mightymuffin

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About mightymuffin

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ITS

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  1. I do like the Marauder HRL, mainly due to the MSV1 but Dogged is also very handy for what is essentially an ARO-piece. If I wanted a ML in Vanilla I prefer a camo unit, as - not only does it give you some extra defence from Mimetism - but you can use it to 'surprise' your opponent in ARO & catch multiple models under the template.
  2. In my opinion, I'd either ignore it, (i.e. kill everything else), or tie it down in CC or multiple risky AROs, (you may not be hitting on high numbers, but your opponent may not want to take the risk). Oh, as far as CC goes, just go for crits as part of a co-ordinated CC attack. E.g. 3 models plus a Wulver as the spearhead means with NBW+Berserk you're at CC30, (and there's no FtF for the Avatar to defend itself!), plus for those rolls that don't crit then you're still at PH18 with an AP CCW. PS: Admittedly, the only time I've faced an Avatar I only wounded it once, (a lucky crit from my Lt Volunteer!), but - in another game - I did take down a Sphinx with my CHA; that involved a linked Highlander Grey with T2 boarding shotgun, over a couple of orders.
  3. I remember asking a similar question about whether the following modifiers still applied vs Electric Pulse; -3 CC from Assault. -3 PH because of REM. -6 PH due to being a TAG. IIRC, the answer was it cancels *all* modifiers, "for simplistically".
  4. Oops. Missed the restriction on Impetuous. Oh, and Uxia's missing cos I wanted Wallace, the Grey & Scots Guard, and still keep enough bodies...
  5. My first thought for a CHA list would be something like; Caledonian Highlander Army ────────────────────────────────────────────────── 6 4 4 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) 3 SWC | 150 Points Open in Infinity Army NB: Wallace is in there to make use of his "free" co-ordinated order, with the side benefit of keeping everyone in place with Courage.
  6. My only suggestion is that in the first list you're missing a 5th Minuteman, (and have a 4th Marauder). That's why the Minuteman link shoots all of the MSV2/3 troopers first. Only then do the devil dogs run up and murder stuff... .
  7. Yeah, the only thing forbidden now is deploying them with enemy camo markers in their trigger area. [Doesn't stop you from deploying them first & then your enemy deploying their marker afterwards!]
  8. And to answer the OP's last question, if the Link Leader goes down then the Link breaks permanently(*). There's no way of 'restoring' a broken link without spending a Command Token. (*): OK, ignoring stuff like Number 2.
  9. It also implies the image of a motorcycle part-way up a vertical ladder, with the rider resting a leg on the wall & firing away at a target, without caring a jot for the laws of gravity. But hey, as people say, that's why Infinity =/= Life.
  10. Wulvers are definitely expensive, and 4 + Wallace just exacerbates that expense. I only listed them as #1 on the basis that we're not including value-for-points :- if we're factoring that in then, IMHO, the full 5-man link would be right at the bottom of my list. Much prefer them as a haris myself, mainly so I can run them as a flanking trio & still bring a core of Volunteers+Grey, (or just 5 Greys!), to keep the enemy occupied whilst the Wulvers get into position. [Plus, you can make better use of Stealth for sneaking up behind troopers & shooting them in the back!] [Though they're my favourite CHA unit, as I've seen them bring a lot of hurt, (even as a haris), using their variety of guns]. @Teslarod- not sure what you mean by the 5x Frenzy discount: Wulvers, Wallace & the Greys have Frenzy, so wouldn't that cancel any discounts out? Though I'd like to see them with different CCW options, (just a knife would be handy!) Although a T2 CCW could be OP, cos of Berserk & NBW, plus fireteam bonuses :- ensuring Normal rolls on CC30 and PH14-16, (depending on how many others are involved). [All that said, I have run them as a 4-man Core before, and they're not too shabby even without the 5-man bonuses - benefit of sixth sense is pretty big for them]. As a bonus, I'd add McMurrough + 3 Cameronians to my list as an Honourable Mention :- they didn't make the Top 3 mainly cos they're such a threat that my opponents end up killing them before they see any combat. Though they've rampaged through enemy DZs before, leaving a lot of dead cheerleaders behind!
  11. My Top 3 for Active Turn killing; #1: Wallace + 4 Wulvers. #2: McMurrough + 3 Galwegians in a Co-ordinated CC. [Assuming your target's covered in smoke & no MSV2+]. #3: 5 Highlander Greys. That's highly subjective though, and does depend on lots of things, but those are the three things I've used with decent success. [Though I usually avoid #1 due to cost & Lt risk!] For AROs, it's linked Scots Guard MLs all of the way...
  12. My #1 wish-list item: *all* Ariadnan HI gets Shock Immunity and NWI. Full-stop. [If we're not allowed 2W then can we at least get 1.75W?]
  13. The Vet Kazak with T2 Rifle & X-Visor is quickly becoming my auto-include :- especially if I can get him into suppression fire in a good location. He's gone up against everything from HI to TO & even if he dies it takes a fair chunk of orders before he goes down that means by opponent loses out elsewhere. [His highlight was going on suppression fire after looting ODD from a panpoly, right in front of my opponent's expensive HI fireteam :- IIRC, they died, Mr Vet Kazak didn't]. Similarly, the Minuteman with Marksmanship & X-visor has managed similar results, but really needs suppression fire to match Mr Vet Kazak's kills. Though when I was playing CHA, my favourite unit was the Wulver, (McMurrough is a close 2nd!), :- pretty much every list had a haris of Mk12, T2 Rifle & Heavy Shotgun, and rewarded me with a high success rate. [Unless I left them facing the wrong way at the end of my turn :-( ]. The B4 T2 rifle scares many opponents' HI/TAGs, (especially when he double-crits them!), and even their grenades have messed up my opponents' plans. ["Oh look, your model has moved past that TO/ODD/camo marker - I think I'll ARO with B2 grenades & catch both"].
  14. Last time I played CA, I did something like this in front of a full fireteam. Only, my malignos put down a monofilament mine and covered 3 out of the 5. Then my Skiavoros walked round the side of a nearby building & covered all of them with plasma rifle fire... [Pity it took an entire turn's worth of orders...].
  15. I've never run a TAG in Ariadna at all - in fact, I tend to avoid anything hackable if I can - as it makes things so much easier. So I'm not overly fussed about it going :- though it does mean we lose out on those ITS missions that reward TAGs & I think that isn't particularly fair, (as in not being able to score as many OPs as other factions, just because of our army selection).