Commander Richard

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About Commander Richard

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  1. Welcome on board, Valette! The list looks fine for me when It comes to shooty missions, but You will sorely need specialists for button pushing missions. That means a secound list is strongly recommended. I would definitely include T2 Isobel McGregor in the core linkteam. She is an able specialist (D-Charges stock!) to begin with, and her weapon loadout is pretty nice making her an able gunfighter! To make room for her I would dump either the Cateran or the Cameronian replacing one of them with a Volunteer or a Galwegian. (For the record: I like the Cateran and the Cameronian both but quid pro quod...) I personally do not like Wallace as Lt. He is an obvious Lt, and gets the big red target mark painted on his forehead pretty quickly. I understand he goes with the Wulver link, but given this fireteam will be in the thickest of the fight he will not be safe, to say the least. On the other hand he provides the badly needed smoke coverage for the werevolf pack. T2 Cateran is nice. Cameronian is nice. In case You keep them both I would consider swapping them. Caterans are more or less one-shot wonders (Caterans cannot recamo!) and consequently do not eat up a lot of the order pool. The Cameronian will however ask for a lot of orders to rumble up the board and kick asses. I am kinda Uxia fanboi. Love her. Will never say not to take her. She is a monster on her own right. The problem here is she will be quite lonely upfield. This list would definitely use a couple of SAS to make Your enemy guess who is who. (Good old camo shell game!) The CRAP and BS loadout are both intersting and the FO version gives You an infiltrating camo specialist. All of them are warmly recommended. In case You would like to pump up the number of specialists I recommend considering swapping the Cameronian and the Cateran for two FO SAS. 6 specilaists (2 Vol paramedic, Isobel, Uxia, 2 FO SAS) are not bad. Not many, but a start. Galwegians are awesome! Will cover the board in smoke for free! In case You remove Wallace, the Warcor is still a solid addition to this (or any) list. For 3 points You get a Flash Pulse to ARO, will discover camo markers, clear minefilds (walking into the range). I hope this helps!
  2. Already mentioned by Col.
  3. You can take a Dozer for engineering (and a couple of Traktor Muls). The Izobel (T2) - Grey (HMG) - Volunteers (3) core fireteam is very efficient and will solve Your hacking needs.
  4. Ariadna: Mirage 5 (Little Red Riding Hood & Big Bad Wolf) Spetsnaz (to some extent) Aleph: Ekdomoi (Diomedes)
  5. No.
  6. Syntax error: Palbot not detected!
  7. Actually there is a strong argument NOT putting the Machinist and the palbot in the same group. Namely if/when the TAG goes down, You will repair It depleting the order pool. In case they were in different groups, the TAG can restart rampaging (ab)using the whole order pool. In case the TAG and the Machinist are in the same group, the TAG inherits a somewhat depleted order pool. On the other hand You might need a relatively high number of orders to (safely) get to the downed TAG and repair It. That is a strong argument in putting them both in the larger group. To make life even more complicated, You will want to spend at least a couple of Your orders on moving the dronbots upfield in order to provide a defensive screen for Your TAG. I see a tradeoff here, fairly stong arguments pro & contra. I already read this article, I have found It very useful! Thank You!
  8. As far as I can see, the Fusilier link is a defensive one. Why not reshuffle the grouping? I would put the TAG into G1. This fireteam is a fairly static one and will not consume Your order pool. I would boost the order count of G1 to 10 for obvious reasons. I would either add the Pathfinder and the 3 Fugazi to the G1 or the Machinist, the Mulebot and both Auxilias to G1.
  9. I can easily picture normal line troopers to volunteer for covert action operations and as a result function as black ops on a temporary basis. (Notice that there are no tanks, airplanes or artillery in Infinity.)
  10. She is Uxia McNeil on steroids with a very heavy discount. Yes, she is.
  11. Stupid question: why the Muyib? At the same price You could add a secound Hunzakut and a third Mutt...
  12. Important disclaimer: the above lists are far from perfect! I only put them together to illustarte what I mean as large / small elitist / main combat group & chaff armies!
  13. Komrade, I think this is a fiarly good (not perfect, but good) list. My general advice is: give It a go and find out what are the units You like and what You dislike! On secound thought I would like to recommend to take a look at Foxtrot FOs. They are fairly cheap and far better protected (thanks to camo state) than Grunt or Line kazak specialists. Infiltration grants them a fairly good deployment that is they start the game upfield, close(r) to the objectives. (Antennas, panoplies etc. You want to activate: pushing buttons.) As a result they have a far better chance accomplishing something compared to the squishy specialists with no camo marker state and no infiltration. As a rule of thumb, You will want one (well, at least one) big gun in each of Your groups. I warmly recommend to slightly reshuffle the grouping and put a gunner (for example the Cateran) in G2. The Boarding Shotgun Highlander is fairly expensive. For the same price You can field two Chain Rifle eqipped Highlanders! Notice that CR needs not BS roll to fire. As a result the lowish BS of the Galwegians is not a problem any more. Sure Boarding Shotgun is a very good weapon. As far as I can see You are reluctant to include troopers that do nothing but contribute their order to the order pool. That is perfectly understandable (especially in lower - 150 or 200 - points games), but one of the strenght of Ariadna lies in the vast amount of cheap cheerleaders (order monkeys). These are cheap (Volunteer-6, Metro-8, Line Kazak-9) troopers who do more or less nothing during the game, just sit in the backfield and provide the heavy hitters (HMG Spetsnaz for example) with orders to do the heavy lifting (murdering opposing troopers or pushing buttons). I would like to draw Your attention to Irmandinos. They are just awesome! And Your chances to win increase significantly if You field two (2) HMG Spetsnaz... In Infinity there is no optimal list. If You are going for ITS missions that are labelled direct action (the aim is more or less to kill the enemy), Your list should include less specialists and more big guns. For covert action (button pushing) missions You will want to field a huge amount (6-8-10) of specialists. My general advice is make up Your mind! Would You prefer a small elitist army? Restrict Yourself to only 10 troopers! Take all the heavy hitters! The best of the best! The cream of the crops! Would You prefer a large army? Aim for two full (2*10 orders) groups! Exploit the wide access to cheap cheerleaders and take a couple of big guns (problem solvers) to get shit done! Would You prefer something in between? Take a small squad as chaff (say 2 Caledonian Volunteers with Chain Rifle, 2 Irmandinos with Chain Rifles and 2 Highlander with Chain Rifles) and spend the rest of Your points on the expensive but able guys! All three list building strategy is viable and strong in Ariadna. The question is which one is best for Your playstyle. Unfortunately we cannot answer this question. I hope, that helps! Here is a sample list I threw together. It is far from perfect, just illustration... Sample List ────────────────────────────────────────────────── GROUP 19 1 1 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) 112 Light Shotgun / Pistol, CCW. (0 | 12) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 29 1 1 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) KAZAK DOKTOR Rifle / Pistol, Knife. (0 | 13) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) MÉTRO Rifle / Pistol, Knife. (0 | 8) MÉTRO Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) 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) GROUP 31 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5 SWC | 300 Points Open in Infinity Army Here is another sample list I threw together. It is far from perfect, just illustration... Sample List ────────────────────────────────────────────────── 10 CALEDONIAN MORMAER Lieutenant AP HMG / Pistol, Knife. (2 | 42) TANKHUNTER AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 25) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) 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) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) 6 SWC | 300 Points Open in Infinity Army And the third one: Sample List ────────────────────────────────────────────────── GROUP 110 CALEDONIAN MORMAER Lieutenant AP HMG / Pistol, Knife. (2 | 42) TANKHUNTER AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 25) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) 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) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GROUP 22 3 3 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) 6 SWC | 298 Points Open in Infinity Army
  14. Actually I wanted to play Johanna. Then I realised I can get the fireteam in MO and keep all the shiny toys... No Johanna in NCA. No Johanna - no party.
  15. Komrade, as far as I can see Wallace in CHA is not nearly as useful as Johanna in PanO. Unlike PanO CHA has access to chep cheerleadrs. You can field as much 6 points cheap Caledonian Volunteers as You like. Don't get me wrong: Galwegians are just awesome and turning them regular is just huge. But this comes at a fairly steep price of Wallace himself costing 35 points to begin with. (That is astronomic in Ariadna!) Restraining Galwegians can be a good idea, but in this case You forfeit the ability to lay down a smoke carpet on the table for free (taht is exploiting the impetuous orders). You lose just as much as You gain. As You observed, Wallace is a fairly squishy and obvious target, and CHA has no access to Chain of Command at all. To make things worse CHA has many good fireteam optins. (Isobel+Grey+Volunteers core, Scots Guard core/duo, Grey+Mormaers haris, Wulver core/haris to name a few...) The free coordinated order is not as useful as in Vanilla PanO or MO, because more often than not Your heavy hitters are in a fireteam. And if You really, really want some co-ordinated order for whatever reasons, CHA does not have many uses for command tokens in the first place. No cubes (except for Wallace) means no re-roll for healing. Apart from co-ordinated orders, CHA mainly use command tokens to reform fireteams or occasionally move trooeprs between groups. The best use I have found for Wallace is inserting him in a Wulver core team. Wulvers are AVA4 so Wallace is the only way making them a full 5-man linked team. And get that sweet bonus of 3 for BS. The icing on the cake is the Wulvers make a more-than-able bodyguard for Wallace. The cherry atop the icing on the cake is Wallace brings smoke grenades to the party! The relatively short range of Mk12 begs for smoke grenades to get in range. (Being a PanO player, I firmly believe, You know what I mean.) Long story short: from a competitive point of view Wallace simply does not worth It. For style reasons: Hell YES!!! Wulvers are werevolves in space! What's not to love on them?!? And Wallace is Braveheart for Infinity. Just roar 'Come at me, brah!' every single time Your opponent even takes a glance at Your Lt... PS Welcome on board, mate! In Ariadna life is hard & cheap but You will love It!