Forces of the Concord: An Army List Review

One of the things I've always loved doing is picking apart army books/codexes/lists etc and analysing pros and cons. Antares is no different and I'll be running through the forces that I own for my own enjoyment and hopefully some use to other folk as well. Today I'm going to run through the concord options and have a look at strengths/weaknesses on each of their options.

In general, Concord forces tend to prefer ranged combat. Their hyperlight armour gives greater bonuses at range than up close but does make then susceptible to scramble munitions. Their standard weaponry is flexible, either able to scatter fire to up hit chances or single fire to up damage chances. That said, high volumes of fire are largely preculded given the Concord's reliance of plasma weaponry. There are precious little platforms for large volumes of dakka, less so with much of an SV. What you do have though is a good amount of quality fire, savvy players will learn to focus fire and be safe in the knowledge that their basic weaponry can punch through enemies more easily than their opoonents.
There are a notable lack of specialist hand-to-hand units available to the C3 although drop troops and bikers are at least capable all-rounders, though somewhat outclassed by other forces' specialists.

Tactical:
Most players are going to be using 3-5 of these choices (depending on game size) and some will want more. The section is mainly utilitarian compared to some other faction's choices but there is enough to get the job done and nothing particularly feels like a tax.
C3 strike Command
Your bread and butter infantry command squad. For 110 points you get three slightly better-than-average C3 troopers, one of which is a commander who gains the Leader 2, Command and Follow rules. They are armed with standard plasma carbines and the Commander gets an X-sling.
Bare bones; they offer little eye-catching performance but once you look at their options, they do become well worth investing in as a central line-holding unit. Command and Follow work on your leadership aura and allow you to share your higher CO for rally tests, break tests and order tests as well as synchronise actions with nearby units using the Follow skill to rapidly put fire down-range, advance/reposition or get back in the fight.
Add to this a Medi-drone and you can add an additional bubble area of extra survivability to nearby units with a re-roll to a failed RES test!
The unit also has a bunch of expensive options to take other than the medi-drone and I'd be most happy adding an extra trooper or two to make the most of the improved ACC 6 over the basic trooper ACC of 5 and giving the unit greater staying power. In larger games, I could see the investment in synchroniser drones potentially being worth it, but I'd personally stay away from over-tooling this unit as ideally, it wants to be sat near infantry squads handing out area buffs rather than diving into the thick of it with grenades and such.
It is possible to tool the unit for CC, but the investment doesn't really merit the output for me, there are better options elsewhere if that's what you need.
Main strengths:
-Good support buffs for nearby units
-Syncs well with forces built around an infantry base
-Higher ACC than standard
Noteable weaknesses:
-Lack of lances compared to basic squads, leaving the unit fairly limp wristed when it comes to dealing with drones and other high RES units at range (grenades are available).
-Gets pricey quickly

Nuhu Mandarin
A fusion of the imtel and humanity, these guys are true post-humans. On the board they are solo characters accompanied by a cloud of drones and play best when conferring their range of area buffs to nearby squads.
In my opinion, these guys are the best models in the entire Antares range and thanks to a recent points drop, are now more viable on the board than ever.
As well as the Leader 3, Follow and Command rules, Nuhu also bring the Hero rule and this is one of the main reasons for bringing him over a more traditional command squad.
He lacks the durability of having multiple bodies to assign wounds to, but the nano drone he totes acts as a hyperlight booster as well as a personal batter drone making him decently resistant when placed in solid terrain, but still going to go down to 10's as those can't be re-rolled. 
As such, weight of fire is his enemy, so don't leave him exposed to massed mag reapeaters or other high RF units. As well as his own nano drone, he has the option of bringing shield drones (always take at least one, these absorb those unlucky 10's!) as well as a spotter (with such a high SV weapon, you need one!) and a pair of gun drones toting their own plasma carbines.
Whilst they're relatively cheap and expand the firepower the unit brings, it puts even more cost into the unit that can still be dealt with by killing the Nuhu, so think carefully about going too deep with options. The medi drone is useful however, conferring more buffs to nearby units and increasing their resilience.
In terms of damage output, the Nuhu's imtel stave gives out one hell of a punch at range in its boosted mode, able to deal with tanks and lighter drones with ease. It also causes blasts, so can hurt infantry squads pretty handily too. His plasma pistol is a nifty sidearm if the stave depletes for a turn and the (optional) gun drones can add RF or SV2 fire into the mix as well if you take them (I tend not to).
In CC, he's moderately capable with his staff as a last ditch attempt at clearing an objective, but its not his natural home and he is quite vulnerable there so be careful, one crap roll and he's a gonner!
His Hero rule confers his mega high INIT to nearby units for reaction purposes so he works well when sat in an infantry line early in the turn and popping reliable reactions to enemy orders.
Main strengths:
-Good support buffs for nearby units
-Enables lots of out-of-activation shenanigans to screw with enemy positioning/attacks
-Syncs well with forces built around an infantry base
-Heavy hitting ranged weapon
Noteable weaknesses:
-Squishy, dependent on shield drones and very vulnerable after they're spent
-Gets pricey with full clouds of drones

Drop command squad
A slightly pricier version of the above command squad, this team get AG chutes for extra movement, less contraints from terrain pieces and everyone gets an X-sling. The other options of grenades, synchroniser drones and such are identical as above, except that taking this team enables the use of drop squads in your army and form a sort of "tax" (not that command/follow and acc 6 guns are a tax per se). The addition of X-slings to all members means they're exceptionally good at clearing out lighter troops and count as having hand weapons for close combat. In conjunction with their speed from their AG chutes, this command squad makes for a good all-rounder; able to shoot well with primary weapons, cover a lot of ground quickly and clear objectives. They also open up thematic rapid insertion forces with multiple drop squads.
Main strengths:
-Fast
-Capable combatants
-Good at shredding light infantry
-Good support buffs for nearby units that can keep up
Noteable weaknesses:
-Buffs wasted if not flanked by equally quick units
-Speed wasted if hanging around with slow units to buff them
-Pricey vs non-drop equivalents
-No access to lances leaves them pillow fisted vs heavy targets (grenades are available)

Drone Commander
A bargain basement command option if you want it, this unit is a cheap enabler of the buffs mentioned for the other command squads, but is unarmed and highly vulnerable unless paired with more expensive C3D1s. It is the thematic command choice for the C3 drone army but fits perfectly well at the back of an infantry line handing out cheap command buffs via a synchroniser drone or nano-probe net if you'd rather. Although it could be tempting to load up two C3D1's into a tactical slot alongside it, weapon drone units fair badly from the damage chart and aren't hugely resilient so often become more of a liability than if just taken as single units instead. A batter drone and synchroniser drone allow this unit to provide large area buffs and multi-unit protection on the cheap vs traditional squads at the cost of offensive power. Shield drones and the self-repair rule can also be taken to increase durability if needed. 
If you take one, you can also take a nano-probe shard. This shard has to maintain a fairly tight coherency but massively extends your command buff radius, excellent for the late game when the pins start racking up!
Main strengths:
-Good support buffs for nearby units 
-Nano-probe shard extends buffs to wide area
-Cheap
-Can move 2 C3D1s into a tactical slot
Noteable weaknesses:
-Unarmed
-Fares badly from the damage chart
-Get pricey with C3D1's and buddy drones

C3 Strike Squad
Your bread and butter infantry, these guys are fairly reasonable all-rounders.
They sport average stats across the board and are armed with the fairly potent plasma carbine. The leader also gets an X-sling with optional sling-net ammo as a basic loadout.
the utilitarian loadout for the squad is to go 5 man, take a lance and a spotter drone (helps get that inaccurate lance on-target) and this clocks in at 125pts. x4 of these guys rock in at 500pts on the nose and each can theoretically lay down three pins a turn (thanks to the lance being able to split fire from the rest of the squad and the extra pin from slingnet). 
In the real world of dice games however, the lance gives utility against weapon drones and heavier targets like Ghar suits, whilst the rapid fire mode across the squad allows the spray-and-pray method or is useful for dealing with lighter foes like misgenics, rebel ghar and outcasts.
They're not suited to CC though, being dependent on grenades for any real punch which adds further cost and relatively little improvement in capability. The drop-off in protection from their hyperlight armour in close proximity further penalises them for getting up close and personal too, though often on-table, needs must. A larger than standard squad size is perfectly viable too and a squad works well with an extra body or two to soak up a wound and keep the unit dangerous into the late game.
Main strengths:
-Solid workhorse infantry
-Flexible
-Able to split fire and rack up pins
Noteable weaknesses:
-Poor in hand-to-hand/up close
-Very susceptible to scramble munitions

C3 Drop Squad 
Much like the drop command, these guys gain speed and X-slings over their non-drop equivalents. they also come standard with a plasma lance and have the option of taking another at the cost of an X-sling. This makes them exceptional all-rounders; being fast enough to close on objectives, be able to clear them and also to deal with heavy targets too. The X-slings allow them to shred lighter infantry with ease.
They are locked behind a pay-wall though as mentioned above, they can only be taken after a drop command squad has been added to your list. They can take a synchroniser drone as well, extending the reach of your command squad's aura.
Main strengths:
-Very flexible, capable against all targets
-Able to split fire and rack up pins
-Capable combatants
-Fast
Noteable weaknesses:
-Get pricey quickly when taken in multiples
-Locked behind a paywall of a drop command squad

Hukk bounty hunter 
A mercenary for hire, the hukk counts as a tactical choice and is available for hire in concord as a single choice, ie no duplicates. The starting price falls around the cost of a kitted C3 squad and comprises of the hukk himself and 3 hunting angkriz (wolf like hunting animals). As a team they're quite flexible, the hukk has exceptional aim and can act in a sniping role given any hit effectively counts as a lucky hit. He can clear medidrones, nano drones and special weapon troopers easily and is fearsome in hand to hand fighting if the group makes it in relatively unscathed.
Extra angrkriz are available, as are shield drones and a medi drone, but the unit soon becomes pricey. The angkriz can be upgraded to lavamites if you wish for more combat potential too. The Hukk has wound 2 so takes some killing and can also purchase an underslung grenade launcher and electro lash which increase his ranged and melee damage options too. For me, the Hukk give a solid CC option as well as utility and should be considered in missions likely to involve hand to hand fighting.

Main strengths:
Solid close combat damage
Resilient
Can snipe equipment and special troopers
Flexible load outs
High acc

Notable weaknesses:
Low SV gun
Gets pricey quickly

Support
Some excellent options reside here though the C3 has noteably less support slots available at most points brackets than other forces.

Interceptor Command
Our bike command squad, this unit is extremely flexible and also incredibly fast. It has the option of taking a compactor drone +/- plasma cannon, effectively allowing the unit to either be a transport for a drone unit (x3 C3D1's with batter drone anyone??) or change at-will into a tank-busting plasma cannon team. As well as that, they are incredibly nifty and can take paired plasma carbines or plasma lances for either all-round flexibility or supreme anti-infantry firepower. Given their speed, a run order into hand-to-hand allows them to do devastating charges and then break-off out of combat or stay locked in to mop up depleted units before zipping off once again.
Their speed allows them to harass and destroy backline support units like weapon teams and small command squads, but the Command and Follow rules are largely wasted in this role unless supported by other fast troops and bike units. Speaking of which, if you are going deep into bikes, you need a squad of these to unlock more than one basic interceptor squad.
Main strengths:
-Fast!!!
-Supremely flexible weapon loadouts
-Excellent backline disruption
-Can break off from hand to hand after point blank shooting step
-Able to mop up depleted/down infantry units in CQC
-Can transport drone units (subverter drones and C3D1 squads)
-Can set up excellent enfilade positions with plasma cannons in compactors
Noteable weaknesses:
-Special rules largely wasted once off doing their thing
-Dependent on retained run orders or reactions for survivability once targeted
-Small units don't take casualties well and soon become ineffective.
-Count as large
-Scramble munitions

Interceptor squad
The basic squad, you can take one of them before needing to buy an interceptor command squad.
They perform largely the same as the command, having the same upgrade options available to them, though coming in cheaper than above due to lacking the command and follow rules. They are a supremely flexible unit with exceptional speed and can cover huge amounts of distance to charge at unsuspecting units (even better if they're 'down' or particularly vulnerable like weapon teams). They are a small unit though and are easily rendered ineffective if they take a casualty or two though, so don't be afraid to use appropriate reactions (dash to cover!) as well as retained run orders to keep them trucking as the game progresses.
Main strengths:
-Fast!!!
-Supremely flexible weapon loadouts
-Excellent backline disruption
-Can break off from hand to hand after point blank shooting step
-Able to mop up depleted/down infantry units in CQC
-Can transport drone units (subverter drones and C3D1 squads)
-Can set up excellent enfilade positions with plasma cannons in compactors
Noteable weaknesses:
-Dependent on retained run orders or reactions for survivability once targeted
-Small units don't take casualties well and soon become ineffective.
-Count as large
-Scramble munitions

C3 Strike Support team
The generic "light" support weapon team, these guys can bring either an X-launcher (+/- special ammo) or a tank-busting plasma cannon for a relatively low cost. Either option should consider a spotter drone a mandatory purchase as OH patch sighting is brilliantly useful and plasma cannons are particularly susceptible to crap dice and appreciate the re-roll on those important shots on enemy armour!
Extra crew and batter drones can be purchased to increase durability but they're often better kept cheap and expendable unless you can utilise the batter drone to shield multiple units. If you take an X-launcher, strongly consider the special munitions and have a read through what they do if you're not familiar with them. They're often situational, but having them ready when such a situation does arise can be game-changing. 
Main strengths:
-Fairly cheap
-Fairly mobile (can also be transported in T7)
-Plasma cannon deadly to drones and big-heavies
-X-launcher great "utility" piece, especially with special ammo
-Net ammo excellent for neutering dangerous units pre-activation
Noteable weaknesses:
-Squishy unless heavily invested in
-Vulnerable to crappy dice
-Vulnerable to flanking and fast units like bikes

C3D1 light support drone
The standard gun-drone of the concord forces, it is reasonably well armed, reasonably accurate and reasonably survivable. It packs a plasma light support which has a good range, strike value and rate of fire and makes for a very solid support piece. The weapon drone chart is particularly punitive though and they've very easily destroyed or heavily pinned and can also lose mobility or weapon output. This is even more true of larger units of drones as the pins affect the unit as a whole, so they're usually best in units of 1. They are transportable in compactor drones however and can support your other forces with batter drones and synchroniser drones. A unit of three with a batter drone being dropped well up the board by a bike unit on a flank is an exceptionally nasty trick too.
Being a drone, they are very very vulnerable in hand-to-hand, keep them well away!! 
Main strengths:
-Plasma light support good all-rounder
-Large units put out a lot of damage
-Can flank very easily with bike transport
-Can buff other nearby units with batter/command aura
Noteable weaknesses:
-Extremely vulnerable in CC
-Scramble munitions
-Get pricey quickly
-Drone damage chart is nasty

C3D2 Support drone
The big brother of the C3D1, this drone mounts bigger guns and heavier armour than its kid-brother and comes at a premium price and cannot bring other squad members along to battle.
It comes stock standard with a plasma light support, but the real winner is the compression cannon when it comes to bunker-busting and tank-busting. It needs a spotter drone and benefits from a batter, but loves a compactor delivery method for flanking armour and popping it (end of turn one delivery, beginning of turn two kill for example). It can also take shield drones for durability and a synchroniser drone for command-aura extension.
Main strengths:
-Good selection of weaponry
-Durable with batter and cover (heavily armoured!)
-Can flank very easily with bike transport
-Can buff other nearby units with batter/command aura
Noteable weaknesses:
-Extremely vulnerable in CC
-Scramble munitions
-Get pricey quickly
-Drone damage chart is nasty

T7 Transporter drone
The only transport available to Concord infantry, this drone can fit 10 models in (2 standard strike squads) and can swiftly redeploy or deposit troops where needed. It starts out very cheap as an unarmed transport in the sub-100pts range, but achieves little once its troops are deposited. Adding a plasma light support helps get the most out of that MOD2 though, but then you'll want the extra armour and improved ACC upgrades which double its cost. I'd say it is arguably worth it however as the vehicle becomes "heavily armoured" against all standard weapons and can lay down some serious fire with the PLS at ACC6 as well as upping INIT and CO. If you're going full-gunship; spotter, shield and batter drones are also available. The other interesting option is a sensor module in place of the weapon system. If this hits, it "paints" the target, giving a bonus to ACC for all other units shooting at them. It isn't cheap however but can help deal with a big threat if used early in the turn as part of a "follow" order for example.
Main strengths:
-Can be cheap set of wheels
-Can be utility transport/gunship
-Keeps squishier units like Nuhu out of trouble until needed
-Can get infantry up the board quickly and safely
Noteable weaknesses:
-Can be deathtrap vs AT weapons without (expensive) upgraded armour
-Can be pinned by SV2 weapons without (expensive) upgraded armour
-Gets very expensive when tooled up
-Vulnerable in CC

Strategic
This is the section of the big guns and heavy armour and Concord have access to some of the best in the game. The strategic slot doesn't unlock until 1k points however and is the most hotly contested slot of all. Have a good idea of what you want from the slot in list building and build around it. 

C3 Strike Heavy Support Team
This is the artillery, a big, heavy, slow gun either based on an anti-tank platform (plasma bombard) or more Anti-Infantry/utility (X-howitzer). This is the cheapest of the strategic slots available and brings increased firepower over mobility compared to the standard support team. Like the standard strike support squad, drone and extra crew options are available and the spotter should be seen as a mandatory option for both weapons. A batter drone can be purchased to keep it safe and help other friendly troops
The X-howitzer greatly benefits from special munitions and can get a much bigger effect out of its net shells than the smaller x-launcher can, potentially splashing multiple targets with its templates. Net ammunition has also been the recipient of an FAQ, so make sure you play to the newest rules! Huge amounts of utility can be wrought from the variant special munitions so it's worth having those available if you're investing in the platform. Ie, fire a scramble shell near to enemy lines, dropping their Hyperlight bonuses and batter drones. Then use a follow order with other troops to unleash hell on them whilst they're vulnerable.
The plasma bombard is much more situational, but will make short work of vehicles, buildings, drones and ghar suits and will shine in metas where those are prevalent. Multiple X-launcher teams can be taken cheaply to fill the X-howitzer's slot if you feel you would miss it if you took this instead.
Main Strengths:
-Hit hard in their respective loadouts vs their preferred targets
-Reasonably costed
-Durable vs high strength fire
Noteable weaknesses:
-X-howitzer needs spotter/shard support elsewhere to shine
-Vulnerable to crappy dice on important shots
-Vulnerable to CC
-Slow and cannot fire if moves

 C3M4 Combat drone
This vehicle is the combat variant chassis of the T7 transporter. It already features the uprated armour and software and sports a high RES, ACC and a great weapon loadout to utilise it. The main boon over the static guns above for all variants of this chassis is that it is a mobile MOD2 unit, doubling the dice and doubling the ROF/mobility.
This increase in damage output does come at a cost however, at more than double the cost of one of the heavy support team pieces.
The C3M4 carries both a heavy weapon option and a plasma light support. The plasma cannon is the default heavy option but can be swapped for a token price for a compression cannon or fractal cannon. TBH, the fractal is niche but the compression cannon is murder in its (admittedly short) effective range and is well worth the slight cost increase. A bevvey of drones are available to up its durability (handy in a way given the tank can be one-shotted if you're unlucky) but by the time youve added a batter, spotter (so you don't miss with the compression cannon) and a pair of shield drones, you're nearly 300pts out of pocket. It does buy you a fearsome platform that is resilient versus small arms but is still vulnerable to dedicated AT weaponry.
Main Strengths:  
-Hits hard
-Able to take out hard targets and lighter infantry
-MOD2
-Resilient vs small arms
Noteable weaknesses:
-Can be one-shotted
-Pricey
-Main cannon wasted vs infantry forces
-Vulnerable in combat

C3M407 (CS) Drone
This little beauty is a more specifically tailored anti-infantry variant of the standard C3M4 above. Rather than a heavy weapon turret, this variant has two twinned plasma carbine turrets and a plasma light support. This is a very flexible loadout for generating pins (fire orders mean all the turrets can choose seperate targets) and when combined can often provide overwhelming fire to put casualties into a pre-thinned unit and then force a break check to remove the remnants. It can be especially brutal given it is MOD2, a pair of dice draws can spell doom for an activated and exposed enemy unit! 
The C3M407(CS) starts well above the 200point mark but can also upgrade its armament for more of an all-rounder medium gunboat setup; taking the plasma carbines off in exchange for one or two plasma light supports. This does add significant extra cost to what is already a pricey option but 18PLS shots downrange a turn is a lot of firepower and is significant enough of a threat that even the Ghar will sit up and take notice.
By the time you've got batters, shields and a spotter though, you're well into the 300pt bracket and it is potentially one-shottable so you'll need to choose when to make the most of those guns and when to duck out of sight.
Main Strengths:  
-Hits very hard vs infantry
-Generates pins very easily
-MOD2
-Resilient vs small arms
Noteable weaknesses:
-Can be one-shotted
-Very pricey
-Limp wristed vs heavy hitters
-Vulnerable in combat

C3M25 heavy combat drone
Effectively the C3M4's bigger brother, for a significant increase in cost you get 2 more pips of RES, an increase to MOD3 but also gain slow. The heavy gun is uprated to a plasma bombard though it can be swapped out for a compression bombard for 25pts which is a sizeable chunk of points on top of the 418 base cost. It still retains the plasma light support as well.
Both main weapon options come with excellent ranges and superb strike values but come down to single dice and are very vulnerable to crappy rolls, though the MOD3 does compensate somewhat for that. Unless your enemy brings dedicated tank hunters, you'll struggle to lose this tank outside of crappy dice rolls so target enemy AT weaponry ruthlessly and early to ensure armoured supremacy early in the game.
This heavy armour is ideally suited to gunning down heavy armour, buildings and Ghar and will scythe through them with ease. That said, it is a huge points sink and can still be one-shotted. Against infantry forces, this large investment in points will struggle to find good targets for its main weapon which is really why you're taking it. 

Main Strengths:  
-Hits very hard vs heavy hitters
-Scythes through buildings
-MOD3!
-Resilient vs all but dedicated AT weapons
Noteable weaknesses:
-Slow
-Can be one-shotted
-Very very pricey
-Will struggle when outnumbered by infantry
-Vulnerable in combat
-Dominates the list and success on the field

C3M50 heavy support drone
This is the artillery variant of the C3M25. It swaps out the tank killing guns for either a Mag mortar or an X-Howitzer and retains the plasma light support, MOD3 making this potentially game-breakingly good if you get an early run of order dice and decent enough hit/scatter rolls, being able to lay down a hail of net shells to pin multiple units or obliterate lighter troops with standard explosive rounds. Given the potential damage/pin output and "standard" build of Antares focussing on infantry, this mobile artillery piece is the winner of the two "heavy" drones for me. That said, it is still a huge investment once special munitions and defensive tech are added and it still remains vulnerable to dedicated tank hunters and close combat. It is slow as well, so mobility with this platform is not it's strong point, it will therefore shine best with spotter support, either from shards, nearby units or ideally, both. The two heavy drones are sucking up a huge amount of points and will require a dedicated list built around them to cover off weakness and enhance strengths. The eggs-in-one-basket approach with either platform will ultimately mean their performance will likely determine your force's overall performance so getting good at building lists and eliminating threats to these units early will be key to success.
To that end, I see both units as requiring interceptor units to rapidly engage and dispatch enemy gun crews and dedicated plasma cannon teams to cover off against enemy armour if using the M50, or multiple x-launcher teams to slow and pin enemy infantry if using the M25 to stop it getting swamped.

Main Strengths:  
-Hits very hard vs infantry
-Generates pins very easily
-MOD3!
-Resilient vs all but dedicated AT weapons
Noteable weaknesses:
-Needs spotter support to function well

-Slow
-Can be one-shotted
-Very very pricey
-Struggles vs heavy armour
-Vulnerable in combat 
-Dominates the list and success on the field 
 
Auxiliary
Generally pretty standard options abound here compared to the other forces, this section is largely straightforward.
 
Targetter probe shard
A probe shard that attaches itself to enemy units and confers an ACC bonus and helps range in OH fire. At 20pts, it works out as a very cheap order dice and comes highly recommended for that alone. If your enemy dedicated time and resources to dealing with them, then that only serves to benefit you by lifting the threat off your "real" units.

Medi-probe shard
This shard enhances the durability of your infantry and weapon team squads and is very much recommended for builds that feature good numbers of those types of units. It doesn't cost the earth either and adds a useful but cheap dice to the bag.

Scout probe shard
Works best for OH patching, so best in conjunction with X-launchers/X-Howitzers and Mag mortars. Another cheap dice and you'll end up with loads of spare spotter drones from squads so is a dead easy choice for most players to field.
 
ISO drone
This is here for missions that have special atmospheric rules and is fairly useless outside of them. Unless you know you're using those rules, this one can be avoided.
 
C3D1/GP drone
This drone uses the same chassis as the C3D1 weapon drone but is either unarmed and used for utility and backfield purposes or is armed with a subverter matrix. The rules for the subverter are a bit complex but it acts as a great annoyance unit that can take out enemy shards and potentially deny enemy order dice if they're classed as susceptible. This pairs particularly well with being compacted in an interceptor squad and being dumped out of line of sight but nearby enemy units or on routes of advance. The enemy will want to deal with it and it will draw heat off your main units and the investment is small.
The other option is to give it a batter drone and synchroniser drone and then sit it in your backline as a mobile shield and CO-aura extender for infantry forces whilst contributing a (moderately) cheap dice to the bag.
 
Characters
Not a huge section for the C3 at present, but these do add some flavour and extra bonuses for forces that utilise them. It is worth noting the the wound rule is as much a curse as it is a blessing. Every wound accrued will retain a pin until the character dies which reduces the squad's output of damage and ability to be ordered around.
 
Kai Lek
Kai is an upgrade for a C3 strike squad, replacing its leader. He is slightly higher in RES and also sports the wound rule to justify the 21 points upgrade cost from a normal leader and also gains leader 3 like many command squad options gain.
He doesn't bring much more than extra durability and a badass model however, but when he does take a wound first, the unit gains a pin they can never shake until Kai dies. At CO9, this might not seem too punitive but it is well worth bearing in mind!

Kamrana Josen (AAN 4)
Kamrana sports a pair of pretty cool sculpts and has the stats to back them up. In his initial form in the main book, he is the archetypal badass general, keeping going when all seems lost, being able to take huge amounts of fire with his wound 3 rule as well as inspiring his troops with his high CO, Hero rule and high INIT to boot.
It should be noted that he is a command squad that comes as stock with only him in it, the troopers you'd ordinarly gain with a command squad need to be purchased on top of the listed price.
The unit also has no option for a medi-drone, which is probably for the best as he's already Leader 3, Unstoppable, Wound 3 and can also take a hyperlight booster!!
If you're tooling for combat, he can take a unique bandolier of grenades and his troopers (if you take them) can also take plasma grenades, but his bandolier is hazardous in H2H so comes with an element of risk.
In all, he's a good choice of leader, but if he's taken wounds, the squad will have an equal amount of permanent pins in place on them until he's finally killed, making him somewhat of a liability in the late game as that premium-price ACC 6 will be largely wasted.

Commander-in-chief Josen
This is the variant from the Xilos campaign and has developed and wisened with age, losing the grenade bandoliers, jury rigged HL booster and gaining a suite of more generalship related abiltities such as steady there soldier and very well prepared. Both are useful if you build for it, being able to re-roll failed CO checks works wonders for an infantry line, especially when the pins rack up in the late game. He does come stock standard pretty naked for his ost however, armed with only a plasma pistol and no bodyguards, you'll want to spend more points on his squad than just the listed cost. This variant does however get the option of a medi-drone and he duplicates any "well prepared" army options bought in list building for free (so 2 paid for would net 4 total for use in-game).
This makes him a solid choice for larger games built around a core of infantry, he can spread a lot of aura buffs around and greatly improve durability and compliance of his army. His wound 3 rule still acts as a penalty once he racks up some pins though, so its good that the plasma carbine is an option rather than mandatory as his ACC will be low late-game once a few wounds have been soaked.

Mercenaries for Hire
This is a section that really could do with an article on its own, but I'll cover the salient points here.
If you're playing a game or tournament where you're using these rules, then access to limited Freeborn Adventurer force or Boromite Clan force can plug some holes in the C3's weaknesses.As listed; the Freeborn Adventurer's force brings 3 things that the concord need; 
  1. Cheap + useful infantry (Domari with Micro-X)
  2. Fast massed fire (Skyraiders with twin mag-repeaters) 
  3. Variant big guns (compression cannons etc)
Boromite clans also unlock interesting options in a C3 force, namely;
  1.  Cheap + reliable infantry (CO9!!)
  2.  Solid close assault squads (lectro lashes, lavamites and tractor mauls)
  3.  Solid close range weapons (mass compactors)
Be aware of the mercenary rules and army composition rules however and check with your TO before building your lists that these rules are in-use at the event in question.

Hopefully you found this interesting and/or useful.
Please comment below if I've missed something or you disagree with my analysis

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