Drogmir

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About Drogmir

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ITS

  • ITS PIN C7594

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  1. Thinking about it in retrospect. I'm surprised the Jethro storyline got resolved so cleanly even getting his cube and Emily threatening PanO from ever trying to duplicate him again. If left unfinished it would have been an excellent in canon reason why everyone's Vanilla army can have their own Knauf trying to kill each other in game. Maybe throw in a general release Jethro version of Knauf and you're good to go.
  2. I liked it fair enough despite being a little bit on the cliche side. Stand out moment for me being the duel with the Father Knight. That said I thought the conclusion was a little rushed, Emily had an extremely quick character arc turnabout and I was still a little unsure of what exactly the Yu Jing diplomat guy was doing in the story background. Overall though I thought it was fun. Even though I personally wanted a kind of fanservicy whirlwind tour with more Ariadna. I can see why they chose to go this route with the conspiracies and black ops stuff, especially with the notes at the end. I appreciate the restraint and their wanting to tell something a little different than what we get from the current fluff. Art ranged from ok to impressive. I noticed they put a lot more effort into dense combat sequences and background terrain, than some of the transitional character portraits. It's noticeable but never detrimental. Here's hoping they get greenlight for another one quickly. I'd loved to see a quick turnabout on a new installment.
  3. From what I recall isn't the whole Tartary section inhabited by Kazak outposts as its own thing? That's basically wild coastline territory. I would not be surprised if Ariadna has a presence on all parts of the planet as simply outpost stations (at the very least to combat Antipodes and foreign influences) but no permanent residence outside of their established zones.
  4. If I recall though wasn't a lot of that stuff on the second ship Aurora? With Dawn the idea was that they'd be the first wave of permanent settlement to set up structure for the second wave. This included stripping the actual ship itself, thus eliminating its flight capability. So they went with the idea that there was no going back up if the project failed. Sure you can cannibalize stuff post landing and try to retrofit a program from what's left years later in our head canon, but in terms of their initial scope in the books. It sounded like a one way permanent planetside landing. Not even with orbital docks to help with the Aurora.
  5. While the numbers might be on the small size, I got the impression too that it was basically similar to Switzerland. Between the inhospitable terrain and wild Antipodes still running around. The amount of profit to be gained by invading Dawn for its Tesseum and breaking all of the O12 treaties is just not worth it to the bean counters that run PanO and Yu Jing. Also Ariadna does seem to specialize in small hit and run operations that characterizes's infinity's majority fighting atm. Thus accounting for their success on the Paridiso front. If the conflict turned into a full on total war though. Then yeah Ariadna becomes something of a background bit player, only useful for drawing specialized elite strike teams from for key events.
  6. Big fat, pictures incoming! You can see the horrible line of sights on that fourth map with the grey buildings. Pictures from the first game Pictures of the second game where the Spetz wrecked everything (the out of ammo token is a suppression fire)
  7. Ok so after tourney thoughts. I ended up 6/11 after having two good games and two bad games haha. I ran this list as my list A that I used for the first 2 games. ITS-200 pts A Limited Insertion────────────────────────────────────────────────── 9 1 112 Light Shotgun / Pistol, CCW. (0 | 12) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39)TANKHUNTER Missile Launcher / Pistol, Knife. (1.5 | 29) 4 SWC | 200 PointsOpen in Infinity Army What was fun was that there were 4 Ariadna players including myself , we were all playing different parts. So the entire rainbow of Ariadna was present. Quick summary of the matches Nomads Bakunin- opponent was running a moderator link and it was firefight. My spetz took out his task master early and it become a huge crossfight in the middle wth the vet kazak gumming up everything. Lots of things died both sides, however My opponent was going for the objectives while I was trying to kill stuff. in firefight this ended 6-2 in my favor as a result. Ariadna French- this was a case of bad luck on my opponent's side. Spetz and crits make for very sad biscards. 10-0 comms center Ariadna Caledonia Transmission Matrix- All my luck was spent last game as I constantly hit his smoke throwing Cameronians and other such things. But he just kept making his saves and I kept failing my arm checks against his chain rifles. Weirdest funny highlight was that the terrain had lots of holes in it. There was one funny moment where Wallace and the Vet Kazak saw each other through a ledge and both templated each other off the map. 7-2 in my opponent's favor Aleph Steel Phalanx - Supremacy This was one hell of a grind. Things already started off poorly for me when Uxia failed her infiltration. The terrain consisted of long corridors with no cover. So often time it was my Tank Hunter trying to use an odd corner to duel with ODD people. He had a sniper locking down lanes and I swear he made something like 20 Armor checks the entire game before dying. Everyone kept making armor checks this game and I don't think any of our stuff died until turn 2. Highlight for me was putting a mine down in the center of the table. Even though my opponent got his objective points he was apparently denied his classified of coup de gace because of the mine. eventually I lost 6-2 because he was just able to squat his guy each round and my shots just couldn't sack him and the open terrain meant there was no way my template guys could get there without dying. Oh well ----- General Thoughts Spetznaz HMG is the MVP. This guy was taking names every match and was generally just a huge pain for my opponents. My nomad opponent later said he didn't know Ariadna had access to something so scary. Vet Kazak- bad rolls made him not so useful in all my games., but he was a good point man. 112- I found that a surprisingly good combo was to move the 112 up with the spetz to use his wip to cap objectives while the spetz destroyed people. (Not close enough to get blast template of course) Tankhunter is not to be underestimated. His ability to act as a pseudo ARO sniper is great. I liked using him as an anti sniper since he had similar good range bands. Quite a few of our troops have access to courage, martial arts, or some kind of form of valor. Meaning that there wasn't many times I actually had to check for guts rolls. Or didn't have to option to just fail and prone/move away or stay on command. ODD is a serious pain in the ass when you can't get close enough to template. well that's all I can think of at the moment. pictures to come.
  8. I'm loving the new Caledonia starter. Caledonia really needed some new sculpts, especially the Mormaer. I actually laughed the first time I saw the old sculpt due to how tiny and delicate he was compared to the current lineup.
  9. The more I look the Knauf the more I like him, but the more I feel he's not so much in direct competition with the Cateran for that crucial spot as he is in almost indirect competition for the sniper spot. It's interesting to note that thin line of difference and roles they fulfill. Here's some direct comparison notes I made.. Orders- Knauf is a regular order vs Cateran Irregular. While being regular order starved isn't usually a problem in Vanilla Ariadna. It's still something to note, especially if you're playing lower point games where you want to have those regular orders. BS- Knauf is a 13 the Cateran is 12. Now you too can feel that PanO special. Camo- Here's where things get interesting. The Cateran starts off with camo but it's limited. So once he shoots it's gone, but he still retains mimetism. Knauf is just a plain mimetism. This does mean in essence the Cateran actually makes a better first shot assassin due to surprised shot modifiers. Yet the Cateran doesn't get the multi-visor level 1 which means Knauf is better against an army you're expecting lots of mimetism in. (like your fellow Ariadnans). Weapon - Here's where things get interesting again. With the same range bands and damage it comes down to a game of ammunition. Knauf's Multi gets AP or DA while the Cateran gets our famous T2. I feel like this becomes very situational to what kind of enemy you're expecting, when deciding which is better. DA in theory, is better against 1 wound models since it forces more ARM dice rolls and thus increases the chance of rolling at least one fail ARM check, thus putting a model to unconscious (with Knauf's added bonus of shock killing them). The T2 however is better against 2W models since they would have a higher chance of at least saving 1 wound in their ARM check if hit by a DA than by a T2 where it's all or nothing. (and of course Knauf's shock doesn't do anything against 2W profiles) Points- Knauf is sitting at a cost of 32 and SWC 1.5 which puts him closer to Scout or Spetsnaz costs. The Cateran with a T2 sits at 24 with a SWC of 1. With an 8 point difference and .5 SWC, the difference is almost the cost of an inferior infiltration Grunt just to put things into perspective. So looking at these difference, I feel along the lines that Knauf isn't so much of a middle sniper option sitting between the Cateran and Armand. He's more of a dedicated anti light infantry with 1 wound, sniper. He doesn't seem to want to sit around in ARO lanes and instead go active hunting for cheerleaders who are out of position. The Cateran however does want to sit on an ARO lane with his irregular order and reposition to be directly thrown against heavy infantry trying to cross fire lanes.
  10. Thank you comrade. Indeed while quantity is a quality of its own, it's hard to argue with tesseum grade quality in near everything. For the Dozer, it was sort of a backup in case Uxia gets taken out early and I still ended up with a D-Charge or Engineer classified. Life would be so much simpler if we didn't have to care about those classifieds.
  11. Ok I've been giving it a lot of thought over the last couple of days and I think I'm narrowing down to what I'd use for at least one of the lists (Specialist heavy scenarios) Ariadna ────────────────────────────────────────────────── 9 112 Light Shotgun / Pistol, CCW. (0 | 12) DOZER Rifle, D-Charges / Pistol, Knife. (0 | 13) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) VETERAN KAZAK (Forward Observer) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) 4 SWC | 200 Points Open in Infinity Army To me this covers all of the needed corners in a game. 1. Resistant Lt. tied with some anonymity screening. Other grunt is cheerleading and providing DMZ defense through the template. 2. Uxia 1st turn kill alpha strike against cheerleaders or 2nd turn specialist as needed. 3. Tankhunter ARO piece / Taking out anyone who wants to bring a TAG at this point level. 4. Foxtrot, up map specialist. 112 Doctor for classifieds, Dozer Engineer for classifieds + dcharges. 5. Spesnatz HMG pure killing machine. 6. Vet Kazak Point Man specialist and overall generalist. 9 orders overall feels like a decent spot and everyone has something of an assigned purpose, with just a touch of crossover. That being said I'm half tempted to sack the dozer. Use two volunteers with chain rifles and bump the Vet Kazak to a paramedic instead.
  12. Ok all scenarios are out now. - Firefight- Comms Center- Supremecy- Transmission Matrix So I'm thinking I'm going to have to have one list that's super kill heavy/ resistant expensive points. For Firefight / Transmission Matrix And another that's sneaky and full of specialists for Comms Center/Supremacy I'm wondering for the killy / resistant scenarios if I could get away with something like this. Ariadna ────────────────────────────────────────────────── 8 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) 4 SWC | 200 Points Open in Infinity Army On the one hand it's oh so slightly order anemic. On the other hand the amount of killing potential and toughness is quite intense at a 200 pt game. That said I'll still keep that more sensible 10 man list as my list B. I just like the idea of running the tough hard hitters since Limited Insertion and all. Ariadna ────────────────────────────────────────────────── 9 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) SPETSNAZ (CH: Mimetism, AD: Parachutist) Rifle, Grenades / Pistol, AP CCW, Knife. (0 | 31) MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) TANKHUNTER Missile Launcher / Pistol, Knife. (1.5 | 29) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) 112 Light Shotgun / Pistol, CCW. (0 | 12) 2.5 SWC | 200 Points Open in Infinity Army Here's a variation of the same list if I just gotta squeeze an extra guy in there. Note losing killing power on the Spetz, but a Spetz with a rifle is still a spetz with essentially a +3 Mod to all his shooting cause of Marksmanship and the ability to suppress.
  13. I'll be the first to admit that USAriadna has certain problems. But I do think you're overlooking some upsides to the sectorial. - Linked Grunts. The cost of LI with the stats of MI. They are quite simply a pain in the butt for my opponents since the return cost to kill them all almost always equals an unfair trade in the amount of damage they can pull off. You can get around mediocre BS once the 5 man drops with the heavy flame thrower. So with the right configurations they're almost always effective until the link completely falls apart. - Marauder Haris is also a legitimate pain for our opponents. Being able to start further into the board to set up in significant ARO lane with a Heavy Rocket Launcher B+1 is nothing to sneeze at. -Foxtrots, Foxtrots are almost an auto include in vanilla as well. A cheap parred down specialist is just what we like. Setting up mines and capping objectives. True we can't really play the shell game, but the camo is more there to protect them from getting blown up in USARF. - Blackjacks "eventually", although there's no model out yet. The Blackjack profile in practice makes for a very effective Cateran 2.0. Putting him in an ARO lane behind cover makes him one hell of an entrenched target. If he's not outright killing things, he is attracting quite a bit of attention to him that relieves the pressure on the rest of your army. - You already mentioned my favorites though, the Desperados and Van Zant. ----- Things I also have to admit aren't great. - The K9 unit is over priced. That said it does have certain utility. The antipode is great for flushing out camo troops and he is a mean CC unit. It's simply the delivery for the point cost which is what we all struggle with. - The Unknown Ranger is a good unit but his price means that the's only going to be seeing action in a 300 pt game that has a plan for him. He likes to hang out as a second way specialist and not as a frontline push unit like the Vet Kazaks. So he doesn't exactly fulfill the same role. - Classifieds. Admittedly we have to rely on our old standbys the dozer and 112. The hackers are getting some help with the latest round of ITS. but yeah nothing more to really say. Overall USARF is a strong sectorial but one that runs counter to a lot of how normal Ariadna plays. Where normal Ariadna has the camo game, hard hitting weapons everywhere, and alpha strike units + specialists galore. USARF instead has hardy units, lean profiles, and specific kill profiles. It requires a completely different playstyle which tbh seems to come down to practicing with them as much as you can in live games. That's how I found out how effective desperados can be.
  14. So another scenario is up Comms Center I think that's definitely going to call for a 2nd list just for that map. The fact that Exclusion zone is in effect cuts out a lot of the infiltration shenanigans we can do. Any ideas or thoughts? I'm personally thinking a mix of specialists and killers not as much redundancy but pure roles. Something like a foxtrot, scout, FO Mav. Then pure killers like Spets, Van Zant, Vet Kazak running an HMG, loup garou, etc.