Drogmir

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About Drogmir

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ITS

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. I concur, whenever I use Blackjacks I treat them as upgraded Caterans or like a poor man's Yan Huo. These guys want to lock down lanes, they generally don't want to be moving up to take ground due to their 4-2 mov and their larger silhouette (alongside no specialist). When it comes to Vet Kazaks, they either do well as button pushers or as frontline kill units. In either case though they're always pushing that line forward until they drop or win.
  9. Hello everyone, once again I am here to pick some brains in thought. I have an upcoming ITS and I'm a little rusty as of late, and this is a rather unusual ITS tourney. It's a 200 pt, Limited Insertion, 4 rounds in only the Joint Operations category (Specific scenarios tbd) Now to me this sounds like a job for the Vet Kazaks, but I'd like to see some ideas out there. Here's what I have so far. It's a little risky, but I can see big payoffs if I play it smart. Ariadna ────────────────────────────────────────────────── 7 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) VETERAN KAZAK (Forward Observer) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) 4 SWC | 200 Points Open in Infinity Army Oh sure I could do something more sensible but what's the fun in that? "A more sensible list" Ariadna ────────────────────────────────────────────────── 10 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) 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 (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) MINUTEMAN (Forward Observer) Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 23) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) 4 SWC | 200 Points Open in Infinity Army
  10. I find that Ariadna loves to list tailor to upcoming ITS missions. So an "all comer" list is kind of hard to do. That being said certain units do it better than others. Namely Kazaks and playing the Ariadna shell game in vanilla. Which unfortunately excludes a lot of Americans (though Foxtrots are always in my lists) The dirty little secret with Ariadna is that our troops are so cheap because they're specialized and any extra bonuses that you might get in say a PanO army are cut out. Profiles are taken down to their basics for the most part and the point costs reflect that. Still if anyone is the most "all rounder" It's def the Kazaks.
  11. I personally vouch for the Assault Pistol's being absolutely killer on Desperados. They're cheap enough that you don't really care if they die, yet they're such a massive threat between their chain template and burst being able to overcome bad mods. That your opponent cannot afford to ignore them.
  12. From my experience working backwards from Sectorials to Vanilla works just as well as Vanilla to Sectorial. When I first started I played ISS, and this got me used to a very specific way of thinking of how to deal with certain problem units without having proper model access. It also got me used to thinking of how to use fireteams, their strengths and weakness. Using them as kind of a full squad unit etc. Also complaining when I was totally outmatched in certain areas, (ISS at N2 had a hard time bringing heavy hitters) Then when I branched out to Vanilla it gave me a plethora of options of how to deal with previous problem units. From there it became a new kind of list building game where I could trim down to units I wanted, to do specific roles that I couldn't in a sectorial. While also having the experience to deal with sectorial fireteams, having been on the receiving end myself. I did something very similar for USARF as we can find in the threads. Learning how to deal with problems in a limited force capacity with just US troops and refining my tactics that way. (Learning how to categorize my units for designated jobs). Then when I moved onto Vanilla I suddenly had all sorts of problem solvers I didn't have access to before. Problem solver thy name is Vet Kazak. So in summary I think Sectorials give you list on how to play tactically since your list building potential is so limited. You just sort of throw something down and learn tactics + dealing with what you have to get the desired effect. Vanilla then opens up your options where you now have the freedom to get the units you want. Since you already have a basis of tactics down you can expand your mind to list building and theory crafting as a result. You start to narrow down your preferred list style, cutting out points that aren't worth it in your opinion and zeroing in on units that are cost effective. Just my two cents anyway.
  13. Well Vanilla Ariadna ultimately has the least amount of problems with the force 10 man group since they have so much variety. I believe there's a really good thread floating out there about making "Elite" lists. I'll just throw out what I ran during a tourney. I still stand by it as being generally solid, if only I wasn't paired against a fellow Caeldonia during that match making it kind of awkward to use against that. Ariadna ────────────────────────────────────────────────── 10 1 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) UNKNOWN RANGER (Specialist Operative) Molotok / Heavy Pistol, T2 CCW, Knife. (1.5 | 47) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) CALEDONIAN MORMAER Lieutenant (X Visor) T2 Rifle / Pistol, Knife. (0 | 33) 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) 6 SWC | 300 Points Open in Infinity Army To me this list covers all the needed vectors for general ITS, with some crossover redundancy. Alpha Strike- Uxia Hard Active turn hitters - Spets, Vet Kazak, Unknown Ranger Reliable Specialists- Unknown Ranger, Dozer (Dem classifieds) , Maverik, other Vet Kazak ARO generator - Tankhunter, Traktor Mul, Spets (in supressive) Durable Lt (since we can't hide him) - Mormaer
  14. I don't think Traktor muls are treated like normal high tech REMs and work more like Kuang Shi when it comes to deployment. Ok I broke out my current copy of HS: It states "This control device allows players to pick Traktor Muls for their Army List and deploy them." This implies that without the device you can not even pick Traktor Muls for your army or even deploy them. This holds up in the Army 6 builder if you try to make a list including Muls without a dozer with a control device, it's declared invalid. In short you cannot field a Traktor rule with the TMCD because you cannot even add it to your army list without someone with a TMCD (being the Dozer). And for the question about the hacker's presence. I believe this necro thread already answers that.
  15. Necromancer! In all seriousness I'm fairly certain you need a dozer with a TMCD to bring a Traktor Mul. No exceptions. The key being that you need that control device in the same combat group to bring them along and I don't think anyone else except the Dozer has access to one.