The theme this month is scoring every turn, and to keep that trend up, we will be talking about Quadrant Control. True to it's name, Quadrant Control is a scenario that is primarily about controlling quadrants of the board.
The quadrants you are fighting over in Quadrant Control are the four sections illustrated above, which are OUTSIDE of the deployment zones. To DOMINATE these quadrants, you will be required to move your army up, and probably across the board to your enemy's table half, since you want to control at least one quadrant on their side as well. A quadrant will count as dominated if a player has more points worth of models in the quadrant than their opponent, troops possessing the Baggage piece of equipment, and are not in a Null state, will count for an extra 20 points towards dominating. If you have access to cheap baggage troops (hint: you do), then these are amazing to take for shoring up your control of a zone.
Now, it's not important that you dominate all of the quadrants, or even more than half, the big points are assigned each turn for simply dominating MORE quadrants than your opponent each turn (2 points per turn), or at the very least having the same number of dominated quadrants (1 point per turn, assuming you each dominate at least one quadrant each). You will get a bonus point each turn if your DataTracker is inside a quadrant which you are dominating, which is potentially an incredibly easy point to get, but that also means it's easy for your opponent as well. Killing the enemy DataTracker is very important in this scenario, as you're reducing their maximum number of possible Objective Points by 3 (if you can kill it turn 1). If you've been counting, we are up to 9 potential points so far, 6 for dominating more zones each turn, and 3 more for having your DataTracker in a dominated quadrant each turn. The final 1 point is from a single classified objective.
There is NO NEED FOR SPECIALISTS in this scenario, outside of a single Classified Objective. You can also use the card for INTELCOM, giving you a few extra points in a zone at the end of the third turn. If you plan to go this route, then you only need to take the specialists that are crucial to your battle plan. I'm not certain though if INTELCOM is always the best idea though, since it is only for the last turn, and only useful to play in a zone where you and your opponent both have models, and only if your models + INTELCOM is worth more points than their models + INTELCOM.
If we breakdown the math, it looks like your goal should be to dominate more quadrants for two turns, and score your DataTracker each of those turns. That will put you to 6 points, while your opponent would have a maximum of 6, but only if they score their classified. If you can kill the enemy DataTracker on turn 1, and dominate two zones, you are on a clear path to victory. If both players are scoring the two quadrants on their own half though, giving each player 1 point per turn, then going after the enemy DataTracker is a must to ensure a win, and will force your opponent to have to try to dominate more quadrants to win.
For list building, I would focus on fast and resilient troops. You want to be able to move up and defend the quadrants on your side, while sending faster troops into your enemy table half to contest their control. Airborne Deployment and Infiltrators will also handle the job of being fast quite well as they can get into the enemy half with ease.
Rules for ITS Season 9: Treason, can be found here: https://assets.infinitythegame.net/downloads/itsrules/season9/en/v1.0/season9.pdf