arkhos94

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About arkhos94

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    Mayanaut
  • Birthday 11/08/1986

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  1. yes, I just added the sixth sence
  2. any idea when it will available in the store (and for how much) ?
  3. Foxtrot are not as good as chasseur but they are dirt cheap. For around 100 points you can build a crazy strong midfield, fully camoed and with push button (2 hardcase shotgun for "human mine", 1 or 2 foxtrot boarding for counter attack, 2 or 3 foxtrot FO for push buttons). Foxtrot sniper can also be good as it is unexpected and can bring done TR bot. Finally, even LGL foxtrot can be a pain in the ass because infiltration + LGL can allow you to murder some hidden trooper (lieutenant in rooftop or defensive fireteam for example) The desperadoes are also quite interesting. For 13 points you have a mini uxia 2, you can use it as a fire and forget missile. Cheap, efficient and fast. Your opponent will hate them. The fireteams are good : grunt for cheap/resilient defense (don't underestimate grunt FO, burst 2 flashpulse is also a pain in the ass), marauder are resilient and can be either offensive or defensive as you need them (with some push button if necessary). I haven't tried minuteman so no opinion there There are the blackjacks, only 36 points/2 SWC for a 2W, 13 BS HMG AP is a steal. And finally, Van Zant, no explaination needed. To conclude, you have a faction with resilient gunpower, a good midfield, some cheap suicidal warband and the best AD trooper of the game.
  4. Then I would say it would go like this : Are you under the smoke template ? If yes : You can use the ARO dodge : without malus if SS lvl 2, without malus if ss lvl 1 and opponent in ZoC, with malus - 3 in any other case Can you trace a LoF between you and your opponent trooper (even if it go through a smoke) ? If yes you can use the ARO BS attack: without malus if SS lvl 2, without malus if ss lvl 1 and opponent in ZoC, with malus - 6 in any other case (except of course if you use DTW) If No : no ARO
  5. Optimal range for HMG is up to 80 cm so it's not very hard to reach your optimal range, even against a sniper. How often do you use an HMG and end up out of your 80 cm ?
  6. Limited insertion weaken you because you have to let go your cheap order generator and cheap irregular On the other side, it force you to play your strongest unit. Also, on a 10 order list, massive camo is quite efficient as your opponent doesn't have many order to loose. Also, in a 10 orders game, AD troop are quite efficient as your opponent as a hard time covering every access. Because of that, Van Zant is a game changer. You can kill 3/4 troopers with him in your first turn, crippling your opponent. These are the liste I used in my last limited insertion tournament : Test limited van zant ────────────────────────────────────────────────── 10 1 VETERAN KAZAK Lieutenant AP HMG / Heavy Pistol, Knife. (1 | 47) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 35) KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) 6 SWC | 298 Points Open in Infinity Army Limited insertion mid-field ────────────────────────────────────────────────── 10 VETERAN KAZAK Lieutenant AP HMG / Heavy Pistol, Knife. (1 | 47) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 35) MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) UXÍA McNEILL (S.A.S. CP) (CH: Camouflage, Infiltration, Multispectral Visor L1) Boarding Shotgun, Grenades, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 28) 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 (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) 6 SWC | 299 Points Open in Infinity Army
  7. This is when you are shot through a smoke that is already there, not when someone shoot a smoke. For exemple : there is a smoke between a deva spitfire and a line kazak. The deva shoot the line kazak through the smoke, then the line kazak can either dodge without malus or shoot back at BS 6. If when someone shoot a smoke and you could draw LoF if the smoke wasn't there, then it's point 2 of my previous post
  8. I don't think you are right. First you should check if there is a LoF, if yes, then check if the smoke temple block it, if no, check if you are under the template. It should be more like this : Trooper A launch a grenade, you put the template were you want to lauch it then : If noone has a LoF on him then If noone is under the template => No ARO If some enemy is under the template => ARO allowed : dodge at PH-3 except if the ennemy has SS lvl 2 or SS lvl 1 and trooper A is in his ZoC If an enemy trooper B has a LoF on him and the template blocks this LoF => all ARO are allowed : If B is under the template and dodge => opposed roll (no malus) If B has no MSV2 or 3 and ARO with BS attack => opposed roll (no malus) if it's a "standard weapon" (no opposition in case of DTW) If B has an MSV2 or 3 and ARO with BS attack => the BS attack goes without opposition, same for the smoke Of an enemy trooper B has a LoF on him and the template doesn't block this LoF => all ARO are allowed, no opposed roll
  9. Some ideas : I haven't tried Voronin because he cost a lot of points and is an obvious lieutenant. His strategos level 1 is not a big enough argument (for me)as, for his cost you can easyly fit 2 to 3 orders (usefull in limited insertion through). So I would suggest making your 29pts scout your lieutenant (hidden so harder to kill and he can use his lieutenant order to detonante a D-Charge or for some 3rd turn killing) and use Voronin points to take more cheerleaders (2 volunteers + 1 line kazak or 2 FO line kazak, depending on how many specialist you need) or you can replace him by a chasseur FO or minelayer (depending on the scenario) Also, you could replace your mul/dozer, for example by a marauder HRL (stronger ARO piece, very efficent against fireteam, not bad secondary offensive piece) and a pair of volunteers (good to defend your DZ). You won't loose any orders and it would only cost 1 point more (the one you can gain by replacing voronin) Finally, I would suggest keeping all your camo (except antipode) in the same group as it allow you to end your turn by a coordinated order to recamo all of them Ariadna ────────────────────────────────────────────────── GROUP 18 1 1 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) 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) GROUP 26 2 1 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 11) LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 11) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) 4.5 SWC | 300 Points Open in Infinity Army PS : I would also replace the TH Autocannon by a TH HMG (the point coming from changin a line kazak from paramedic to FO) because I always prefer higher burst weapon, but it's more a question of taste (and HMG addiction) If you want a second list, i would suggest to go mass camo : Ariadna ────────────────────────────────────────────────── GROUP 18 2 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) 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 (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) GROUP 25 TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 35) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) 6 SWC | 300 Points Open in Infinity Army You have a lot of camo markers (6 in your DZ, 8 midfield), very strong offensive piece and enough back-up to allow for some death and a very strong midfield (2 boarding shotgun and 4 good ARO piece). You lack a little in the specialist department but whith your infiltrator you should be able to do a lot of damages to your opponent specialist
  10. I have search in the N3 Hacking Summary thread but couldn't find an answer. I have 2 hacker (A and B), both are in the ZOC of an ennemy repeater My opponent hacker C declare an hacking attack on my hacker A. A ARO is breakwater while B ARO is Maestro. Does C suffer a -6 modifier due to breakwater or a -9 due to breakwater + Maestro ?
  11. Interesting changes but I don't understand group 2, what do they do with only two orders and no specialist ? I haven't thought of it but the profile look interesting, will try
  12. After a full year playing vanilla ariadna and a little USAriadna, I'm moving to aleph to get some toys. First, I want to try some TO, hacking, proxies and maybe some msv/smoke trick. I have been working on this list (for mixed scenarios like supplies or antenna field). I would be happy to receive any advice. ALEPH ────────────────────────────────────────────────── GROUP 110 1 DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33) PROXY Mk.4 HMG, Nanopulser / Pistol, Knife. (2 | 25) PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife. (1.5 | 24) PROXY Mk.1 Doctor (MediKit) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 10) YUDBOT Electric Pulse. (0 | 3) AJAX 2 Combi Rifles, Nanopulser / AP Heavy Pistol, EXP CCW. (0 | 39) NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30) NAGA (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 28) DANAVAS Hacker (Hacking Device Plus. UPGRADE: Maestro) Combi Rifle + Pitcher / Breaker Pistol, Knife. (0.5 | 25) MYRMIDON OFFICER Lieutenant Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0.5 | 31) NETROD . (0 | 4) NETROD . (0 | 4) NETROD . (0 | 4) GROUP 21 DASYU Hacker (Assault Hacking Device) Combi Rifle, Nanopulser / Pistol, Knife. (0.5 | 40) 6 SWC | 300 Points Open in Infinity Army The deva and proxy HMG act as active turn hunter and clean a line for ajax to charge. The myrmidon off. use his smoke to play with the deva and/or cover ajax way. The proxy sniper act as ARO/secondary active turn hunter. The dasyus/naga and danavas are here to do some objectives and if possible stop hacker/HI. The dasyus assault hacker will be move to the first group either when someone is dead in group 1 or when a good target come close. Finally the proxy doc job his to keep everyone alive.
  13. hardcase shotgun would also be efficient if your opponent use an offensive fireteam : ambush marker to make him loose order and shotgun to hit the whole fireteam in ARO Scout boarding are also quite good for counter-attacking against an advance fireteam or a one specialist Finally, if you face two TR bot, I would advice camoed sniper (spetsnaz or cateran T2) to eliminate them with a -12 malus I agree with what was said regarding your orders. As a rule I alway keep 8 regular orders in my main group (active turn hunter and specialist) and 5 in the second one (ARO troop + 1 active long distance shooter like knauf)
  14. It's sixth sense level 1 : if your opponent is in your zone of control you can delay your ARO. You can then ARO anything you want after your opponent second action. Also, if your opponent is a camo marker, an impersonation marker or an holo marker, then you can delay your ARO. If your opponent take any action that reveal him (shoot, activate, dodge...) then you can declare an ARO, if he doesn't reveal himself (move, idle...) then you loose your ARO.
  15. Why not something like the tohaa kerail preceptor : one tamer with two antipodes, with maybe a direct template weapon strapped in ones back ? It would be like a more advance version of the antipode pack taming i would agree with the higher ava on spetsnaz if we want to see more loadout in use than just the hmg but I think the sniper would need a slight reprincing to be efficient