Friday, February 6, 2015

N3 Hacking - Feature Friday

N3 Hacking or: How I Learned to Stop Worrying and Love the Space Magic
I Googled Space Magic and This is What I Got Deserve
Third Edition of Infinity revolutionized Hacking.  In N2, many players simply ran the very good No Wound Incapacitation instead of Heavy Infantry because they didn't want to risk vulnerability to Hacking. This evolved into a strange metagame dance of "Perhaps I'll run HI because I know you're not running a Hacker."  Hackers were objective tackers, as I outlined that importance in The Perfect Composition, but most players ignored Hackers for Specialists.  Why spend 12 points on a Hacker when 4 can be a Doctor or Engineer or 3 on a Forward Observer?  In N3, everybody had a points reduction but especially Hacking which is around 6 points.  Even with Doctors, Engineers and FO becoming dirt cheap, everyone is concerned on how to utilize this "Space Magic" because of now the amazing amount of utility Hackers bring to the table.

This amount of utility is without a doubt intimidating.  In fact, Endalyon makes the suggestion in Easing into N3 of ignoring the Space Magic.  When I played my first game of N3, my opponent and I agreed to go without Space Magic.  After a few more games of Infinity, I've figured out what Hacking does and I'm here to share with you.  To summarize if this is too daunting: N3 always allows for a FtF roll, Space Magic just makes more FtF rolls.  This turns Hacking into an 8" Combi Rifle that shoots through walls

Meet the Hacking Family
You've got Hacking DevicesHD+Defensive Hacking Devices (DHD) and Assault Hacking Devices (AHD).  I can't just rank the devices as they each serve individual purposes.  AHD are truly Cyber Combatants, to give an example, it's like checking for Martial Arts on a model to determine if they're good in CC.  AHDs have the best shot at taking out opposing Hackers and are given the minimum to become Objective Solvers. AHDs are nice enough to be equipped on Air Drop and Infiltrators because these are the models are going to be dancing in the back lines, wreaking havoc on the Infowar front.  DHD are the opposite. They've got just enough to stop attacks and that focus is why only the most tech crippled factions have access to DHDs.

HD+ truly earn the "plus" in their name, they're the superior Hacker. Where HDs have the minimum required to hit each field, the general education - it is where the HD+ shows that it went to a college or university. The factions that have access to HD+ truly exude their technological superiority. HD are relegated to Programs and their abilities to solve Objectives, HD+ have better options to do the same. The HD+ gets better Hacking Programs, as well as options within cyber combat, but do not think either can go toe-to-toe in a dedicated cyber attack.

These distinctions may overlooked at first glance, but an analysis of their capabilities truly demonstrates the depth of Infowar capability. To start, let's go over what all the Hackers do:

Run REMs
The Original Gangsters of Space Wizardry
In N2, Hackers let you run REMs which is why I praise the Barid Lt. option.  Frequently, I found that unless your faction had very good REMs, such as Aleph and Nomads, you didn't use Hackers to field REMs.  The reason why you ran Aleph and Nomad REMs was two-fold: they were amazing and as a faction, they were the only two that had a realistic shot at the Guided Missile Launcher strategy.  This was due to Alpeh and Nomads only being 2/3 of the factions that had HD+ - allowing GMLs to be launched without consequence.  N3 upset that balance by pulling an Oprah and gave all the factions the GML strategy.

That's the purpose of your Spotlight program.  You put an opponent into a Targeted State which accomplishes a FO objective, as well as giving the remaining of your troops +3 BS to Shoot the target.  This means even if your Smart Missile Launcher REM is destroyed, there's a purpose to using other REMs.  Furthermore, with Assisted Fire and Enhanced Reaction Programs turn all your REMs into deadly combatants.  Total Reaction REMs can now be Marksman 2 or perhaps turn that SML REM into Burst 2 in ARO for a scary corridor.  Do note that providing Assisted Fire and Enhanced Reaction Programs require your target REM be within your Hacker's ZoC.

The point is, with the massive reduction in cost with Missile Launchers and Hackers, allow for a multiple redundancy strategy that isn't costly.  You're going to run multiple Hackers for their ability to Spotlight targets, in addition to capture objectives themselves, and with cheap REMs to fill Orders as well as be combatants.  This turns all the Combat REMs (Dakinis, Tsyklon, Rui Shi) into quite good combatants, while non-Combatant REMs become competent or extend the range of a threatening SML strategy.

Give TAGs a Hard Time
TAGs are another way to field REMs but it is going to be Hackers you want, as they're going to Possess your TAG and you'll need a Hacker to undo this screw up.  One of my biggest N2 complaints was how resilient and efficient TAGs were at wiping an entire army off of the board.  In N2, each Hacker was only allowed to attempt to Immobilize or Possess a TAG once per turn.  If your Hacker screwed up, he probably became a smear of roadkill and with BTS 6 to 9, it was a long shot even if your Hacker had WIP 15.

N3 turns that completely around. So many different ways to screw with a TAG.  HD has Overlord ProgramHD+ has Expel and Overlord Programs; and, AHD has Total ControlExpel and Overlord Programs.  Take note, this is the only case where the AHD has more options over the other Hacking Devices, with Defensive Hacking Device left completely out. So, with TAGs, unless you`re an AHD you`ve got limited options.  As with everything in N3, this is a contested roll of Hack (WIP) vs Reset (WIP) but each program specializes in taking out certain enemies.

They're all Burst 1. This means that Expel is high risk, high reward. I would skip using it unless you're incredibly desperate, because success makes a TAG incredibly vulnerable.  Though Expel is a more permanent solution than Possession, which can be cancelled by an opponent spending a Command Token or the anti-Possession Silver Bullet in the form of Exorcism Program. Keep in mind your objective - is it to rampage the TAG or make it vulnerable to your attacks?  AHD has Total Control Program which should always be used over Overlord Program (Overlord Program has 50% vs BTS 6; 40% vs. BTS 9; Total Control has 70% vs BTS 6 and 58% vs BTS 9) which is what HD and HD+ use.

Actual Cyber Combat
Then of course, there's the actual Cyber Combat. Sure, You can assault with upgraded REMs, use Spotlight to light up targets for SML or just a flat +3 BS to shoot. Certain Programs just give any sort of solutions but direct Hacker on Hacker violence is easy to understand as long as you have a clear objective.  Most of what applies for Hacker on Hacker violence also affects TAGs and REMs. If you wish to kill, Brain Blast Program is your best bet but often you don't have time for a cyber duel, instead you're opting for better positioning.

 If you're packing a AHD, that's where the offensive options get interesting.  Basilisk Program is a B3, Damage 13 Hack to Immbolize a target for a turn. Plenty of time to move around or to attempt to execute the paralyzed target.  Carbonite might be a better option with +3 WIP and Double Trouble "ammo" with Burst 2 - same dilemma as the N2 MULTI Rifle but I see this option purely a best use in ARO. You wish for your Hacker to survive so they can provide an Order, you don't want this resource to be stripped away prior to your turn. Though the Evolved Intelligence AHD gets Stop! to truly survive the Reactive Turn with -3 WIP to opponents and Breaker Ammo of Damage 16.

For normal HD and HD+, there is the Gotcha! program for a basic attempt to attack. This is an example of how there are thresholds for Martial Artists, the same exists for Hackers.  Assault Hackers may lack the nifty gadgets that cause plenty of players to flip out, but with Infiltration and Airborne Deployment Hackers starting so close to objectives and prey - they're exactly where they wish to be. Showing the difference between Overlord (+0 WIP B1 D14 Breaker) and Gotcha! (+0 WIP B2 D13) on a regular HD just illustrates how outclassed they are in Infowar compared to an AHD's options of Total Control (+0 B1 D16 DT) and Basilisk (+0 WIP B3 D13)/Carbonite (+3 WIP B2 D13 DT).

The exchange in Infinity is about conquering and ceding control of Cover.  There are defensive weapons and Hacking is not an exception. There is the obvious DHD which has some of the best ways to stop attacks with Breakwater, Counterstrike and Zero Pain Programs.  The other, riskier method, is to attack through a Repeater.  Placing Repeaters is a way to gain attack avenues but leaves your own models vulnerable, just like moving to catch opponents out of position.  Firewalls are provided to HI by Fairty Dust Program, a Tin Bot and to Hackers if attacked through their army's Repeater.  Firewalls provide -3 WIP for your opponent's Hack, while +3 BTS for your Hacker's save. The same values as an ARM save.

This offence and defence is why I think of Hacking just as bizzaro Combis.  Then there are two aspects that push that Hackers from just glorified Combis: Silver Bullets and Programs.

Bring Tons of Silver Bullets
No Longer Just Ruins Mario Kart
Silver Bullets is a term I picked up from Magic: the Gathering Strategy in which a single option would invalidate an entire Strategy.  The term comes from Werewolf or Vampire lore where silver burns the creature, so if your opponent brings a 'vampire strategy' - you've got a Silver Bullet to put it down and out. What confuses and exacerbates players understanding of Hacking is that each Hacking Program is a Silver Bullet for different corner cases.  My normal praise for Infinity is not what you bring but how you deal with the situations at hand.  The Space Magic serves up corner case Easy Buttons, but that's to be expected as it is Space Magic.

The first two most obvious Silver Bullets are the U-Turn and Hack Transport Aircraft Programs.  Hack Transport gives all of your Hackers at -6 Mod to their WIP but turn the Air Drop into a Face to Face roll. This is why an Entire Order of the Controlled Jump Program is a Silver Bullet for another Silver Bullet.  As for U-Turn Program's use,  SML are no longer auto-hits (hence Smart instead of Guided), so the FtF values would be the REM's BS+6 vs the target's PH-3.  U-Turn automatically makes the SML REM's BS -3, meaning up to four Hackers can impose a -12 BS on SML (as no penalty can be greater than -12, don't bother with that 5th Hacker).

Brain Blast Program, oddly missing from AHD, is the Silver Bullet against other Hackers.  Aside from Combined HD+ with Sucker Punch Program, Brain Blast Program with Burst 2 Damage 14 is the only way to inflict Wounds on enemy Hackers. Counterstrike on DHD is a way to strike back at enemy Hackers, but it'd be easier just to issue a FtF with a better program.  This is why Hacking in some ways is just a weird Combi Rifle and sometimes it's just a Silver Bullet solution.

The Programs
This is what everybody is really losing their minds about. Fairy Dust to give Firewall Mods to your HI as a way to make them less vulnerable to the Infowar. Cybermask gives your HD+ Impersonator, which allows them to get into key positions relatively uncontested.  That could turn a Hacker from the traditional "Objective Solver"position into an Attack piece.  Flexibility is valuable in Infinity's tactical game play and Cybermask delivers in spades.  These require no clumping, such as the REM Programs which requie your Hacker to be within ZoC of the REM they wish to upgrade.

Outside of Infowar, there is also other disablers, such as Blackout.  Killing any of the listed equipment could be devastating and that's without harming a hair on the model's chinny chin chin. That's important, as you make your opponent unable to contest objectives without killing his models and placing his army in Retreat! You want to keep going for the objectives instead of ending the game prematurely. Or White Noise Program to counter that MSV on overwatch in an inconvenient position.

That's not even including all of the special character Hacking Programs, such as Halt! and Sucker Punch Programs.

In Conclusion
Hacking may not be exactly Space Magic, but it is definitely a new facet of the rules that finally makes Ariadna feel excluded from Hacking.  Previously, when I ran Ariadna or no Hackable targets in Haqqislam, I didn't feel like I was at a disadvantage.  Now, I certainly do and I think I like that change.  Just because you're a Cave Man doesn't mean you should be getting an advantage in the tech race.  But what it boils down to is that there's an optimal Program for the situation you want, use that.

Also, now that I've filled your head full of Geico Hacking knowledge, I'd like to introduce an amazing website app that Penemue stumbled across.  Captain Spud wrote a website which we go over in detail here. This Hacker Helper is just like Hamburger Helper except instead of "Mom's Tired" it's "You're Lazy".  Infinity has truly become a game where you're going to need an electronic device full of charts to inform you of your options. More charts for the chart gods. Have at it!

No comments:

Post a Comment