Infected Colonies Tactics

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Infected Colonies
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Unknown
Version: v2.50

Why Play Infected Colonies

This is another very budget-focused force built to spam a lot of weak fodder. However, you'll find some very glaring weaknesses immediately. Your shooting is garbage. Your units are mostly useless. However, you can buy lots of them. And you should.

PROS:

  • Lots of Activations
  • Lots of melee attacks
  • Fairly affordable chaff
  • Undead makes Morale issues less of an issue.

CONS:

  • Your troops are pathetic
  • Very limited shooting

Army Special Rules

  • Bloodthirsty: Grants any attached unit Furious.
  • Boom: When this model dies, the attacker takes three automatic hits.
  • Mutating: Any attached unit gains Regeneration.
  • Plague Command: Once per activation, this model can make one friendly unit within 12" move up to 6".
  • Terrifying: Enemies take -1 in melee to hit units where every model has this rule.
  • Undead: Good news is that your entire army is immune to Morale issues. However, in place of any morale rolls, you need to roll a die for each model in that unit, dealing an unsavable wound for each 1 or 2 rolled.

Psychic Spells

  • Bio-Horror (4+): One enemy unit within 12" takes an AP(2) Deadly(3) hit, which is pretty lethal.
  • Infestation (4+): Friendly unit within 12" takes gets Poison on their next melee attack. Considering how poor your forces are in combat, you'll need every edge you can get.
  • Panic Virus (5+): One enemy model within 24" takes a morale test. Upon failure, they suffer three AP(2) hits. While this is a crapshoot, you have a great range to try your luck with.
  • Vigor (5+): An friendly unit within 12" gains Regeneration when they next get hit. Absolutely necessary with how flimsy they are.
  • Onslaught (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Plague (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.

Unit Analysis

Heroes

  • Monstrous Tyrant: Flat-out one of your strongest units, providing a hero that's a small monster. He's a melee powerhouse, but that's all he is. He's a very dangerous though between AP(2) Rending claw swipes, AP(4) punches or AP(1) Deadly(3) stings, you're going to be burying something. This is especially helped by Fear.
    • Upgrades: Your leader comes with some potent but mutually exclusive upgrades to throw on. Gigantic Strain grants Terrifying, offering a minor score of protection in combat. Frenzied Strain gives Bloodthirsty, offering you a major boost for your hordes. Evolving Strain gives Mutating, offering extra protection to any mobs the tyrant's attached to.
  • Great Hunter: A much more mobile hero, given Ambush and Strider for maximum maneuverability since this guy lacks guns. Fortunately, their quality and defense are quite good and you can grab the same squad upgrades from the Monstrous Tyrant's list. Whether you go with the default AP(1) Rending claws or free Poison claws, the monster-felling AP(2) Deadly(3) attacks or the AP(4) swings, you have plenty of ways to take care of the enemy.
  • Infected Leader: Cheapest hero and likely your default in smaller games. Statwise, they're no better than the base infected and can even buy the same melee weapons, including a Scoped Gun with Sniper. For upgrades, you have one of two options: Mad Scientist for Psychic(1) and spells or Big Brain for Plague Command. The option between the two depends on how much you intend to rely on your hordes to do the dirty work.

Infantry

  • Runners: These guys are even more prone to getting mowed down than the zombies. Fortunately, these guys are faster and have Strider so you can hide behind cover or ambush the enemy faster.
  • Zombies: Zombies are...pathetic. Their only weapons are their claws, they're Slow and they're as flimsy as the rest of your units. Even Regen won't do too much to stop them from getting cut down. The one good thing is that you grab 10 of them for fairly cheap.
  • Infected: You get 10 infantry men straight out of the HDF, making it likely the most common hero bunker.. Truth be told, their venues are narrow, with guns being quite limited. Your range is short unless you grab the Grenade Launcher or the Heavy Machinegun, the Fusion Rifle is your lone source of anti-tank while the Plasma Rifle gives you AP(4). Your melee options are the same as the infected champion.
    • Weapons Team: As with any HDF-alike army, you can either strap one onto an infected unit or as their own, complete with a Mortar for long-range bombardment. The Heavy Machinegun feels like a waste since your base Infected can pick it up anyways. The Missile Launcher provides cheap anti-aircraft with AP(2) Deadly(3) and Lock-On. The Laser Cannon gives you long-ranged anti-vehicle power while the Autocannon offers more universal coverage with AP(2).
  • Infected Gunners: Five infected only, but you have free reign over the basic guns and possess Relentless, which you'll enjoy if you want more shots.
  • Hunters: Hunters are actually quite effective for killing stuff but quite a bit more expensive than the Infected. Ambush and Strider make sure that they can reach their enemy quickly and two of them can upgrade their claws, all of them being similar to the Great Hunter's loadout. This makes them into something more akin to assassins.
  • Boomers: These Hunters are at 4+ quality and defense, but gain the tankiness of Tough(3), making them useful as meatwalls. Despite what you might think, this isn't so you can stall enemies - they won't. Instead, your goal is to sacrifice these guys in melee to trigger Boom so you can take down more obstinate assault mobs. This can at least guarantee a second screening if the enemy gets past the zombies.
  • Leech Swarms: A whole new level of weak without even AP on their attacks, but what you have is Tough 3. This makes them a cheap target to distract Deadly weapons.
  • Crazed Ravens: While as much a distraction as the other animals, the ravens at least have a 5+ to quality and defense, making them more effective on harassing opponents.
  • Rabid Dogs: Puny, like most of your forces, but you have Fast and Scout. Though they are more costly than any of your other pet swarms, these dogs get 4+ quality and Rending, making them the most likely to kill an enemy in combat.
  • Infected Vultures: A slightly better set of ravens with a slightly better bite. These birds also get Ambush to make them distractions that can appear anywhere you need them. Buying Piercing Beaks can make them particularly annoying to use against vehicles and elite models, while Swoop Attack gives you some Impact, which can throw a few pre-emptive blows before rolling to hit.
  • Corrupted Beasts: An elite pack of beasts with 3+ to quality and defense. Each one is a beefy melee unit with Tough(3) and a pair of Sharp Claws with AP(1) Rending. Any of these claws can be swapped for either free Serrated Claws to wipe crowds, Smashing Fists for AP(4) or Piercing Stingers with AP(2) Deadly(3) to kill other large beasts.
  • Great Beast: A bigger and meaner Corrupted Beast with Tough(6) and AP(4) on its fists. While the smaller beasts' claws can be swapped off to handle other sorts of enemies, the Great Beast is made for one role and one role only: Smashing tanks.

Vehicles

  • Attack Buggy: Fast is the thing you want when you need to get somewhere, especially if you bought the space for Transport(11). It even works as a modestly affordable harassment unit if you don't buy the space. However, like the rebel jeep, your weapon slot is alone: if you want more than the Twin Heavy Machinegun, then you only have the Autocannon and Laser Cannon as alternatives.
  • Battle Tank: Yours is a budget version of the beasts seen in the HDF. Your main gun is limited between either the stock Battle Cannon, which can handle most squads with AP(2) Blast(3), the tank-blasting Twin Laser Cannon or the more balanced Twin Autocannon. Your Twin Heavy Machineguns are locked onto their slot, providing some long-ranged firepower.
  • Combat Walker: This walker doesn't really work in melee with only two stomps, making it more suited as a mobile weapons platform. The default Heavy Fusion Rifle gives it plenty to wreck tanks with, though you can replace it with either the Twin Plasma Cannon for high AP bombardment or the Twin Laser Machinegun for long-range AP firepower. The Heavy Flamethrower makes the walker short-ranged but it also installs a Walker Chainsaw to provide melee support.

Aircraft

  • Light Dropship: This ship is actually an incredibly cheap transport, being slightly cheaper than the Attack Buggy with storage. However, like the buggy, you only have one weapon. The default rapid-fire Twin Minigun, the cover-popping Twin Missile Launcher or the tank-busting Twin Laser Cannon are your only choices.

List Building & Tactics

General Advice

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Tactics

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See Also