Category Archives: Tactics

EVOlution – Yáopú Pangguling (EVO Hacker)

The Yáopú Pangguling is Yu Jing’s primary cyber-warfare support remote. With the release of HSN3 a new realm of hacking opened up in the forms of EVO hackers, killer hackers etc as well as EVO supportware which changed the hacking info-war permanently. However EVO hackers do more than just support in the info-war. All of the tech factions received their own version of the EVO hacker as well as Yu Jing so in this post I’d like to explore some ideas of how the EVO hacker can help us in standard Yu Jing specifically and how we can apply it’s benefits.

I really like the look of these remotes especially with it’s almost armoured Pangolin like appearance and cool EVO antennas.

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So what differentiates the Yáopú Pangguling to other remotes in the fluff?

“The Yáopú (Remote Servant) military robots are a heavy Remote model, powerful and durable, widely used for transportation, logistical support, explosives deactivation, cyber-warfare, security, defense, and rescue tasks. They have all-terrain capabilities and can autonomously operate in any area or climate thanks to their advanced navigation systems, be it day or night. The War Support Technologies Development Department of the Investigation State Center of Cheng Tû and the State Empire Army sponsored the development of the Yáopú technological platform as a support for soldiers on campaign. The Pangguling design emphasizes protection. Its armored shell, as with the animal its name comes from (the Pangolin), can suffer severe damage and still operate normally. It has been configured for long-range operations and to be easily transported by any naval, ground or aerospace means, to simplify access to conflict zones and reduce its logistical burden. The Pangguling also has great mobility and can be assembled in low profile configurations to reduce the risk of detection. Its power plant and the onboard energy systems provide silent movement and unique logistical and loading abilities. The Pangguling is produced by the factories from the Nakhonthai Thai region, on planet Shentang, as a sign of the plurality of the glorious Yu Jing State Empire.”

A Nation of wonders” public program of the Information and Propaganda Ministry, StateEmpire of Yu Jing.

And if you’re curious what a Pangolin actually looks like, then here you go!

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Powerful and Durable

Let’s begin with looking at the stats of the Pangguling.

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The EVO hacker in particular offers no offensive weaponry apart from it’s EVO hacking device, so don’t expect anything to shoot with here. This is important as it means you need to hide or protect your EVO Pangguling in a safe place as it can’t really defend itself against most troops. That aside some of the stats are interesting.

ARM 2 BTS 3

It comes with basic BTS 3 protection which is helpful against other hackers and BTS weaponry but more noticeable is the ARM 2. Pangguling’s are the most armoured of the remotes, all of Yu Jing’s other remotes are ARM 0 giving the Pangguling at least some chance against small arms fire, especially in cover.

WIP 13

Average WIP but decent enough for the Pangguling to use when hacking or discovering things.

S4

This is important to remember, the Pangguling does take up quite a bit of space on it’s 55mm base so deploying in an enclosed area or in a large amount of total cover is crucial. The rear of the 55mm base can poke out more than you think and allow for some easy enemy shots. Another thing to remember is troops with a lower silhouette value like S2 infantry cannot move through the Pangguling even though it is a friendly. This is because moving through friendlies is based on the S value of a trooper and not on the actual size of the silhouette template unlike vaulting terrain. S2 troops will be able to see over an S4 remote for LoF but they won’t be able to move through and will need to go around – bear this in mind for deployment. Only troops who are S4 or higher can move through the Pangguling (like the Yan Huo).

Baggage

Baggage makes the Pangguling incredibly useful in area control missions like Quadrant control and Frontline where depositing points and bodies in zones is important. Use the Pangguling as part of a co-ordinated order to move up slightly to get some easy points in a zone.

G: Remote Presence

Always handy to have, if you’re relying on your EVO Pangguling as a support piece for a hacking skewed list it’s a good idea to put an engineer / Yaozao with the Pangguling ready to repair it in the unfortunate event it gets taken out. Having remote presence allows the Pangguling to have some decent durability against multiple wounds from hacking  attacks since it is immune to shock as a REM.

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The Cyber-Warfare Suite

The Pangguling still has all of the useful hacking programs that a regular hacking device has plus it’s own unique EVO programs. This means the Pangguling is still useful as a general hacker on the board and can still assist with hacking ARO’s like U-Turn, hack transport etc however it only has one offensive program which is Brain Blast. Notably it also comes with Breakwater which is a handy defensive program to stall enemy hackers by imposing a -6 WIP to them in face to face, something regular hackers like the Zhanshi do not have. This is nice on top of its BTS 3.

Most of us know what the general EVO hacking programs do, so how we can use them in Yu Jing specifically? We can build lists based around the themes and benefits of the EVO programs for our units, don’t forget of course you can switch up your supportware depending on what you need and what is happening in a game of Infinity at the time, so don’t take these ideas as a wooden inflexible list.

TAG/HI Support (Reboot build)

The Reboot supportware programs gives all hackers, TAGs, HI’s and REMs the protection of applying a -3 WIP to enemy face to face rolls directed at them when declaring reset (so this includes hacking attacks and comms attacks!). This is mainly aimed at TAGs though as for HI Fairy dust is almost always better since normal HI are not affected by killer hackers and HI hackers usually hack in ARO rather than reset (Reboot only works with declaring reset). But if you do take a list with that contains a TAG and HI together then reboot is the way to go to protect them all with one supportware.

Currently this supportware is the ONLY way we can protect our TAG’s like the Guijia and O-Yoroi from hacking attacks. As Yu Jing TAGs like the Guijia are fairly basic with no defensive abilities like other TAG’s it’s important to protect it since we can’t protect it from hacking by becoming a marker like the Uhlan or Cutter (The O-Yoroi has stealth which is useful in the active turn). Most hacking attacks directed at our TAGs are sensibly done out of line of fire to prevent our TAGs shooting back. Common tactics against the Guijia are to immobilise it and then blast it with a big gun or get into CC with it, use Expel to eject the pilot, use Oblivion to starve it of receiving orders or using a possession program to take control of it.

Reboot at least gives the Guijia a better chance of winning the hacking roll in face to face when resetting and can be a game changer if it stops your TAG getting taken out or neutered. If you are building a list containing a TAG, consider taking the EVO Pangguling to give it protection. With a little protection the Guijia for example can become a massive order sink for an opponent to try and remove, being very tough to take on in a direct firefight and not as easy to hack out of line of fire if it resets, imposing a -3 WIP penalty. A nice thing about this is that you are trying to push your opponent into dealing with the TAG through shooting instead, which is what you want.

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TAG lists in Yu Jing can be incredibly varied but this is a list that I have run which capitalises on the EVO Reboot supportware. The Guijia, Zu Yong and Shang Ji benefit from the protection of Reboot with the HI in particular imposing a huge -9 WIP penalty to enemy hackers that try to hack them if they reset! Deflector L2 and Reboot stack for an awesome anti-hacker combo. The Guilang and Ninja killer hacker provide an offensive hacking bubble to take out enemy hackers who may target the TAG and HI and can also be the button pushers at the same time.

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HI Support (Fairy dust build)

Although this isn’t stricly an EVO program it’s one the Pangguling can use and is very effective for a list that contains HI that are not hackers. In Yu Jing we can seriously capitalise on this since our HI generally have good BTS protection and access to a lot of tinbot L2s. Since killer hackers cannot target HI that are not hackers Fairy dust is superior to Reboot in this aspect

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If you’ve ever wanted to field a HI shooty focused list but are scared of hacking crippling it then this type of build is for you. Combined with Tinbot B Deflector L2 our heavy infantry can impose a whopping -9 WIP to enemy hackers while also benefitting from +3 BTS at the same time! This is a huge order sink for would be enemy hackers often resulting either in them failing their rolls or losing the face to face against the reset roll or the attack not beating the BTS protection. The reason this benefits a HI based list so much is that it makes hacking our HI almost pointless and pushes the opponent towards having shootouts against our HI instead, which is exactly what we want since our HI are built well for this. Against the Shang Ji or Hsien for example an enemy assault hacker would be hit with -9 WIP and be trying to hack against BTS 9, that’s damn tough.

Here is a build I like:

 

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I have used this type of build in missions like the Armory and it made my heavy infantry almost impossible to shift from the room via hacking. Between the Hsien MULTI rifle and nanopulser, Wu Ming boarding shotgun, Shang Ji Combi + light flamethrower and Zu Yong’s combi and breaker pistols all with deflectors and Fairy Dust active they next to impossible to shift via hacking. There are plenty of ammunition types and templates to deal with nearly every enemy including having MSV2. Set them up in suppression and watch your opponent squirm. The Yan Huo provides long range fire support to clear out rooftop units for your HI to move up. The Zhanshi are capable enough to pick up the objectives once the midfield is secure.

This is only an example list from me but you could use fairy dust in all types of HI based lists where the main roles for your HI is combat.

Hacker Support (Kaleidoscope build)

Another useful EVO supportware is Kaleidoscope which is effectively like mimetism for hackers when being hacked. It applies a -3 WIP to enemy hackers when you are targetted by a hacking attack that can’t be ignored unlike the firewall from Fairy Dust supportware which killer hackers ignore. With the Pangguling in particular if an enemy hacker hacks the Pangguling and you ARO with breakwater, you will be imposing a whopping -9 WIP penalty to the enemy hacker! (-6 breakwater, -3 kaleidoscope)

Using this supportware we can build some very nasty hacking builds in Yu Jing which also take into account the benefit of co-ordinated hacking that the EVO Pangguling provides, as well as being able to re-roll a single die for hacking programs using a command token.

With killer hackers now roaming the tabletop Kaleidoscope provides protection against them for your own hackers and also makes offensive hacking much more viable.

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Here is a build I like:

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This build below capitalises on Kaleidoscope by having wide hacking coverage and many competent and deadly hackers, making it a serious gamble for enemy hackers to take on. The Guilang and Chaiyi can provide rapid repeater coverage, this is where the beauty of co-ordinated hacking comes as you can use up to 4 hackers and 4 different programs against a single target. The Guilang places a repeater near the intended target and you can choose which hackers and which programs to attack the enemy with. Enemy hackers that want to mess with your hackers or repeaters are going to have to wade through a ton of hacking AROs. As a bonus the EVO Pangguling also gives the Tiger Soldier +3 PH for free without order expenditure if using AD Combat jump, very handy to get that Tiger right where you need it.

It also has a few tricks like Rui Shi and MSV2 which can be supportwared, or a supportwared TR bot. More specialists than you can shake a stick at.

AD Support

As mentioned in the previous build, the EVO Pangguling provides +3 PH buff for free to AD Combat jumps passively. This is great and saves having to spend an order on controlled jump and means the Pangguling can run other supportware in addition to this. Our Tiger Soldiers in Yu Jing are well respected and feared for good reason, we can capitalise on this by using the EVO Pangguling and AVA 3 Tiger Soldiers to give some unpleasant surprises to our opponent by using AD Combat jump at PH 15. Most people might expect 1 Tiger Soldier from you, sometimes 2, but 3…?

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Here is an interesting build:

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A nice mix of Tigers means you can pick which one to use for the obstacle in front of you, once all 3 Tigers are on the table the opponent is going to have a real problem. Supporting the Tigers are the trusty Daofei and Guilang since they can infiltrate and be near to support when the Tiger’s land. They can also help to clear the way along with the Yan Huo to remove troublesome overwatch units. This build can also capitalise on the EVO Pangguling by using co-ordinated hacking with help from the Guilang’s repeaters while also being able to run Kaleidoscope to protect all of the hackers from enemy hackers.

REM Support (Overclock / Smart Missile build)

Love remotes? You need an EVO Pangguling for sure. Overclock supportware grants all of your REMs burst 2 in the reactive turn, for one order you can sprinkle this on all of the REMs in your army list. The EVO Pangguling also buffs REMs in that it ignores the -6 penalty on the Satlock skill. This is a great way for Weibing remotes to flush out enemy camo and to get units targeted for the smart missile launcher.

I have not played this build myself (due to not having enough REMs!) but in Yu Jing we can definitely make good use of this with our combat remotes the Rui Shi and Lu Duan. Overclock is unique in that it can make templates like the Lu Duans heavy flamethrower B2 as well. If I took an overclock build in standard Yu Jing this would definitely be my base. The amount of B2 flash pulses and other nastiness in this list looks too fun to pass up on and there is potential for great synergy with hackers here too due to large amount of repeaters.

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Player Turn 2 Support

Sometimes you don’t always win the initial initiative roll at the start of an Infinity game and may find yourself having to go second. The EVO Pangguling offers more interesting strategic options in that it lets you spend a command token to run an EVO supportware program when the game begins, this can be done in addition to spending a command token to mess with your opponents order pool or command tokens too. It’s pricey, but could potentially be worth it depending on what is facing you on the other side of the table.

Some builds can work well for this like the Overclock build as you can setup almost a B2 REM turret defense with all of your flash pulses etc for the opponent to deal with. However if you’re facing a hacking focused force opposite dropping down kaleidoscope or reboot may not be a bad idea to dampen the first turn shenanigans an opponent might try to pull.

Yu Jing Only Combos

So apart from building a list around the EVO supportware and passive buffs what else can the EVO Pangguling do for us in Yu Jing? Here are some interesting combos:

Kanren Minelayer & Sniffer Combo

Since the EVO Pangguling takes away the -6 penalty to Satlock we can leverage this using the Kanren and Weibings. The Kanren has a minelayer option that comes with sniffers. If you’re not familiar with them then sniffers work similar to repeaters in hacking by extending a models sensor area, any model that has sensor and declares to use it also scans the 8″ area of the sniffer too. What is even more interesting however is that you can use Satlock in your sensor area, including your sniffers sensor area. This means you can use the Kanren to drop sniffers near camo markers or enemy units and allow the Weibing’s to safely satlock faraway with no -6 penalty thanks to the Pangguling. This is a very effective way of lighting up enemies for smart missile barrages as well causing problems for enemy camo.

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This is the base I would use. (Imperial Service can push this further with even MORE Kanrens). It’s relatively cheap and leaves a lot of room for the rest of the list.

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Duos

Another EVO Pangguling perk is possibility of fireteam Duos in standard Yu Jing through the Team Pro supportware. It’s mandatory to be running this supportware to run Fireteam Duo but it opens up some unique combos. Yu Jing has a lot of Fireteam duo options, and I mean a lot. You only need to filter on Army 6 to see the potential.

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There is too much to cover here about all the potential options but basically what you are gaining is order efficiency. What is even better is that 6 out of 7 Fireteam duo units are heavy infantry, pushing 2 heavy infantry units forward for half of the order cost is very welcome indeed and you can make some really nasty duo combos (you can see some of the Shang Ji ones here for example).

You could take a face punching Domaru duo or a Shikami duo for some terrifying midfield CC, these synergise amazingly with the Shaolin Monks who can provide smoke cover in abundance which is usually not as easy to accomplish in JSA. The Wu Ming duo opens up some impressive options to get two very tough HI into the midfield with some devastating close quarters weaponry, great for taking or holding objectives. The Su Jian duo offers an insanely fast alpha strike option or a duo that can rapidly respond to a threat and be a real thorn in the side of your opponent. Pheasant duos make interesting board control pieces that are specialists such the Red Fury and madtraps combo, allowing them to move up with a decent ranged weapon and planting madtraps once they reach where you want them to go.

The options and potentials with Fireteam duo are quite limitless, the drawback however is that your Pangguling won’t be able to run other supportware and your HI duos also won’t be able to benefit from things like Fairy dust together as they can only benefit from one supportware at a time. So mainly this is for order efficiency and delivering powerful units into the midfield.

Mixed builds

With all of the above in mind you don’t have to skew towards one particular build or supportware, you can safely do a mix and benefit from most of the EVO perks. Here is an exanmple:

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This build can do a little bit of everything, the Kanren and Weibing can root out camo using sensor and satlock, the Tiger can benefit from the PH +3 on a combat jump, the hackers can co-ordinate hacking and get a reroll, the EVO can protect the hackers with Kaleidoscope and the Guilang can assist with hacking coverage. The Monks are there because, well, Monks are good. (you don’t always need MSV2).

Play around in Army 6 and see how you can make the EVO Pangguling benefit you.

Feedback

So what do you like about the EVO Yáopú Pangguling? What builds and ideas do you have in using it? I’m sure I haven’t covered everything, so leave a comment on your experience and combos you have found and used.

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Eyes of the Dragon – The Bào Troops Judicial Watch Unit (HSN3)

Let’s take a plunge into darkness for a while…a unit with a dark backstory and great aesthetic, the Bào Troops Judicial Watch Unit. Authorised by the Yu Jing Emperor to ‘tie up loose ends’…I just couldn’t resist! I didn’t pick up the full box when I bought them in the past as their AVA is limited to 2 in standard Yu Jing, however I wanted to start using these guys in my lists because of their gear and aesthetic. They just look so cool! Thankfully I picked up the combi rifle Bào and the contender Bào from ChoKonnit’s split box deal over on the forums. (I recommend checking it out). Turns out this decision worked out well as the 2 Bào I have are perfect for forming a Haris team with a Pheasant Agent in ISS!

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So who are the Bào Judicial Watch Unit?

“Bào Troops… like the Inquisition but with automatic weapons and X-ray vision.”

Extract from the chapter “Primary threats” written by analyst technician Katharina Baum. The Black Hand Cover Agent Operative Handbook.

Leopard (Bào) is the symbol of the third and fourth ranks of Imperial civil servants. In the Imperial Service, military ranks are only granted to public servants with special or “sensible” kinds of tasks.

“Structures of Imperial Service” by Julie Gerrold, University of Manaheim web-publisher, Concilium Prima.

The Bào (Leopard) Troops are an elite squad dedicated to tying up any loose ends the Imperial Service may have left behind in the path of progress. They are basically the Emperor’s headhunters, dangerous people, who live on the edge and are always moving between zones of moral shadows. The Bào Troops are an unrelenting and merciless unit exclusively dedicated to the hunting of insurrectionists, traitors and those disaffected towards the Emperor and the State Empire of Yu Jing. Just to clarify: if Celestial Guards are euphemistically said to have a “bad reputation”, next to the Bào they are as angelic as their name suggests.

Bào Troops comprise a force of tough and absolutely fanatical men, but in a twisted way. They are a bunch of thugs with a badge who disdain the barriers between good and evil and who are faithful only to their own code. Their main motivations are their unconditional loyalty towards the Emperor and their visceral hatred towards any enemy of the Dragon. These two regimental directives make the Bào Troops as recklessly brave as they are insensitive towards human life; in them lies both the hero and the villain, with a history of renowned actions on battlefields alongside fearsome atrocities in policing and internal security tasks.

Executions, pogroms, torture and dreadful interrogations are the hallmarks of the Bào Troops. The outrages committed by this unit in its repressive activities have been so brutal and notorious that even the omnipresent machinery of the State Empire media control has been unable to cover them up. So, to avoid the so called “rabid hounds of the Dragon” again unleashing their inner psychopath, the Emperor himself has ordered them to now always act under the supervision of an Imperial Agent Pheasant Rank. However, to these sadistic and savage professionals of the human hunt, whose operating terrain is the most absolute moral darkness, there is no leash that can hold them back in their obsessive crusade against the Emperor’s enemies.

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“You have been selected for political reeducation citizen…”

Oh yes, total bad asses! The Judge Dredd’s of the Infinity universe. Watch your step Citizen…The Judicial Watch are the dark horse of Yu Jing and reveal the seedy underworld side of the State Empire. As well as the fluff above the Bào were also used in rooting out Triad operations in the Yu Jing empire as Yu Jing had a tumultuous history with triad groups, one of the reasons the Imperial Service was set up was to restore order to society and purge it of the criminal Triad influences and activities that were subverting the Party policies and openly defying the rule of the Emperor.

Bào love

I’ve noticed a change in the community regarding Bào since HSN3. In the past they were often sidelined or compared to the Rui Shi wrongfully whenever there was discussion about them (you can read about that in the pre-HSN3 article I did here). I suspect this is because people are actually giving them more of a chance now and getting results, HSN3 also revamped the Bào making them a very attractive and more affordable option now than before.

So what changes did the Bào receive in HSN3? Let’s look at the profile.

‘The Emperor’s Headhunters’

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The Bào received 3 new loadouts and had some existing loadouts tweaked, stat wise they lost -1 PH to help reduce their points cost. This doesn’t really hurt the Bào at all as in most situations it’s pretty much almost always better to shoot with them anyway thanks to their visors.

In regards to their stats they are rather average for this point cost and can look rather underwhelming however you don’t take Bào for their raw stats, it’s their equipment and how you use them that gives them the real edge. One of the most notable stats though is their unusually high BTS of 6, making them relatively resilient against viral/BTS/nanotech/stun weaponry or anything that affects BTS! This is good because usually weaponry that targets BTS are found on more premium units that you will often find engaging the Bào.

The Bào’s weaknesses are that they are fragile against standard ammunition. They need to be hidden well and use the terrain and range to avoid been picked off, they would also do well not to engage in sustained firefights with more durable units like Heavy Infantry as they can be overwhelmed very quickly. They also don’t have many weapons in terms of high burst, utility yes, burst no. So the Bào need to engage lightly equipped units to make their shots count. Overall with the Bào you either want to be really far away to use X-Visors or really up close to make use of their shotguns and positive range bands. Sitting somewhere in the middle doesn’t usually end well for the Bào as the opponent can get in his good range bands. It should also be said that with the introduction of the new Albedo rule in HSN3 that Bào need to be careful not to be caught out by units like the Black Friar or against enemies that can create white noise zones.

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‘…like the Inquisition but with automatic weapons and X-ray vision.’

HSN3 brought about new toys for the Bào Troops making them one of the most well equipped light infantry units that Yu Jing has and also the only access to the new Biometric Visor. Not only that but Bào get the very best and have Biometric visor L2. It also brought about changes in the visor combinations that the Bào can take:

  • Gained a Biometric visor profile for the boarding shotgun/contender and combi/light shotgun profiles
  • Gained a dual Biometric visor / MSV2 profile for the boarding shotgun only, no contender
  • Lost X-Visors on the boarding shotgun profiles (boooo!)

The loss of the X-Visors on the boarding shotgun and contender is a great shame as they were potent ARO pieces, not many people expected a boarding shotgun pushing out to 24″ either in the active turn. However not all is lost as the light shotgun on the combi rifle profile can still blast away up to 24″ with the X-Visor!

MSV2 and X-Visors

The hallmark of the Bào Troops is their paired visors, a great tactic to use with the Bào is to put down smoke to utilise their MSV2 and X-Visors to full effect. This is a great trick that really brings out the Bào’s dirty playstyle. This is probably the best tactical way to play the Bào provided the enemy doesn’t have MSV2 otherwise it doesn’t work. I typically use a Celestial Guard with a smoke launcher or Shaolin Monks to put down smoke for the Bào and then fire through the smoke at targets who don’t have MSV2. At long range in smoke the mods really stack in the Bào’s favour which leverages their BS 12.

Against non MSV2 troops in smoke and in cover at long range the enemy can potentially be at -12 and even unable to shoot back! -6 BS for smoke, -3 BS for range and -3 BS for cover. The Bào on the other hand has -3 for cover and that’s it usually, still hitting on 9’s at least! Unless that opponent is BS 13 or higher there is no way they can shoot back.

The Bào work best when utilising their X-Visors to punish enemies from long range in negative range bands and lock down corridors well in suppression and long range AROs. Like the Rui Shi they also make great camo hunters, especially against camo/ODD heavy armies like Ariadna, Shasvastii, Steel Phalanx and even PanO. With the Bào you need to play dirty and exploit the enemies negative range bands and terrain. This can be difficult as you need to know what weaponry the enemy is carrying, be able to eyeball ranges and also be in the right position to pull this off. For example with the X-Visor/MSV2 the Bào can shoot out with the combi rifle up to 32″ and ignore the -3 range penalty and also ignore any mimetism, camo, TO camo or ODD mods. The only negative mods the Bào will encounter usually is cover and maybe suppression! When the Bào combi is shooting out at long range from cover at an enemy in cover with a combi the Bào is hitting on 9s while the enemy shoots back on -6 BS for range and cover.

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Most opponents don’t expect to be hit with a shotgun from 24″ away either. The X-Visor allows the Bào to shoot the light shotgun at their max 24″ away with no negative range mod whatsoever, this is even better when you consider that blast mode ignores the cover +3 ARM bonus. No +3 ARM for you haha! Bào are great at holding back and exploiting range bands with their X-Visors. This doesn’t mean you can’t get up close though and the Bào are still lethal up close, if they can get in their positive range bands you can have a lot of fun with the shotguns for sure. The contender also makes a great ARO weapon to whip out within 16″ since it uses DA ammo and hits hard.

Suppressive fire is one of Bào combi profiles best strengths as they are almost guaranteed to be hitting on 9s within 24″ because of the X-Visor (assuming the opponent is in cover). Using smoke to cover the Bào and then entering into suppressive fire in a position on a roof is a very effective and annoying tactic. If the Bào combi is in suppression in cover the enemy could potentially be on -9 BS in the reactive turn at long range!

Biometric Visor L2

The new Bio visor adds another layer of utility to the Bào and is currently the only access Yu Jing has to these visors. They are highly situational but come very cheap. I like to take the Bio visor as a dual visor option with the MSV2, you lose the contender but having both visors makes this Bào a good backfield guard. You can take the Bio visor profile on it’s own if you are really struggling for points or if you just need someone as a backfield impersonator counter. Bio visor helps against impersonators and holoprojecting units so taking a Bio visor Bào mainly depends on your local gaming community.

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If you frequently encounter Speculos or Fidays, holoprojector troops or killer hackers using Cybermask then the Bào with a bio visor might just be what you need. Bio L2 ignores the -6 from Impersonation 1 and also ignores the surprise shot from impersonation/holoprojector units completely if they decide to target the Bào. It also gives them +3 WIP for discovering these types of units making the Bào effectively WIP 17! X-ray vision indeed!

If you don’t really face impersonators and holoprojector units then the MSV2 only profiles are likely to give you the most benefit. However if you do face them a lot then a Biometric visor only profile can work too. The dual visor profile is one of my favourites as it covers both and makes the Bào ready for either situation.

‘…Fanatical men, but in a twisted way…’

Now that we have looked at the visor options and their usage, let’s look at each weapon loadout.

Combi rifle + Light shotgun (X-Visor) profiles

This Bào Troop is great for holding corridors and exploiting range bands. The combi/shotgun combo gives this Bào the right tools for the job whether at range or up close which is nice. The combi rifle is useful for taking long range shots at enemies over 16″, the important thing is to see what weapon the enemy is holding and position the Bào troop in the enemy’s negative range band. As a side note it is not always a good idea to be taking on an enemy HMG or a sniper rifle unless you are up close or really have to, up close the shotgun would be your better bet. He can suppress effectively with no range mods up to 24″, Burst 3 on 12s or 9s in cover – nice! If you are in an advantageous position don’t be afraid to get in the +3 positive range band, the Bào still have a decent BS of 12. Hitting on 15s on enemies with no cover or 12s with cover is still respectable.

The light shotgun is great for denying enemies of their cover ARM bonus or hitting clumps of enemies. It has less range and burst than the combi but it makes up for it by denying the +3 ARM bonus. Most of the time it only takes 1 or 2 shots to get through to knock an enemy unconscious anyway. The shotgun is great on boards with dense terrain where the Bào can make more use of the blast template and +6 BS range band, they also do a good job at storming rooms and buildings.

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Boarding shotgun and contender profiles

A more close range variant of the Bào which focuses on higher damage, lower burst and ignoring cover ARM to be effective. The boarding shotgun works well out to 16″ and has more punch than the combi, damage 14 ignoring cover ARM bonuses usually results in death for most lightly armoured units. Having the option of blast mode and AP mode means this Bào Troop can engage highly armoured targets too. If the enemy is in cover then the blast mode is best to take away ARM 3, AP mode is best used against targets with no cover in the open or with ARM higher than 8 like TAGs. As with all shotguns it’s lethal in enclosed environments and buildings.

The contender is nice as an ARO response as it uses DA ammo forcing 2 armour saves. If the enemy pushes forward and is outside of the shotguns +6 range (0-8″) but in the contenders +3 range (8-16″) then the contender hits hard hitting on either a 15 or 12 depending on cover. Since the contender is only Burst 1 it is best as an ARO weapon.

The boarding shotgun / contender Bào hits harder than his combi brother but at reduced burst and range hence being slightly cheaper.

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MULTI Sniper-rifle – 29pts / 1.5 SWC

The last option for the Bào is the MULTI Sniper-rifle. This variant does not have the X-Visor but this assumes that you will be deploying at long range anyway in good range bands and in the enemy’s negative bands, which is what you would do with the X-Visor anyway. This is nice as it reduces his points cost by not paying for the X-Visor.

The sniper variant is basically a BS 12 MSV2 sniper, they are one of the better sniper shots in Yu Jing and can make a decent ARO piece. However they are quite fragile so they need to be setup in cover with a good corridor view to be effective. The best exploit of the Bào sniper is to deploy prone up high and wait for a supporting unit like the Celestial Guard or Shaolin Monks to lay down smoke in front of him, then to stand up and have a field day. The only opponents who can retaliate will be MSV2+ / Sixth Sense L2 enemies, everyone else is going to suffer -6 BS from smoke if they ARO shoot back.

Used in this way the Bào sniper can frankly be a headache for your opponent.

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So what do you like about the Bào Troops?  What are your experiences with them? Please leave a comment below and we can all share in the knowledge.