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  1. think Ariadna in LI is do-able, but it is (in my opinion) playing hard mode. The main issues are the poor survivability and lack of expensive specialists. I have played a few tournaments this way and my opponents gun fighters generally have high arm and multiple wounds. Most of ours (with the exception of the vet kazak) do not and rely on camo etc for survivability. Also, in joint or spec ops, you really struggle to fill your points and take diverse specialists, since most are in the 15-20 point range
  2. the highlander grey is a good counter attack unit. I wouldn't march him across the board, I would wait until turn 2 to see how my opponent has committed and then target what has advanced into midfield. The only bug bear I have with vanilla ariadna is that there are so many sectorial options I like, but don't want to take in vanilla because there is a kazak profile that does it better - vanilla is almost the kazak sectorial oh, and always take 2 spetsnaz hmg's!
  3. start every list with 2 spetsnaz hmgs, usually uxia...
  4. Yes, so long as the trooper does not do anything other than aro suppressive fire, they can stay in that state for the whole game without you having to do anything
  5. you can cancel the marker state when you active a trooper (i.e. when you spend an order on it). So you can move and come out of camo, idle and come out of camo, aro dodge/shoot and come out of camo. you can't just take a model out of camo without activating it though
  6. I've noticed that a lot of your early games were against Ariadna. Ariadna and Haqq can have a healthy advantage in early league rounds due to the number of orders they can take (coming from an Ariadna and Nomad player). I ran Corregidor in the last league I participated in and i struggled early on with the lack of 'tricks' available to the sectorial. I started enjoying it more (and did better as well) when i started taking more skew lists, based on ava. Things llike 4-5 intruders, massacre link teams etc. I would sugggest trying to get away from taking just a core alguacil link team and try and mix it up more.
  7. 1000 times this. I especially enjoy when my opponent frowns half way through the game and says 'wait a minute, Adriana doesn't have anything that can hidden deploy...'
  8. this thread is full of win!
  9. Also, remember that each unit has a silhouette value on the profile which defines the hit box - so you don't need to worry about your conversion causing problems in game. At worst you will just need to keep your silhouette template handy in case your opponent keeps thinking he can shoot your wings!
  10. My 2 cents. The Muls can be useful if you are playing a mission like frontline that gives you additional baggage, or if you are using the katyusha for guided fire. Otherwise I usually give them a pass. If you are playing missions that are classified heavy then the engineer is the least useful specialist re: how many classifieds they can do. especially with USAriadna, since the dozer is the only model with d-charges. In these missions I would be tempted to take a wardriver with normal hacking device as they can accomplish the most number of classifieds. Looking at your groups, I assume the grunt link in group 2 is going to be a basic firebase, used to provide orders to your ranger and desperados. The specialists in the link are a bit redundant as you probably won't move the grunts much. If you are playing missions without a lot of button pushing (or are allowing any model to push a button) then they are a bit overkill imo. In the list below I have replaced the 2 muls and engineer with a wardriver and hardcase and removed the 2 specialists in the grunt link, otherwise it is the same USAriadna Ranger Force ────────────────────────────────────────────────── GROUP 19 1 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) 112 Light Shotgun / Pistol, CCW. (0 | 12) BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) GRUNT Rifle / Pistol, Knife. (0 | 10) HARDCASE FRONTIERSMAN Tactical Bow, Rifle / Pistol, Knife. (0 | 14) GROUP 25 3 2 HARDCASE FRONTIERSMAN Tactical Bow, Rifle / Pistol, Knife. (0 | 14) GRUNT Rifle / Pistol, Knife. (0 | 10) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT HMG / Pistol, Knife. (1 | 21) GRUNT Rifle / Pistol, Knife. (0 | 10) DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13) AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21) 6 SWC | 299 Points Open in Infinity Army
  11. you can do it in any order. its usually best to move first so you can find out what the aro's are (imagine you want to throw smoke and your opponent reveals an msv2 sniper). Also remember that you can throw the smoke from any point of your movement - so if you wanted to throw the smoke from your starting position you can. Bear in mind though that your opponents aro essentially ignores the smoke blocking their los (the face to face is a special dodge)
  12. bits like the wings can be adequately replaced with instamold and some greenstuff, making a 2 piece press mold. It's not policy, but i do know a few people who have had success contacting CB and asking for parts that they lost or ruined themselves. Wouldn't count on it though.
  13. In the 250pts slow grow game you can include a spec ops, so you can trick out a moderator with a free swc weapon or engage in some shenanigans not usually available. the HSG LUNOKHOD model is essentially identical to the spitfire/feuerach models so you could always use one of them if you are not getting results from your remote. MM2 support from the hackers will make it lethal.
  14. At this point I am getting a little baffled by the baggage rules and what it actually does - specifically the +20pts part of its rules. From the N2 HS pdf and wiki; Owner: gets +20pts when calculating retreat Opponent: gets +20vp if the baggage model is in a null state at the end of the game However, I am not sure if the following is also true (It seems to be played mostly this way in my area at least but I cant seem to find the rules); Owner: gets +20vp when calculating areas controlled (e.g. quadrant control) Owner: adds +20vp to surviving troops when scoring surviving models (e.g. annihilation) Are these last two uses correct? does the baggage rule change in HSN3?