Infected Colonies Firefight Tactics
| 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: Friendly units within 12" gain Furious.
- Boom: When this model dies, the attacker takes three automatic hits.
- 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.
- Onslaught (5+): Two friendly units within 6" add +2" to Advance moves and +4" to Rush and Charge moves. With the speed issues of your army, this is incredibly welcome.
- Panic Virus (5+): One enemy model within 12" takes five AP(1) hits to handle crowds.
- Plague (6+): Enemy unit within 6" rolls a die per model, dealing a hit for each 2+. This is hell for mobs of grunts.
- Vigor (6+): Friendly unit within 12" gains Regeneration when they next get hit. Absolutely necessary with how flimsy they are.
Unit Analysis
Heroes
- Great Hunter: A 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 some potent buff auras. Whether you go with the default AP(1) Rending claws or free Poison claws, the monster-felling AP(2) Deadly(3) barbs or the AP(4) swings, you have plenty of ways to take care of the enemy in a fight.
- 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, while Frenzied Strain gives Bloodthirsty, offering you a major boost for your hordes. The Strain you pick focuses more on whether you expect the hunter to go lead charges or if you need it to hang back to keep the hordes alive in melee.
- Infected Leader: Cheapest hero and likely your default if you want hordes. Statwise, they're no better than the base infected and can even buy the same melee weapons, going between Carbine or Pistol+CCW for the option of an Energy Sword or Fist and the option between Plasma Pistol for up-close anti-armor or the unique Scoped Pistol so you have a cheap assassin. This can become your lone Psychic if you buy the upgrade.
Infantry
- Infected Gunner: An Infected with free reign over the basic guns and possess Relentless, which you'll enjoy if you really want more shots.
- Leech Swarms: A whole new level of weak without even AP on their attacks, but what you have is Tough(3) and Strider to ignore obstacles. This makes them a cheap target to distract Deadly weapons.
- Rabid Dog: Puny, like most of your forces, but you have Fast and Scout. Though they are more costly than any of your other pets, the dog gets 4+ quality and Rending, making them the most likely to kill an enemy in combat.
- 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.
- Crazed Raven: While as much a distraction as the other animals, the raven at least has a 5+ to quality and defense, making them more effective on harassing opponents.
- Hunters: Hunters are actually quite effective for killing stuff up close but quite a bit more expensive than the Infected. Ambush and Strider make sure that they can reach their enemy quickly and you can upgrade their claws, all of them being similar to the Great Hunter's loadout. This makes them into something more akin to an assassin, a necessity in an army full of fodder.
- 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 them for fairly cheap.
- Infected: You get 3 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.
- Weapon Team: As with any HDF-alike army, you can pick up a Tough(3) unit of your 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, though Tough isn't a bad take. 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 at long range.
- Boomer: A Hunters with 4+ quality and defense, but gain the tankiness of Tough(3), making them useful as your meatwall. Despite what you might think, this isn't so you can stall enemies - they won't. Instead, your goal is to sacrifice them 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.
- Corrupted Beast: An elite beast 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. Either of these claws can be swapped for either free Serrated Claws to wipe crowds, Smashing Fists for armor breaking or Piercing Stingers to kill other large beasts.
- Infected Vulture: A slightly better ravens with a slightly better bite. This bird also gets Ambush to make them a distraction that can appear anywhere you need them. Buying the Piercing Beak can make them particularly annoying to use against elite models, while Swoop Attack gives you some Impact, which can throw a few pre-emptive blows before entering a fight.
List Building & Tactics
General Advice
Note: This section needs more content. You can help the wiki by expanding it.
Tactics
Note: This section needs more content. You can help the wiki by expanding it.
See Also
- Infected Colonies
- Infected Colonies Firefight Quickplay Armies
- Grimdark Future: Firefight Tactics
- Grimdark Future: Firefight
| Infected Colonies |
|---|
| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |
| Grimdark Future: Firefight tactics |
|---|
| Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds Elven Jesters - Eternal Dynasty - Gangs of New Eden - Havoc Brothers - High Elf Fleets - Human Defense Force Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Wormhole Daemons |