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Infinity – Going Sectorial!

7 Minute Read
Jul 21 2013
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Putting aside my vanilla ways, I take a look at the pros and cons of making a sectorial list in Infinity…

What is a Sectorial Army?

Sectorial Armies were introduced in the second book, Human Sphere, and give players a more focused approach along with a few new toys exclusive to sectorial lists.

The Sectorial Armies possess their own army lists, with troop availabilities differing from the general army of the faction they belong to. Sometimes they have a higher number of certain troops and lack access to other units, which may often be found in another Sectorial Army from the same faction.

So basically, you loose some units, but can take more of other units associated with that Sectorial and often have access to new units.

At this time not all of the Sectorials are available, but lets take a looksie and see what is…

Pano:

• Shock Army of Acontecimento
• Neoterran Capitaline Army
• Military Order

Yu Jing:
• Imperial Service 
• Japanese Sectorial Army

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Ariadna:
• Caledonia Highlander Army 
• Merovingia Rapid Response Force

Haqqislam:
• Hassassin Bahram  
• Qapu Khalqi

Nomads:
• Bakunin Jurisdictional Command  
• Corregidor Jurisdictional Command

Combined Army:
• Morat Aggression Force  
• Shasvastii Expeditionary Force

Aleph:
• Assault Sub Section of the S.S.S.

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With the brand new Tohaa not having a Sectorial option yet, but have a unique rule that lets them get some of the goodness (Fireteam Tohaa)

Link Teams  – Hold hands and blow stuff up

Unique to Sectorial Lists is the Link Team rule. Link Team allows 3-5 figures that belong to the same regiment (or unit) to team up and create a mini squad of death. Perks includes lower Order consumption and the ability to lend support to one of their number, AKA the Team Leader. The more members in the team, the higher the rewards. All they have to do is stay with 8″ of the team leader who can be changed between orders. 
So in a nutshell, you pick a team leader and that guy is significantly buffed during your turn, and then in the reactive turn the whole team gains the bonus goodies. The team is also incredibly efficient with orders as you spend single orders on the team as a whole. So they can cover ground quicker, shoot better, react faster. But how many should you take?
Linked Team of 3 figures (Team Leader + 2 figures): In an active turn, the Team Leader has a Modifier of +1 to the Burst of his weapons. In a reactive turn, all members of the Team receive the same Bonus.
Linked Team of 4 figures (Team Leader + 3 figures): In an active turn, the Team Leader gets the Sixth Sense L2 Special Skill and a Modifier of +3 to WIP, but only for Discover rolls. In a reactive turn, all members of the Team get the same Bonus.
Linked Team of 5 figures (Team Leader + 4 figures): In an active turn, the Team Leader gets a Modifier of +3 to BS (Or to PH if he is using Thrown Weapons like Grenades). In a reactive turn, all members of the Team get the same Bonus.
So see kids, having friends pays off. But obviously you are still paying points and want these guys to do a job on the table. It’s about finding the sweet spot in your list. With five man link teams being good at making below average troops suddenly very dangerous. While a small three man team becomes super useful at holding defensive positions. 
Link teams are perhaps the main reason for going Sectorial. But there is more.

Mercs – Filling a gap

While there are some Merc options open to vanilla lists (Max Scorpio!), many of them partner with specific Sectorials only. This means you have new options to fill a tactical gap that otherwise you had problems with, such as hacking for instance. There are even options to take units from other factions, such as Nomads in a Qapu Khalqi list, or Aleph units in a Neoterran Capitaline Army. This mini ally option is a nice change of pace on the painting table, as well as on the boards.
But more often than not you can use the merc option to take a badass eccentric and crank the flavor up to eleven. Like renegade Ninja Saito Togan, or a giant man Dog in a kilt McMurrough. 

Lets make a list…

As I usually run vanilla Nomads i’m looking to make a Corregidor Sectorial, specially as the new box is out this month. A 300pt list should serve me well for ITS tournament play and Campaign Paradiso. 
I’ll want a link team first, with the linkable units for Corregidor being Alguaciles, Wildcats and Mobile Brigada. I’m opting for the cats here, as they are solid in both options and stats. The Alguaciles are cheap while the Mobile Brigada brings a lot of firepower but at a points cost. The Wildcats sit nicely in the middle, and look like a good all purpose unit.

I’m opting for a 4 man build, taking a combi, spitfire, number 2 and a hacker. The spitfire will be even deadlier with that extra burst, and the cats have a good BS of 13. The number 2 gives them a little more staying power if the link leader bites it, while the hacker is there mainly to give defense if I need it. That also highlights a con of going Corregidor, i’m loosing out on the well known hacking abilities of the Nomads, but bringing in more brute power overall.

Cats and Commandos 

Running Corregidor i’ll want some Intruders, and going Sectorial cranks their availability upto 5. Nice. But points are hardly aplenty and I want a few more units in there, so i’m opting for two of these elite commandos. One with a HMG and the other with combi. But running 4 or 5 of these guys sounds like a hoot for future tinkering.

I usually enjoy a lot of cheap camo options and would usually pack a Zero or two here. But I don’t have that option and the Intruders are my only camo units. So i’ll look to a few members of the cat family for a different approach, namely a combat jumping Hellcat. Again I can take upto 5 of these highflying drop troops, but opt for one with a HMG so she can provide heavy fire power where it’s needed.

I may have lost some camo options but I still have access to the excellent Tomcats. I really dig these rescue heroes, and one here gives me another off the table option. I take the doc so she can pull an emergency house call when needed. A Zondcat servant tags a long so she doesn’t have to get her hands too dirty.

I’m now looking to add some nastiness during my reactive turn. Usual suspect would be the fearsome Sin Eater, but this aint Bakunin so I can’t run a twitchy monk in this build. A Total Reaction remote with HMG will do, and as I have the Wildcat hacker i’m good on playing robot wars.

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The Merc with the mouth

To wrap it up lets throw in a merc. Senor Massacre comes with two swords (AP/EM), Zero V smoke/ EM  grenades, natural born warrior and regen. But in reality I just want ‘Deadpool’ on the table, and he looks pure fun. He can bag a TAG, shut down some prancing knights in power armor, or even take on any kung fu kids that get close.

That brings me upto 10 orders and 6 SWC. Who is my Lt? Now, why would I tell you that…

The Crooked smile of Corregidor


So I get to play around with a link team, a merc, and some high flying cats. On the flip side I wont be pulling any signature hacking tricks, and the camo count is down. But this is Corregidor, the muscle of the Nomad nation, so it’s focus is on getting the job done with lots of swearing and dirty bourne style fighting.

It’s not a perfect list, but it does have models that I like and gives me enough flavor for it to feel different from a vanilla build.

You can see how I progress with the hardy folk from Corregidor at :
http://levitas-master-artificer.blogspot.com/

What Sectorial do you play?
What is the perfect link team size?
Rocky road or chunky monkey?

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Author: John Archer
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