.

The primary role of the Peacemaker is taking advantage of the Mechanized Deployment skill. This allows it to position far up the table for an early strike on enemy forces, surging forward to take advantage and exploit errors in enemy positioning, causing early game casualties and order disruption. The Auxbot here is key, as it can be used to create multiple threat vectors on the attack, attacking multiple models alongside with the Peacemaker to cause maximum damage.

The Peacemaker also functions well as a defensive denial piece in multiple ways, By positioning the Peacemaker in key lanes and holding spots You can force your opponent to play against the Peacemaker due the multiple threat vectors it and its Auxbot creates. The results typically are singular; namely your opponent is forced to either having to spend vital resources to deal with the Peacemaker, or to play around its positioning so they do not get ambushed and lose vital order generators or VIPs. The results are the same inevitably; costing them vital orders early game which allows a typically sluggish PanOceanic list to position up the board into more favourable positions than would otherwise be expected.
A third but brief point on the Peacemaker is its role in forward positioning. In combination with the Commando Akals, Crusader Brethren, Croc-Men and Montesa Knights, PanOceania can have a very surprising edge in forward deployment or rapid assaults, typically using all four options is expensive and not recommended on such order hungry troops, but a combination of the Peacemaker and one or two of the above will help in obtaining (and maintaining) a dominant board position which is vital in scenario play. It is for these reasons the Peacemaker gets my recommendation in list composition and as such should be remembered when looking for a fast moving assault piece.

-

Mulebots.

MOV [4-4] CC [8] BS [11] PH [8] WIP [13] ARM [2] BTS [-3] STR [1] AVA [2].
Regular, Not Impetuous, G: Remote Presence.
Baggage, Repeater.
Support Troops | REM

Description.
The Mulebots function as the logistic arm of the PanOceanic Remote capacity. Light and mobile, they are able to rapidly deploy with any PanOceanian soldier in roles of logistic transport, communications projection, combat force support and even armed security. On the table they function with the varied roles of hacker support, minesweepers and cheap order generators.

Pros:
· Baggage (Especially in scenario play as of Campaign: Paradiso).
· EVO Repeater.
Cons:
· Requisite Hacker or TAG must be fielded to field this option.
· Lack of dedicated combat roles typically means the Mulebot remains forgotten.

Suggested Roles:
· Hacker support.
· Order generator.

Deployment options.
Minesweeper | Electric Pulse [SWC:0|C:8] – The first selection of Mulebot is chosen for two reasons, namely, as a Baggage REM to inflate your Victory Points/Army Points and as an order lackey. At 8pts, it’s a steal at both of these roles and only competes with Fusiliers at the latter role which typically is the reason they are not deployed en masse. The Mulebot isn’t armed and with the cost of the Hacker being required to field them, their actual cost is initially higher than you might believe, so always remember this before going out of your way to include one.

EVO Repeater | Electric Pulse [SWC:0.5|C:13] – - The only access to EVO Repeaters in faction and not often seen for one reason: PanOceania’s prowess does not lie in offensive hacking with our typical WIP stats, for these reasons we usually won’t bother with hacking support offensively outside of Repeaters equipped to our combat REMs. However, the EVO Repeater is inexpensive for what it actually does and is always worth considering at higher point scales. From the various hacker support options however they are worth considering, especially when paying consideration to the Trajectory Assistant special rule when playing Combat Jump heavy, or as counter-measures for guided ammunition.

Total Reaction | Combi Rifle | Electric Pulse [SWC:0 |C:21] – The last option in the Mulebots and one that does not get my recommendation unfortunately. For 21pts you are paying for a BS11 Total Reaction Combi Rifle, defensively they are not worth considering over their Sierra counterparts in anyway and offensively they are not worth considering over a pair of Fusiliers. Sadly, this option does not get my recommendation and will not be seen in many army lists.

Analysis.
The Mulebots are a small category within the PanOceanic REM armoury, but one worth considering. The Baggage rule is quite useful in list design for keeping your army fighting for longer before hitting the Retreat! threshold, but also for hacking and counter-hacking support. Typically Mulebots won’t be deployed until the 200pt+ mark in any list as they are purely utility pieces and do not contribute offensively in most lists. The EVO Repeater Mulebot is worth special mention as it is the only direct hacking support we have in PanOCeania outside of regular repeaters and this should be taken into consideration if expecting multiple heavy infantry, guided munitions or potentially even TAGs. Make sure to read carefully over the EVO Repeater rules and consider them depending on your local meta. In brief, the Mulebots are quite useful depending on your mentality to list building, some people will find them quite useful, others not so much but they are always worth considering at the higher point games.

-

From RR:

Thank you again to Flipswitch, i hope you all enjoy his work here!

Also, clearly this Tactica is not finished as of yet, but Flipswitch is regularly updating the Tactica on the Official Forum, and has even been kind enough to PM me when he updates (isnt he nice?! )so i will update this when he adds anything to his (if you notice anything i miss, please let me know and i will update this thread).

This message was edited 1 time. Last update was at 2013/04/01 15:15:56


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
[DCM]
.







Excellent - thanks to RR for posting it here ('securing the rights, as it were!), and much thanks to
Flipswitch for all his hard work writing it AND for allowing the cross-pollination posting here!

Can't wait for the other sections to be written, especially the T.A.G. section, so I can read his thoughts on the pinnacle of T.A.G. technology, the JOTUM!
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

My mind is reeling from all the information. This is a lot to take in, much more than the other tactica, I feel.

Is the singular a tacticum?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Glad you like them guys! as ever, HUGE thank you to Flipswitch for putting the effort in and writing the thing, as well as allowing cross pollination (i like that term Alphy!)

Apologies for it taking me a while to get done, but i hope it is useful.

and i think Flipswitch is away for a short while so no TAG update till he is back im afraid....

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in gb
Choirboy





 Alpharius wrote:
Excellent - thanks to RR for posting it here ('securing the rights, as it were!), and much thanks to
Flipswitch for all his hard work writing it AND for allowing the cross-pollination posting here!

Can't wait for the other sections to be written, especially the T.A.G. section, so I can read his thoughts on the pinnacle of T.A.G. technology, the JOTUM!

I have many happy things to say about the JOTUM as it's the TAG I field the most, and with the most success! As RR mentioned, I'm currently away with work so I'll be updating very sporadically for the next week or two, but I plan to be back to regular updates by the middle of the month. Hopefully at least 2-3 entries per week.

Thanks for posting my thread here too RR so the word of PanO can be spread further, not to mention helping anybody looking for information on PanOceania, whether new to the game or otherwise.
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Flipswitch! Welcome to Dakka mate

No problem at all, i am happy to help and spread the wisdom. Hope you approve of layout, formatting, credit and the like, apologies for not sending you the link when it was up, i finished it and then immediately went on holiday where i had limited to no internet...

looking forward to the updates, i will hold you to the 2-3 per week...

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Skink Chief with Poisoned Javelins






Thanks to both of you for this breakdown.

As a brand new PanO player (Just painting models, haven't rolled any dice yet) this is invaluable. It is a great way for me to see what everyting does and to buy stuff according to my playstyle as opposed to how i was buying before. By what looked cool.

Looks like I am going to hold off on buying my TAG until I get a propper breakdown of what each one does.

Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit.  
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

No problem (although i cant take any credit for the actual content ), glad it is of help!

Just a quick point however: Infinity is one of those wonderful games where you can buy models because of how they look and you will do just as well with them.....saying that, having an idea of what model does what role well is very helpful

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Skink Chief with Poisoned Javelins






Heh.

I should have said "In addition" to looks.

Like for instance. I dont care if a Crocman wins the game automaticly on turn 3. I think it is a lame looking model and don't want to field it.

The breakdown will swing me in one direction or another on units I am kinda waffeling on.

Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit.  
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Ahh ok i see. Thats also a fair enough assessment, the models i have purchased are not only good looking, but are (apparently, i havent played yet :( ) also effective on the battlefield...

i dont know how quickly i will be able to update when Flipswitch gets the new stuff up (finally started my new job yesterday) but i will be as prompt as possible...

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in gb
Soul Token




West Yorkshire, England

I was just considering starting the game with PanO, so the timing couldn't be better. Thanks for this!

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in us
[DCM]
.







Don't forget to pick up a Jotum!

   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I'm starting to consider the Cutters to be a better option... with the TO Camo, it's harder to go wrong.

And I'd at least get a chance to fire it once.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
[DCM]
.







Blasphemy!

Actually, pick that one up too... it is pretty awesome as well...
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Not a chance.

A)I just enrolled for classes@home. Wouldn't get to paint it for a while.

B)Not overly enjoying the game at all, so why would I spend more money on it? I'm not about to go into another GW spiral "but if you buy this shiney..."


Automatically Appended Next Post:
The President will clarify that statement: I don't appreciate the game at all, but will continue to play the hell out of it because Ironbovin enjoys it a lot and since I'll grab any chance I can to hang out with him, it's a small price to pay.

This message was edited 1 time. Last update was at 2013/03/09 02:31:13


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Elemental wrote:I was just considering starting the game with PanO, so the timing couldn't be better. Thanks for this!

No problem, happy to help as always

Mathieu Raymond wrote:Not a chance.

A)I just enrolled for classes@home. Wouldn't get to paint it for a while.

B)Not overly enjoying the game at all, so why would I spend more money on it? I'm not about to go into another GW spiral "but if you buy this shiney..."

The President will clarify that statement: I don't appreciate the game at all, but will continue to play the hell out of it because Ironbovin enjoys it a lot and since I'll grab any chance I can to hang out with him, it's a small price to pay.

Wait, you arent enjoying Infinity?!


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

The game by itself, very little. I think even adding objectives would matter very little as I have 0 chance of getting them done without minis on the board by turn 2.

Maybe someone can explain the pleasure of waiting for a bunch of camo markers to decimate my force. I've toyed with the idea of having a bunch of camo on the board as well, but then I'm neglecting my beloved fusiliers.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Plastictrees





Calgary, Alberta, Canada

Have you talked about playing a few no camo, no ad games to get your head around the fundamentals of your army, and then build up addressing those trickier abilities?
It sounds like that's the big issue that you're experiencing. Ironbovine seems to have what his guys can and should be doing down, which lets him go for your throat and you're stuck reacting to him.
Right now it sounds like you've invested a fair bit of time and money so that you can get punched in the face once a week, which I can understand would be disheartening.
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Im totally with Plastictrees here, you are a new player and trying to get the main playstyle and tactics of your army (along with having fun of course!) and just being hammered by someone who clearly knows what they are doing is not the way to go about it!

As said, get Ironbovine to play some games with a different list, or without the camo/AD or something, then try his camo list again and see if you can take it out.

Speaking about camo, try getting some MSV, or using= Intuitive attacks (Auxilia are amazing for this with the Auxbot's heavy flamethrower), or with careful deployement (something i am seeing more are THE most important part of the battle in Infinity) so that you get multiple AROs against his counters?

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Again, the question I always keep coming back to is "how do you pack MSVs in lists of 150 pts?" Remember, I barely get a turn, so they have to work for sure, 100%, or it's not worth it.

I tried the Nisse, but it dies very fast, and so do the Bagh-Mari.

The Heavy Flamethrowers are too out of reach for an intuitive attack. Which means that if I move to cover a marker with it, then I get AROs and the Auxbot isn't really equipped to deal with enemy fire, if you catch my drift.

In a sense, he does what he has to do, and that's fine, he's a great friend and I adore the guy. But if I am too obtuse for the game, or if the play style is just apparent if you happen to survive to turns 2 or 3, then that is a definite problem.

And in his defence, he did play a list of Cameronians that had a slew of impetuous and frenzied guys, and although he walked into my fire quite dutifully, he still managed to mop the floor with my bodily fluids.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Thats a fair point, 150 point matches are designed to not allow you all of the toys....it was only a comment...

Really? ARM 3, Mimetism, BS13 and (potentially) a MSV2 HMG is a potent combo, i would be very surprised if it dies that quickly...same with the Bagh-Mari: ARM 2, Mimetism, BS12 and again an easily obtainable (if not really cheap) HMG...

too out of reach? This makes me ask just how much terrain there is on your boards? A Heavy Flamethrower has pretty decent range with the big template, how are they still hitting you from that far away? You are right that an auxbot doesnt stand up to fire, but it shouldnt be impossible to get the auxbot a chance to fire without being destroyed before...

I wont disagree with you, and testing you with his hard lists is one way of teaching i guess....but helping you learn and to make it enjoyable for you is something else he should at least be attempting IMO....it doesnt appear to be about you being obtuse, its just you cant learn if you are being tabled in the first turn...

OK, thats not an easy list either, a horde of Impetuous models is a pain for anyone to deal with (hence Caledonian lists...)

One thing that has jumped out at me here is the question of deployement: are you deploying your models in such a way that they compliment each other and get multiple AROs on any enemy model that dares to make a move near you? As i said before, i am seeing deployment more and more as THE most important phase for infinity. Having your models set out correctly and planning their movements later on in the game is a big part of what makes them effective....

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Flipswitch has done a BIG update on the Official Forums, watch this space for when i (get the time to) update this one!

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Skink Chief with Poisoned Javelins






Awesome!

Thanks!

Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit.  
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

No problem FacelessMage, hope it helps

Flipswitch wrote:OK guys, update finally! To let you know where things stand:

28/03/2013
Peacemaker ARMBOT entry added.
Mulebot entry added.
To be done:
Format each entry. The document has gotten unwieldy despite being broken up into document per section, I'll be going through each section tomorrow and formatting them so they're consistent and eye pleasing, right now they're a bit of a mess.

Upcoming:
Rough draft for Squalo, Dragoe and Uhlan are written up with the framework for the JOTUM prepped for writing. Once the articles are each formatted neatly, I'll begin cleaning up/trimming/proof reading the Squalo article and going over my gameplay notes to make sure all is accounted for and then he'll be posted up. I'll be going through the TAG articles in the Army Builder order as I have the others. For those with keen eyes, the support staff models of Trauma Doc, Machinist and Palbots will all have their own entries at the end with the Crocman and Special Characters.

Thankfully I have some spare time these days not only to play, but also to write, so expect more fluent and timely updates from myself.


Sadly i have less time to write than i did before (travel time is destroying free time), but i will be updating when i can get a chance....

This message was edited 1 time. Last update was at 2013/04/01 14:04:01


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Skink Chief with Poisoned Javelins






Thank you.

I was keeping my fingers crossed for TAGs.

Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit.  
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

No worries

tbh i was too, but it sounds like they are on the way so not too long now...

REMs are now updated and i await a PM from Flip to let me know the TAGs are done (!)...along with formatting updates, but you guys arent interested in that right?

This message was edited 1 time. Last update was at 2013/04/01 15:17:35


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in gb
Fixture of Dakka







Continued thanks to you and Flip!

I can't wait for the formatting update!
Hi everyone, I'm Casey and I have a formatting fetish.

   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Welcome

Heh, well im gald you are looking forward to them!...but whether it happens is dependent on if i can even work out what has changed and manage to bring those changes over here...

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Skink Chief with Poisoned Javelins






I totally get it.

And thank you. You are doing us a favor.

No complaints here.

Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit.  
   
Made in us
Fresh-Faced New User




This is a great read, thanks for posting it.

I had a question about the Sepulcher knight.

The other one is sending the copies forward to trigger AROs in conjunction with co-ordinated orders for the rest of your force to push through.


What is a co-ordinated order? Any troop can ARO any number of times right? How can the holoprojector images protect anyone but the knight himself?

Edit: Nevermind. Found it in the wiki.

This message was edited 1 time. Last update was at 2013/04/05 20:27:39


 
   
 
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