Commoner1

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About Commoner1

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  1. Related question: Can an irregular unit made regular with Inspiring Leadership be your Datatracker? (Like McMurrough in CHA with William Wallace as his Lt.)
  2. Since the incredibly good Veteran Kazaks have absolutely hideous and outdated miniatures I tried an easier in-faction conversion. It's the Minuteman from the USAriadna starter pack wielding an T2 Rifle instead of a second Light Flame Thrower. The Binoculars on the helmet are fine as a X-Visor replacement but I'm strongly considering to buy yet another Specc Ops for the gas mask/helmet head.
  3. Since I see them every week on the table and your entire force being grouped up looks even more awesome: Make an army diorama!
  4. NCA Tournament 1 ────────────────────────────────────────────────── GROUP 19 SWISS GUARD HMG / Pistol, AP CCW. (2 | 68) FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18) FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) FUSILIER Combi Rifle / Pistol, Knife. (0 | 10) FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15) AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4) CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12) GROUP 24 SWISS GUARD Hacker (Assault Hacking Device) MULTI Rifle / Pistol, AP CCW. (0.5 | 70) BLACK FRIAR MULTI Sniper, Nanopulser / Pistol, CC Weapon. (1.5 | 30) MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15) CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12) 6 SWC | 300 Points Open in Infinity Army I've played two dozen games with this list and have never lost once. The Swiss Guards are the heavy hitters. I usually deploy them on the opposite edges of my DZ. The Fusiliers are in a core linkteam with only the Missile Launcher guy standing in cover on a roof for devastating ARO fire. He will almost certainly die but he can do incredible amounts of damage while he's alive. If I see any assault hackers or suspicious camo markers, I run fairy dust 24/7. The Auxilia and the CSUs form a defensive cordon around the DZ while the Black Friar is a last resort defender/attacker. The most important thing though is to focus on using the Swiss Guards intelligently and ALWAYS putting them back into TO/Camo state before your turn ends and never get close to template weapons or suspicious markers. And never leave hidden deployment for a pointless ARO. The alternative loadout would be to downgrade the Black Friar to the Multi Rifle profile while the Swiss Guard Assault hacker switches to the Missile Launcher profile for even stronger AROs or active turn ambushes.
  5. Sorry, but that's simply not true. When I play 10 order lists I strongly prefer going second. Because I don't have to waste orders to get people into position before the shooting starts and my W/L ratio is good enough with that. So please don't mistake personal experience for general consensus. I don't say that going first is inherently bad but your generalisations are just wrong.
  6. And finally some smoke and 3 Nisses to take advantage of that. But REALLY low on orders sadly.
  7. The cheap way is to let people drop out by losing coherency but that doesn't fit your case. The appropriate solution IMHO is to cancel the entire fireteam and regroup as desired by using a command token.
  8. It's a decent setup. Foxtrots to activate the console and Uxia with superior infiltration or the Dog-Warrior to snatch the McGuffin. The Chasseurs cover the consoles in the meantime with their LFTs and mines. Only thing I'd add is a long range AP weapon to take care of the inevitable CA heavy hitters. I'd also add one strong unit with a template weapon or good melee to cover the McGuffin on your side. And if you use the Traktor why not upgrade it to a useful loadout?
  9. Sidenote with some derailment potential: Ever thought about Wallace as your Lt.? Inspiring Leadership is a godsend for all the irregular units in Caledonia. But he needs an extra layer of protection unless you beat your opponent into submission before he can act. I'd swap the Mormaer for him out. And yes, the Mormaer is an incredibly cool miniature and your paintjob is great, but he's just mediocre compared to the rest of the sectorial. The rest of your list is fine and @Daboarder is spot on with his critique although I personally miss a S.A.S.crap.
  10. If you don't want to overwhelm a newcomer, don't pick Uxia, especially not the superior infiltration variant. She's incredibly powerful if your opponent doesn't know who is coming for his cheerleaders. I'd rather pick a Wulver or a Cammeronian instead of her versus a beginner. Two drop troops are almost always overkill IMHO. I'd rather replace one with a strong gunfighter or two cheerleaders. It's okay for a starter match but a massive order count is the faction defining advantage of Ariadna. Almost all of our non-russian/non-warbands units are inferior to their counterparts in other factions and we need the order advantage to take on the better equipped elite units we are facing. I came from NCA myself and Ariadna in general and CHA in particular are the exact opposite of the NCA and should be played accordingly.
  11. Scarface is a cheap solid TAG but nothing earth shattering like a Cutter or Jotum. I used him several times and he performed well enough for the cost although he behaved more like a Father Knight and less like an actual TAG. Cordelia is a very good character and superior to the dozer unless you want to use Traktors. But I play PanO if I want TAGs and not Ariadna. ;-) And the next season starts soon and I don't know if Scarface & Cordelia will still be legal in their current form.
  12. Lambert, Wallace and Grey Rifle. All valid choices but I prefer the Grey.
  13. Thank you very much for all your responses. They all helped to get a grasp what USAriadna actually does. My initial posting intentionally painted USAriadna in the worst light possible to get the 'Muricans out of their holes. But my point was nevertheless true. My Caledonian lists basically write themselves (Grey/Volunteer link, Uxia + SAS, Cateran, Galwegians, McMurrough and Wallace synergize incredibly well) while I had no clue what to do with USAriadna. After some pondering I came up with the following list. Does it capture the spirit of the Sectorial? Ranger 1 ────────────────────────────────────────────────── GROUP 110 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT HMG / Pistol, Knife. (1 | 21) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) GROUP 24 3 2 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) MAVERICK Boarding Shotgun / Pistol, Knife. (0 | 21) DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30) K-9 ANTIPODE AP CCW. (7) 5.5 SWC | 300 Points Open in Infinity Army The Combat Groups are not optimised yet because it's just a first draft.
  14. Can he draw a LOF to the Ninja when he throws his Smoke? It doesn't look like it. (I guess there is a parapet?). If not, the 3 guys hit by the Smoke template can still dodge to scatter and not be easy victims for the assassin. When he climbs up, they might only do a change facing though. He can't because he can't draw a LoF when the Ninja throws his grenade. When the smoke is placed the Ninja can move up freely into base contact without being seen. Yes, because the MB can't draw a LoF. Nitpicking: In that picture it looks like the MB on the upper right would have a normal ARO when the Ninja climbs up the ladder though.
  15. @Commander Richard There are two reasons: 1. maximised order flexibility. It's a huge boon to not having to waste private irregular orders on units that don't need them at that point. 2. the Wulvers are one of my favorite units in the CHA. But they are a close combat and short range unit so they need help advancing up the table. Wallace with his Smoke Grenades is perfect for that. This list can work without Wallace though and using him is always a gamble. But I think the risks are outweighed by the advantages in most cases (unless I'd play certain missions or against certain armies or players). The Mk12 is a very tempting option though and I'd strongly consider to downgrade the LGL Volunteer to the Chain Rifle variant and knocking the 112 down to another Volunteer or Highlander. That frees up enough points to replace the shotgun Wulver with a Mk12 Wulver and to add a Warcor for yet another order.