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Found 7 results

  1. HSN3 UPDATE: I think the scots have been probably the biggest recipient of love outside of Yu Jing's IS sectoral. Having previously had a reasonably rough time of grabbing objectives due to a parsity of specialists available, we've not only got more specialists now, their delivery systems have also received a massive boost in ability. The whole faction now benefits from the ability to mix and match core, haris and duo links and has become very order efficient, as well as the ability to utilise cheap volunteers to power up 3rd rifles AP HMG to BS16 should give us more ranged punch, leading to a lesser reliance on CC to deal with heavy hitters. I've recently updated the MRRF N3 listing and there seems to be a need for the Caledonian one to be updated so I thought I'd weigh in with my thoughts. Please feel free to comment, add suggestions and criticisms etc, I'll do my best to accommodate and update this with your thoughts and experiences. Without further ado, lets crack on: So, why play the Scots? Well, aside from being a masochist and learning to paint tartan, you're joining the sectoral to make use of numerous threats that need to be dealt with. Even a 6pt chain rifle Galwegian can cause your opponent serious headaches, but when you stack super-jumping werewolves, excellent HI with APHMGs, camo snipers and the ever present threat of SAS attacks, you begin to see that you can make your opponents day pretty shitty when you attack from all angles. As with all things Ariadna, you're going to need to deal with the fact that you don't get the cool tech to play with. We only have one MSV choice, poor access to REMs, no TO (though we do have good camo options) and no mines or hackers means you're definitely joining up to an aggressive force that is lighter on tricks but heavier on raw power. T2 is a boon and is available widely here, making our low tech hit harder for every failed ARM save. @colyork Very kindly pointed out that T2 is now "exotic", meaning it bypasses total immunity, making it very handy for putting down opposing ariadnans and other key units with the ability. N3 sees a buff to close combat and most of our troopers are very capable there, though getting there remains fairly difficult. Thankfully, we have smoke grenades in abundance, but beware of MSV2 heavy forces as they negate our biggest strength. The main learning point for success with the scots is learning to manage impetuousness. Many of our best units are impetuous, frenzy or extremely impetious and failure to plan for this can lead to preventable losses to AROs and much frustration. Many times I'll prefer to choose deployment at the initiative roll and opt to deploy second; the knowledge of where my enemy is means you can then set up to deal with the MSV2 snipers and TR drones that would otherwise ruin your day right from the off and mitigate their effect on your game. The old complaint of ITS players in N2 was that there simply were not enough specialist options, but now paramedics are classed as specialists in ITS missions, the 10pt volunteer paramedic means we can easily get enough guys on the ground in combination with Dozers, SAS Forward observers, Isobel and Uxia. HSN3 adds Scots guard FO's to that list and adds a mercenary wardriver hacker into the mix as well, hugely widening our available specialist options. Oodles of smoke makes taking objectives much easier and I think we're in a good place for ITS now. Light Infantry: Volunteers These guys are our basic cheap line infantry and provide rifles and regular orders on the cheap. They come equipped with the stats to match their low cost; a paltry BS of 10 and a WIP of 12 offset by the 6pt entry price. They are linkable however and they do have access to a specialist profile, a HMG for some ranged punch and can link with Isobel, a spec-ops (where allowed) and the mighty William Wallace if you need your link team to have some extra options. They're much more potent when linked; gaining extra burst, sixth sense and an extra +3 ballistic skill which really helps with the crappy starting stat so they can be damn good link that wont break the bank. HSN3 Update: Whilst largely the same as under N3 rules, they received a fairly sizeable boost in that they can now link with a 3rd grey rifle. This allows them to very cheaply give the full link bonus to a BS13 AP HMG, which is frankly awesome. Even more awesome is that the greys bring smoke grenades, meaning you now get smoke dodge AROs and clouds of smoke to cover your advance up to objectives letting your paramedics and Isobel do their job unimpeded by pesky ARO fire. Standout profiles: Chain rifle/Light shotgun 6pts This guy provides B2 huge templates for attacking densely packed models or as a solo anti-AD deterent. In a full link, the shotgun provides a nice close range FTF and defense against CC troops, giving +9BS before cover in its sweet-spot. Rifle 8pts Solid price for a regular order with a rifle. good for filling out links or for covering your DZ as a solo model. Can also be taken as a 0SWC lieutenant option and easily hidden amongst many cheap clones or in the safety of your link team HMG 19pts 0.5SWC Provides some ranged punch on a budget, becomes vastly better with the bonuses of a full link team. Paramedic; Rifle 10pts Not hugely useful as an actual healer, but it allows you to get a specialist into your link team for an order efficient way of getting a specialist onto ITS objectives and gives an option (though not a great one) for grabbing the 'experimental drug' secondary objective. Avoidable profiles: Light shotgun/light grenade launcher 10pts 0.5SWC The LGL is a nice-to-have bit of utility, now that it doesn't kick you out of the link for spec fire. If you're struggling to burn all your swc and have enough points spare, its not a terrible choice, but its still fairly low damage and reasonably easy to dodge. That said, if your meta includes a lot of TO gunners on rooftops, spec fire isn't an awful way to deal with them given our lack of msv. Limited camo, inferior infiltration; Rifle/D-charges 11pts Limited camo, inferior infiltration; Light shotgun/Light grenade launcher 13pts 1SWC Both interesting options in theory, they're forced to attempt to infiltrate over the midline and have poor PH so more often than not, they'll end up deploying in your DZ having failed their roll. That said, if they do pass, the d-charges may be handy if you manage to get lucky and roll "sabotage" as your secondary objectives. The LGL profile is a bit of an ask at 1 full swc, but at least you're likely to be in your +3 range band. still, hitting on 7's with speculative fire only gives about 1/3 chance of hitting so you could easily burn several orders and hit nothing. 112 The 112 is our only "true" doctor but lacks the army-wide support most other factions get that actually makes doctors useful. Without an army full of cubed profiles, we can't make use of the command token re-roll and the WIP13 is likely to "off" your patients rather than help them. The other main issue is the lack of G:synced bots, which means he's got to spend a lot of orders to get upfield to try and heal. The medikit is a nice touch, being able to shoot healing syringes so as not to expose your doc to the gun that killed his patient, but his pretty average BS means you might waste orders trying it. Thankfully, he is the price most people pay for their line trooper paramedics, so he doesn't exactly break the bank. Worth a pop I suppose if you've got a strong defensive link team he can lay prone behind or as a cheap specialist for ITS games. Being armed with a light shotgun, fairly low BS and no way to get up the board but to footslog means he is not going to be a great gunfighter, but hey, he's cheap! Dozer The Dozer is the only engineer profile available to us in Caledonia and is the generic engineer for Ariadna as a whole. They haven't got a huge amount to fix compared to our allies and enemies but they don't break the bank and are rifle armed so are effective at greater ranges than their medical compadres. WIP 13 isn't fantastic but they are necessary if you want to unlock our REM choice, the Traktor Mul. A reasonable points drop helps get them into your forces too, they're not going to break the bank at any rate. Well worth a look if you're taking HI and your foes like to crack out the ADHL or E/M ammo types. Standout profiles: All of them! Rifle/D-charges 13pts Rifle/D-charges/Traktor mul device 14pts Rifle/Akrylat Kanone 14pts All of these profiles allow for engineering of damaged kit and REMS and the akrylat kanone isn't a bad call for some long range ARO potential or a bit of glueing when you don't need the traktor mul device, plus the 1pt upgrade is pretty manageable though you do lose the charges. The other profiles do keep their D-charges, and these allow you to blow holes in walls, objectives and models as well as grab a secret objective too. Warcor 3pts for a flash pulse toting model is ok, but the fact that it is irregular is pretty annoying. Not a lot to recommend here other than flash pulsing with its pretty decent WIP of 13 which is fine for a distraction/speed bump. This becomes worthwhile if you're taking William Wallace as LT because of his inspiring leadership trait; it makes the warcor the cheapest source of a regular order in your list! Highlander Caterans These guys are some of the best snipers in Ariadna, possessing climbing plus and limited camo to make sure they can reach the best sniper nests and surprise attack their prey. They're also seriously cheap and have solid BS, falling back on mimetism and long range DAM15 rounds to keep them safe in ARO. They're capable of defending themselves in CC should they be attacked, a healthy CC19 and APCCW rounds out their profiles. Both profiles are great, but for me, the T2 ammo is well worth the 1pts and 0.5SWC upgrade price. The downside is their irregular status, but you'll probably want to be spending orders on them every turn anyway. HSN3 update: They became slightly more expensive but remained largely the same, still delivering active turn power. The T2 is now a +3/0.5 upgrade over a standard sniper rifle but still the better choice. Medium Infantry: Scots Guard These guys are a versatile and well armed regiment, having options for both camouflaged heavy weapons users and a versatile non-camo linkable squad. Both sides of their coin have their uses and the models are some of the newest and most detailed in the sectoral. Downsides are their MI status, bringing with it a 4-2MOV stat and a lack of specialist profiles. HSN3 update: These guys got seriously good, gaining two specialist profiles and the fireteam duo skill on the 1st battalion. Now they don't require a full squad to be useful, they'll no longer be outshone, easily being able to bring a big gun to cover the advance of a specialist. They were previously fairly unloved given that a team of these prevented you taking a link of specialists for missions, that restriction has now gone thanks to the FO profiles and I expect to see much more table time for these guys Standout profiles: 1st battalion; All of them when linked. The mixture of weaponry in this team is excellent; the AP marksman rifle gives a healthy punch at medium range and makes for a decent 0SWC LT option too. The missile launcher is damn handy for blowing holes in TAGs, walls and lifeblood crates and benefits hugely from the +1B and +3BS of a full link ensuring that you win the FTF and hitting with those AP+EXP rounds. The dual SMGs gives you a high burst option for getting up close and dirty and the DEP is a nice throw-away solution to HI and TAGs too. A Fireteam: Duo of Molotok and forward observer(2SMG's, DEP, D-charges) will make for a very potent addition, able to cover a good mix of range bands as well as achieve Telemetry/HVT:designation/Sabotage and push buttons and the DEP allows them to take out scenery structures for missions where that counts. 2nd battalion; Missile Launcher, assault pistol 31pts 1.5SWC This guy benefits hugely from surprise attack rule, camo, cover and long-range. He is a deadly threat but can still be very swingy with his B1 launcher. He can perform in up-close firefights though with that assault pistol so he's pretty versatile. Molotok 30pts 1.5SWC Arguably this gun got worse for the link team, effectively now just costing 1.5SWC for +1B over the AP marksman rifle, but coming from camo with surprise attack with AP ammo makes for a good medium range hunter-killer and you can certainly do worse than pick this guy. Avoidable profiles: 1st battalion; Molotok 26pts 1.5SWC (when linked) Outside of being the gun to cover a Duo FO, you're paying a huge amount of swc for effectively +1B over the marksman rifle, and the marksman rifle can be an FO specialist as well.. All of them (when not linked) If you're not linking these guys, the safety and flexibility of camouflage makes the 2nd battalion the better pick or one of the LI/HI choices that gets a 4-4MOV stat. 2nd battalion; 2 SMGs, DEP 22pts Kitted for close range combat but lumbered with a 4-2MOV stat, its not ideally suited to getting to its hunting ground and will burn a lot of orders to do so. Take the longer ranged options I think! Heavy Infantry: Caledonian Mormaers: Premier Heavy infantry, these guys hit hard and can take a hit or two in return with that ARM5, though they lose out on the standard 2W of the HI class and get the worse (though now much improved) V:Dogged skill instead. Shock immunity does help offset the issues V:Dogged has with mines and MULTI rifles and they're not hackable either which will wind up your nomad adversaries no end! The tesium plates must weigh a shit-ton though as they do keep the old N2 HI stat of 4-2MOV. Both options make for good choices, the T2 rifle getting an X-visor to offset the low optimal range of the rifle platform. T2 ammo is dangerous to be hit by and at 0SWC and 32pts, this guy makes for a decent attacking platform and once stuck in cover in suppressive fire mode makes for one hell of a roadblock or overwatcher near an objective. For me the more interesting option is the APHMG, packing punch, range and durability into one 42pt 2SWC platform as he can really take the fight to the enemy, utilising higher burst, range, AP ammo and DAM15 to threaten everything up to heavy TAGs. Both options can be made LT for no extra cost. HSN3 Update: They received a very interesting additional profile, gaining Fireteam: Haris on the AP HMG profile at the cost of an additional 0.5SWC. Able to form a Haris team amongst their own profiles, or swap in one of the cheaper utilitarian 3rd grey rifles profiles, I can see a Haris of AP HMG, T2 rifle/Xvisor and grey rifle with T2 Boarding shotgun being a very solid loadout, able to answer at all ranges and gaining smoke for advancing up the board and D-Charges for sabotage or breech-'n'-clear manoeuvres. 3rd Grey Rifles: These guys trade off some of the heavy tesium plates of their mormaer cousins and gain 4-4MOV in the process as well as gaining the "linkable" trait for making a hard hitting and well armed link team. Dogged + shock immunity stays here as per the Mormaers above. HSN3 update: These guys got the ability to Core link with volunteers and Haris link with mormaers as well as link amongst themselves. They've become fantastically more versatile, able to provide smoke + close range coverage for mormaers or utilise a super cheap power boost from volunteers to hit BS16! (and higher than that with shotguns :-) ) They also give a lot to the volunteers, able to provide smoke coverage to allow the paramedics and isobel easy access up to objectives, where previously they'd have to have relied on high burst or dodges to cross firelanes/suppressive fire arcs. Stand-out profiles: Linked: All of them Not Linked: APHMG/Smoke grenades 34pts 1.5SWC. T2 rifle/2 light shotguns/grenades/smoke grenades 33pts Both of these guys make for excellent choices, the APHMG providing an excellent counter to pretty much everything and the smoke grenades giving you an excellent ARO alternative and method of crossing contested firelanes without getting shot. The T2 ammo as always is deadly and the double shotguns make for deadly close range gunfights in that +6 band. Again, smoke is most welcome and the grenades are a nice touch for speculatively firing over walls and round corners. Avoidable profiles: Not linked: T2 boarding shotgun/grenades/smoke grenades 25pts A true close range specialist, this guy will suck a lot of orders to get into his sweet spot and just works better when the longer ranged members of a link team (either Core/Haris with mormaears/core with volunteers) can help get him there in one piece. Skirmishers: S.A.S Our premier objective grabber in ITS games, they come with camouflage and infiltration and a variety of weapon options, plus are capable in CC with MA L2, CC19 and AP CCW's. They are more expensive than the other Ariadna equivalents but feature a better statline in many cases. They do drop the mines of their foxtrot and chasseur rivals but are kitted for more aggressive maneuvers like silently shanking snipers in CC with their martial arts. HSN3 changes little for these guys, they're still just as good as they've always been Standout profiles: Forward observer; rifle 24pts. Your standard go-to for ITS objective grabbing. Starts near the objectives, can tag people for guided missiles and can grab "telemetry" secondary objective too. Chain rifle/Light shotgun 21pts Able to switch between chain rifle for taking out bunched up enemies and the shotgun for +6 band attacks, he's versatile and great at close-up attacking work. Chain rifle/grenades/assault pistol 22pts A toolbox of stuff you don't want to play against. Camo and infiltration get him near the bad guys and the assault pistol is great for winning FTF rolls, Chain rifle is great for taking out bunched up enemies from camo and the grenades are great for lobbing off roofs and over walls for attacks from unexpected angles. Boarding shotgun 25pts Starts well up the board and is well capable of getting into its +6 band for causing havoc. High DAM and AP slugs make it good for taking out REMs, HI and TAGs. Avoidable profiles: Sniper rifle 30ts 0.5swc Come on guys, we've got Caterans with T2 sniper rifles for 6 less points. Lieutenant; rifle 23pts 2SWC 2SWC is a steep price to pay, but if you're SWC light (for example a wulver link team making up the bulk of your list) its not a terrible call, though does eat into your SAS FO numbers and therefore your potential order-efficient specialists for ITS games. Camo helps keep him safe, but it would be recommended to take plenty of other camo nearby (caterans for example) to play a shell game with him. Warbands: These guys are some of the most iconic units in Ariadna and really provide some serious punch on the table. No scots army is complete without at least one of these guys :-) Cameronians: Giant fricking werewolves, these guys rock! Courage, 2W, Total Immunity and Super Jump combine with 6-4MOV and smoke grenades to pretty much guarantee that they'll get where you want them to get and for them to then cause havoc. They will regularly die in T1 or beginning of T2, but they're effectively a 23pt cruise missile. Point them at something that needs to die and they'll stand a good choice of eliminating it! They're irregular and extremely impetuous so can be very hard to control (and don't get cover bonuses so be careful with their S6 size!!), but if you take Wallace as LT they will behave themselves a bit more and contribute their order to the pool. Dual chain rifles and AP CCWs with PH16 mean they're a terror to LI and TAGs alike so don't be afraid to push them up the board and start hacking stuff down. HSN3; No change, still very solid. If anything, their ability to bully densely packed minis is going to be more useful, given the extra numbers of haris/duo/core on the table and the more stringent rules for coherency. 45th Galwegians: More diminutive than the cameronians, they're still dangerous in close combat; being beserk and toting AP-CCW's. They advance under the cover of their smoke grenades and they also pack ranged weapon options to win FTFs at close-medium range. They retain the irregular/extreme impetuous status of the above so can be difficult to manage and easy to lose to ARO fire if not used well, though dogged helps offset the loss of the 2nd wound that the cameronians receive (look out for mines and MULTI/shock weapons though) All three weapon options work for me, though my picks would be the rifle for the +3 band extending out to 16" and the chain rifle for its low asking price of 6pts. Again, Wallace as LT makes these guys regular, though they do retain their "free" impetuous orders which does help their ability to advance. HSN3 update: They were always solid in n2/3 as a link or smoke chucker option but where they really shine now is as a core link team, giving the obvious lt of wallace a safe bunker with chain rifles, SSL2, smoke and shotguns to keep him alive. The bonus to BS and Burst really gives the ranged weapons the kick they need, and the new rules for links in CC makes them utter death to anything they can get B2B with. They make excellent TAG hunters, able to smoke their advance and then slice the thing to bits in CC. Wulver Grenadiers Ok, I love these guys. They're not cheap, but they effectively behave as a linkable HI squad from another facton, benefiting from ARM3, 2W and a whole host of other cool rules. They're light on SWC but bring high DAM weapons and are extremely mobile with 4-4MOV, kinematica L1 and climbing plus. As a sweetener, they're also fricking brilliant in CC, being Beserk at CC21 and having natural born warrior to cancel enemy martial arts skills!!! As their name implies, they bring grenades as well as their weaponry and their mobility means that any of their profiles are a good choice. For me, a mix of the profiles taken as a link team is my favourite way to field them, especially when led by Wallace for the DTW and smoke coverage. with their AVA 4, you'll need Wallace to really make them shine with the +3BS HSN3 update: Another unit that got a lovely lick from the new book, the wulvers gained haris on the T2 rifle profile for 1SWC. Its more expensive than the mormaer asking price, but tbh, a haris of 2 is going to run you 50% of your list and the MK12 is SWC 0, so its no major drama. I always felt a full link of four/five with wallace was too much in caledonia, it felt like you were breaking your list a bit just to use the full squad (even if it was pretty powerful). You can now safely take a haris, get some serious power and mobility out of these guys and still have options for a full volunteer link +/- scots guard duo! Characters: Isobel McGregor Our named spec-ops character, she comes from the dire foes line and has a defensive hacking device which makes her a nice specialist for us, able to grab the "data-scan" secondary objective in ITS games and help defend against guided ammunition. As a hacker, she's nothing special. there's nothing on the defensive hacking device we particularly benefit from, given we have no repeaters, no AD3 etc. It brings situational benefit against smart ammo and AD3+ usage, but she's really a tooled up lass to upgrade a volunteer link with, getting a lot of benefit from the extra burst and BS on her T2 rifle/assault pistol and the order efficiency inherent to link teams. She also brings a multitude of nice kit, including D-charges for the "sabotage" secondary objective and extremely useful E/maulers so you can join in the deployables game like french and americans do! The flash pulse offers a nice long range ARO too. Her T2 profile is probably the best of the two if you can afford the extra points though the assault pistol is not without its merits. Uxia McNeill A special named SAS character, Uxia is absolutely brilliant, coming with a bucketload of special skills and equipment on both of her profiles: Her "covert action" profile is probably the "go-to" one for ITS players, coming with the 'specialist operative' skill for grabbing objectives, d-charges for lifeblood crates and "sabotage" objective. Her ltd camo, smoke and superior infiltration means she can often grab objectives with relative impunity and few orders expended which makes her absolutely golden. She's no slouch as a fighter either, boasting a boarding shotgun for tough stuff and twin assault pistols for kicking down doors and clearing rooms. The SAS profile is interesting for non-ITS games, bringing the only source of MSV in Caledonia, though its only level 1, its damn useful for helping against camo heavy forces or discovering minefields at range. Both profiles retain the SAS's great close combat ability of CC21 and MA L2 with AP CCW if you need to get stuck in. In other words, she's about as close to an auto-include as you get in infinity! Personal tip; if you're going first, hold Covert action Uxia as a reserve deployment and then roll your superior infiltration roll and go for some exposed part of his lines. Alpha strike hard with her, cause carnage. Then duck into cover and make your opponent come dig her out, as they'll know she can't be left in their backlines unchallenged. SAS uxia is similar as well, benefitting from being a reserve drop and then deploying in your half opposite from where their camo marker density is highest. William Wallace Not a true scot, he's an Aleph construct and is the only trooper with a cube in the force. At 35pts, he doesn't break the bank and can link with any of our linkable troops, greatly enhancing their abilities with his flamethrower, smoke grenades and excellent close combat ability (Berserk + EXP CCW!!). He also has the only combi rifle in Ariadna so is more than capable in close-medium range firefights. He's not the most durable of LTs in our army choices, losing a true 2nd wound in favour of no wound incapacitation. Its not terrible, but it does leave him vulnerable to shock ammo so watch out for MULTI and mines. As an LT he's interesting. His inspiring leadership means that everyone follows his status, making those irregulars into regulars which makes managing your order pool an absolute breeze. The downside to this is that just by looking at your order token stack, your opponent knows exactly who your LT is. My suggestion if you want to take him in this role is to bunker him down in a solid link team (I like the Wulvers as they're durable and well armed) so that executing him is damn hard for your opponent. As a solo-choice, he hits hard, is quick with his 6-4MOV and has a versatile weapon load out to help put pressure on your opponent though is easily out-ranged by snipers and the like so make good use of smoke and co-ordinated orders. McMurrough For a small price, you can effectively upgrade a Cameronian to McMurrough, gaining MA L3, Templar CCW, +2CC, +3BTS, Kinematica L2 and +1ARM in the process. He represents a great investment and if you like Cameronians, you'll love the big lad. He retains all the issues of its Cameronian colleague though, so you'll have to deal with impetuous orders and the like. Wardriver; Mercenery hacker A new addition for HSN3, we now have access to the wardriver's duet of profiles. The wardriver sports standard light infantry stats and comes with a boarding shotgun, meaning advancing them up the board to cap objectives is going to require some support. Thankfully, our abundant smoke fits the role perfectly for this, allowing greater utility than the profile otherwise shows. For me, I'd always go for the full hacking device at the full 1swc. Given we have so little to benefit from the meagre selection of programs on the defensive hacking device, you might as well get spotlight and the rest of the "proper" hacking programs plus supportware if you're keen on muls. If all you need is for a defensive hacker to run datascan/hvt:espionage, then Isobel is a much more reliable choice given her better weapons, equipment, linkability and statline, even though she costs quite a bit more. Given that the full hacking device can do HVT: Designation, HVT: Espionage, Telemetry and Data scan, ITS players will definitely see the benefit for having a wardriver around! REMs: Traktor Mul Previously a slightly complex mishmash of firing modes, circular template shenanigans and non-hackable guided munitions, they've been streamlined and stripped back a bit now. There is also a slight boost in synergy after HSN3 given that we now have access to a regular hacking device in the form of the wardriver, opening up "spotlight" as well as supportware. Not a major bonus, but hey, its still a bonus! Minesweeper: 5 pts Super cheap regular order, brings baggage (for reloading disposable/deployable weapons) and can help counter your opponent's crazy koala/minelayer frenzy. Not often worth the orders to make use of either strategy but if you're taking a dozer anyway, this opens up a cheaper regular order than a Volunteer. Katyusha MRL: 11pts Cheap, but very short range DA ammo launcher. Capable of guided and speculative firing, this really needs the support of your forward observers if you're going to shoot at more than 16" away. Uragan MRL: 18pts A little more pricey, but picks up B3 and total reaction plus AP+Shock ammo effects in the mix. Good for defending a suspected drop zone or objective, but suffers from the same horrible range bands as its Katyusha cousin if you want to use it more aggressively. Can spec fire and do guided, but both really require FO support from your SAS and the guided mode is hackable now. Example lists: All the links!! Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 19 VOLUNTEER Rifle / Pistol, Knife. (0 | 8) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) WULVER (Fireteam: Haris) T2 Rifle, Grenades / Pistol, AP CCW. (1 | 34) WULVER Heavy Shotgun, Grenades / Pistol, AP CCW. (0 | 32) WULVER Mk12, Grenades / Pistol, AP CCW. (0 | 37) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) GROUP 25 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) 5.5 SWC | 300 Points Open in Infinity Army We get a dummy obvious LT cheerleader, a full powered up link of volunteers/AP HMG grey, a Haris of Wulvers and a Duo of Scots guard. All the links are dangerous in their own right, plus we have enough specialist coverage that we can do all but "Test Run" and "HVT: retro-engineering" ITS Overdrive: For this kind of list, you're swimming in specialists, 5 of which have camo and can infiltrate practically on top of objectives. You can achieve every single classified and still manage to bring a specced up fireteam with smoke, big gun and specialists. Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 110 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) 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) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) ISOBEL McGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 26) GROUP 25 2 112 Light Shotgun / Pistol, CCW. (0 | 12) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL (Total Reaction) Uragan MRL / Electric Pulse. (1 | 18) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) WARDRIVER Hacker (Hacking Device) Boarding Shotgun / Pistol, Knife. (1 | 19) CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5 SWC | 300 Points Open in Infinity Army Bum Rush: A bit of a silly list, fine for annihilation style missions or direct action kinds of games. The focus is on smoking up the field and fucking up your opponent. It still keeps a sensible firebase in group two, utilising a pair of duo teams that bring a specialist along for the ride and close-in support. This is a list that you really, really wouldn't want to have left the MSV2 at home for as an opponent to it! Note that all the orders shown should actually be regular thanks to William Wallace, giving you 10+ 6 orders to play with, plus a few impetuous orders Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 11 9 8 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 11) HIGHLANDER Boarding Shotgun, Smoke Grenades / Pistol, AP CCW. (0 | 13) WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35) McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24) GROUP 25 1 SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) 112 Light Shotgun / Pistol, CCW. (0 | 12) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 4 SWC | 300 Points Open in Infinity Army
  2. Hi guys, I'm new to CHA and I want to know what are the successful/competitive types of CHA lists that you use/see most? What elements appear a lot? Where is the best points value for work done? Not interested in going out of my way to take TAGs or do limited insertion; just normal ITS. From looking on army, seems that the volunteer fireteam with an HMG Grey is pretty solid, and Uxia/SAS are nice too. I'm used to playing MO where i usually take a HI knight link for getting work done and a load of TO camo aro pieces for giving orders and frustrating my opponent. I guess the equivalent would be a 5-model wulver fireteam core with Wallace, and top up the group with caterans and SAS specialists... However I'm sure this isn't the best way to use CHA and anyway, I'm looking to try something different. So people, tell me please, what works? Cheers, V.
  3. I bought a Grey Rifle recently to see if I wanted to get into Caledonia's sectorial. However, I have hit a snag in that I can't choose/figure out what color to paint the kilt or the uniform for that matter. So I humbly ask the Ariadna community on what I should paint my Grey Rifle and possibly a Caledonia force. Any scheme idea, pics or opinions are welcomed and appreciated. Thanks in advance.
  4. I rather like the idea of using William Wallace as an LT in the Caledonian sectorial. The idea of making a War Cor Regular makes me smile in my happy place. Not to mention the practical benefits to making stuff like 2nd Cameroians and Caterans regular. However the fact your lt becomes so blatantly obvious gives me some doubt. So my question is do people have experience running Wallace as an LT, how hard to do you find it to protect him from LT sniping? Any specific techniques I should know about? I was considering a link of 45th playing defense around him. Do you think the high buy in cost of 35pts for an LT you dont want to aggressively use is worth it?
  5. Hello! Just sold off my WHFB dwarf army and have converted to Infinity! Thus far I have been really enjoying reading the rules and getting familiar with the different factions and fluff that goes along with them all. The research and decision to choose my faction lasted all of 2 minutes. I was scrolling google images and saw the 3rd Highlander Greys!! Being an Irish dude, there wasn't a question, I found my people! So I just purchased some models and would really appreciate some direction in my first list! Looking forward to discussing all things Scots and Infinity! Cheers! Models purchased: William Wallace Highlander Rifle Pack Wulver Reg Cateran SAS Uxia Cameronian
  6. So I've just recently leaned how to play and own a small 200 points of Kazaks, but I'm thinking I may want to branch into an actual Secretorial and play Caledonia. How would this be as a potential 300 pointer? I'm open to any C&C, I'm new to this, you guys are the vets. Caledonian Highlander Army ────────────────────────────────────────────────── Group 16 1 0 UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Troop) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (27) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (24) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (24) CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 21) SCOT (1st Battalion) AP Marksman Rifle / Pistol, Knife. (23) SCOT (1st Battalion) Lieutenant AP Marksman Rifle / Pistol, Knife. (23) SCOT (1st Battalion) 2 Submachine guns, D.E.P. / Pistol, Knife. (18) Group 24 1 1 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (31) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) HIGHLANDER GREY T2 Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW. (33) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (6) 4 SWC | 298 Points Open with Army 5
  7. I had a few queries on the Galwegians that also led to a few other questions in the Caledonian line of models. Are the heads for the Galwegian box on a separate sprue or are they already connected to the model? I'm hoping to have a Highlander Grey with Shotguns headswap since I am not a fan of the chops and shaved head. My preference is for them to be screaming Scots with long unkempt hair and charging headlong into battle. Anyways, thanks for any and all replies.