Thursday, 28 May 2020

Code One - Machinists Light Infantry


Machinists in Code One


One of the peculiarities of the points system for Code One is the way in which it places some units at the same cost. This is often particularly noticeable when we consider Specialist variants of some units, where there is little incentive to select a basic trooper over a Specialist.

When it comes to the Machinist (and Trauma Doc) in PanOceania, this becomes very clear. There will often be little to no reason to consider other 1pt options 'till after you have taken these. However there is already one Scenario (Firefight), and could be others in the future, where Specialists can become a liability, especially fragile Light Infantry Specialists like the Machinist. So some care is needed.

This is especially true with the Machinist, because most PanOceanian Code One forces will also be fielding Remotes. Both the Fugazi and the Pathfinder are such strong options that it is well worth including them, and having a Machinist on hand to repair them if they are damaged will be very effective. But the Machinist can also help support your other troopers, particularly if they are Immobilized, and used to accomplish mission objectives.


As we can see, there are two loadout options, one of which offers the basic package for a line infantry Engineer on the Fusilier base, plus a bonus bump in terms of 3 points of Bio-Technical Shielding. The latter, especially, makes a Machinist a nearly automatic inclusion for any PanOceanian Code One army list.



For one Point we are getting a Combi Rifle armed BS 12 trooper, just like a basic Fusilier, with the Engineer skill and 3BTS at no extra cost. It's a deal, it's a steal, it's SALE OF THE CENTURY!!!

Now, we also have the option of instead paying a full half-point more to pick up Mimetism -3 on our Machinist. This represents the various Sectorial specific variants of Machinist (such as those particular to Acontecimento, NeoTerra, Svalarheima or Varuna).



Its a fairly significant increase in overall cost, so it's certainly reason to pause. On the other hand picking up Mimetism firmly pushes this option into "decent backup gunfighter" territory. It also becomes harder to eliminate, making it slightly more reliable.

Overall this option is a significantly better actual Specialist, with Mimetism making it a lot more likely that it's going to make it into the positions you need it on the table. Of course, it's still WIP 12, so it's hardly something you are going to want to rely on in the role, but it's an excellent backup.

I'd rate this over the basic version for scenarios where your Specialists are going to be winning the game for you.

One other thing should be taken into consideration whenever we think about any Engineer or Doctor, and that is the potential to take Peripheral (Servant) Remote to assist them in their role. For the Machinist this option comes in the form of the PalBot.


Adding a PalBot to your to your Machinist significantly increases their cost, but allows them to operate on two different parts of the table at once. It can also be used as a partner for Close Combat, although that isn't particularly attractive for the Machinist. Perhaps the greatest use for these little helpers is in clearing Mines and in helping their partner to clear fire lanes (as they can draw an ARO, allowing the Machinist to dart across unharmed).

This is likely a good investment if you are running several other Remotes (and a PanOceanian Code One force can certinly have plenty of those), or can simply be a good option to use that last 0.5 points when you already have 10 troopers.

So that's the Machinist, a solid option which is well worth considering for your Code One PanOceania force.

I seldom leave home without a Machinist, in Code One or Infinity, and I think you'll find they are well worth including too!

Wednesday, 27 May 2020

Code One - Fusilier Light Infantry

Fusiliers In Code One

The standard PanOceanian Line Infantry unit, the Fusiliers (or "Riflemen" if you don't know your Spanish) are as much a staple in Code One as they are in Infinity. They are a very stock standard example of such a unit, varied only slightly from similar troopers in other armies.

With average speed, Close Combat, Physical, Arm, BTS and Total availability they are a unit all PanOceanian commanders will look to from time to time when considering their options. Differentiation is found in their higher Ballistic Skill, with a 12 in this category being above average, but lower Willpower, again a 12. This makes them fair gunfighters, but weaker at accomplishing mission objectives overall.

With low Armour and no Bio-Technical Shielding they are easily eliminated if your opponent brings significant strength against them, but they are especially vulnerable to Direct Template Weapons due to low PH and a lack of other defense, along with their single Wound. Their BS is solid, but not high enough to lean into without the advantage of Burst on their side as well, which further limits their real effectiveness.

But generally speaking it's not combat capability which we are looking for in terms of basic Line Infantry in Code One. Thanks to that slightly higher Ballistic Skill they are more likely to survive when they are targeted by enemy attack pieces, while offering the same low cost Orders to bulk out an Order Pool which their even less survivable peers in other armies produce. It also makes them a better choice for a low cost backup active turn shooter.

Combi Profile


The basic Fusilier with Combi Rifle has basically its whole attraction summed up in one short statement "it's only one point". An Order for a point is hard to argue with, but given you can select a Paramedic for the same cost and thus gain a backup medic option and a Specialist it's hard to always see why you wouldn't make that choice.

Simply put, Firefight. When eliminating Specialists is worth Objective Points then it is going to be a good idea to make your Specialists tough, and Fusiliers certainly are not tough. In this situation you may want to consider the regular Combi Rifle armed Fusilier option.

Now, it is also worth considering that on the smaller tables which many Code One games are played on the range bands of the Combi Rifle are solid. Although hardly a premier attack option, a Fusilier with a Combi Rifle can do a lot of damage under the right circumstances and the opportunity should not be overlooked due to underestimating these troopers.


At the same time we can also consider the Lieutenant variant, which is identical apart from being the Lieutenant. As there is no penalty to the loss of a Lieutenant in Code One there's no need to hide this choice, and generally speaking you will want to have the bonus order on a unit with a better active turn profile.

However you may spend your points on options which don't offer a great place for the Lt order, and it is good to have a cheap option to fulfill this requirement for list building. 

Heavy Machine Gun


Despite costing half again what you are paying in points for a regular Fusilier, and one full Support Weapon Cost as well, the HMG option for your Fusiliers is well worth considering. Possibly not as an initial purchase, but when combing back through a list which has SWC and wriggle room on points as a backup option.

HMGs are an excellent active turn offensive option in Code One, and offer both the Burst and standoff firepower which a Fusilier really needs in order to fight without serious risk. While not a first choice strike piece, a Fusilier HMG is well worth considering as a backup.

Missile Launcher


Missile Launchers are one of the most threatening single shot weapons in the Infinity universe. They legitimately threaten literally any target and always demand serious consideration.

On the other hand, although a threatening Automatic Response Order option, the Missile Launcher suffers badly on the smaller tables of Code One. Given the ability of opponents to simply engage such a dedicated ARO piece from within its weaker range bands and with advantages from Mimetism and possibly also Surprise Shot means that even such a fearsome threat will be simply eliminated.

This is not a choice which I would seriously suggest for inclusion in your Code One lists.

MULTI Sniper


The MULTI Sniper has always been a compromise piece, paying heavily for the Corvus Belli premium on range and sitting between the ARO dominance of a Missile Launcher and the active turn dominance of a HMG. With their active turn shots limited now to Armour Piercing, with the Burst restriction on Double Action, and the range restrictions on many Code One tables, this offering is significantly reduced in value.

This is, once again, not a choice which I would seriously suggest for inclusion in your Code One lists.

Hacker


Hackers, with their ability to engage without Line of Sight within Zone of Control against Hackable Targets (which most Code One battles will offer in reasonable quantity) are a very useful upgrade when possible. The key restriction is their SWC cost, but as long as your SWC holds out there is little reason not to pick up Fusilier Hackers to provide your orders.

Although slightly more vulnerable to other Hackers as a result, the ability to stop many key enemy attack pieces without risk of destruction, and to improve the odds against others for elimination in the active turn, makes these a good choice. They also offer the advantage of acting as Specialist Troopers for mission objectives, and while their low WIP makes them less than ideal in this role it's always great to have more options.

When the mission does not punish the presence of cheap Specialists, and there is no advantage to other Specialist types, there is little reason not to upgrade any Fusiliers you were considering taking to Hackers, as long as you have the SWC to do so.

Paramedic


The Fusilier Paramedic is the other Specialist option available, and will sometimes be a better choice than the Hacker if only due to their lack of any SWC cost. PanOceania is usually hungry for SWC to equip their premier active turn pieces with heavy weapons and it will usually be useful to have your Fusliers as Specialists as well as providing Orders.

The Paramedic offers everything a regular Combi Rifle armed Fusilier does, at the same cost, so for any mission where losing Specialists won't hurt you then this is the better choice. At the same time the MediKit is also useful, especially for most PanOceania Code One lists where there are plenty of Heavy Infantry options who benefit more from a MediKit than any effort to pull them back up with a Doctor.

Overall

So, taken as a whole, it's clear that Fusiliers have a role to play in PanOceanian Code One lists. They are a good supply of numbers of Orders, to support our top tier strike and defensive options. 

While there is in-faction competition (especially the Trauma Doc and Machnist as cheap Specialists, and our Pathfinder and Fugazi Remotes) there is certainly a role for Fusiliers, so if you are a fan of the sculpts, haven't built out your collection yet, or want to lean hard into the really top tier options (and need numbers of cheaper bodies to back them up) then the Fusiliers have something to offer.

From a Code One perspective the exchange Fusiliers make of giving up a point of Willpower for a point of Ballistic Skill is an absolute bargain. With the limited uses of Willpower it's an ever better deal than it is in Infinity.

So get out there, and throw in some Fusiliers!

They won't let you down.



Thursday, 7 May 2020

Aristeia! - The Scoop - An Updated Scenario



Today we are taking a look at a new version of an infamous Aristeia scenario "Conquest"!



And where are we coming from here?

Well, let's take a look at the original:


So the key update is in "Deployment From Bench" where Aristos are now permitted to deploy in the spaces adjacent to the two Deployment Zones, as well as inside them, when returning from the Bench.

This helps Aristos with Move 5, as it allows them to go directly into Zone 5 or Zone 4 on their return and contribute to scoring even if they can't somehow get free from their Energy penalty.

We always liked Conquest, but this seems like a good change.

If you are one of those who wasn't a fan, maybe you can tell us if this makes a difference in your opinion?

And what else could be changed?