Talon65

USARF versus Aleph in Antennae Field

14 posts in this topic

I'm playing 300ot. USARF in the Antennae Field scenario against a Vanilla Aleph army in my League. I've been only having so-so success with USARF so far and this is the list I'm thinking of which is to basically spam specialists like so:

 

logo_304.png USAriadna Ranger Force
──────────────────────────────────────────────────
GROUP 1sep.gifsep.giforden_regular.png10  orden_impetuosa.png2
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_10.pngMAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19)
logo_10.pngMAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)
logo_13.pngAIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21)
logo_11.pngMARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (1 | 22)
logo_11.pngMARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
logo_11.pngMARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28)
logo_6.png112 Light Shotgun / Pistol, CCW. (0 | 12)
GROUP 2sep.gifsep.giforden_regular.pngorden_irregular.png
logo_2.pngMINUTEMAN Lieutenant AP HMG / Pistol, CCW. (1 | 34)
logo_1.pngGRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_9.pngWARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
5 SWC | 300 Points
 
But I'm also thinking I would like to have a Devil Dog team in there for their Sensor since I know the Aleph player uses some Hidden TO: Camo troops. I have just about every model for USARF available except the Minuteman box.
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Firt thing first: I think this is a very good list. Packs a ton of specialists. In ITS You win by accumulation of Vps.

But the list is rather underwhelming when It comes to raw firepower. Let me see:

LRL Maverick - many player like this loadout, but being impetious means no cover for Your biker, and she will have a hard time winning FtF rolls. MSV1 is valuable, however.

Molotok Marauder - now we talking, Molotok is awesome, twin-linked Molotok is super-awesome! Too bad he is pretty much one-of-a-kind, because...

Minuteman Lt. - AP HMG looks brutal and packs a punch like hell, but do You really want to risk LoL and use Your Lt. agressively? If the answer is 'Hell, yes!!!' all is fine. Your list. Your playstyle. I would not have the nerves to have him fire on a tough target, and is pretty much vasted on a light target. (Not to mention the risk of a critical hit...)

Sniper Grunt - not bad, well worths his points. I personally prefer HMGs for the higher burst but again, It is pretty much a question of taste. Nothing wrong with him, really. (I primarily see him as an ARO piece.)

And that is pretty much It. You ended up with one single active turn killer (the Marauder) who can go toe-to-toe against the heavy hitters of the enemy. You have 1 SWC to spend, I would definitely try to squeeze in one more HMG or Molotok. Again, if You are fine with risking Your Lt, You can ignore this remark.

Secound remark: Aleph hates cheap troublemakers like infiltrating Grunts (preferably with flamethrowers) and Desperados. Aleph troopers are not cheap, and the army tends to be rather small. You can seriously deplete his order pool by forcing him to deal with them. (They will go down. Chances are pretty high they will not kill anybody. But that is not their purpose. Their target is the opponent's order pool. Keep that in Your mind!) I would water up the list and substitute one of the relatively expensive trooper (my pick is LRL Maverick, but this is pretty much personal) for a bunch of inexpensive troublemakers.

Due to Exclusion Zone You cannot infiltrate the center of the field (limiting the use of Foxtrots) but You CAN infiltrate Your Grunts right in front of Your opponent's DZ!

And last but not least a friendly warning: Be prepared to fight Achilles! This mission pretty much begs for the fairest of all heros...

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Thanks for the reply.

I'm back and forth on the MM APHMG Lt. I don't mind risking an Lt. (I play Joan in PanO a lot) but so far, I haven't had a lot of luck with him. 

I took the Maverick LRL because I've had some good luck with her. She sometimes dies first turn or most often, she tears them up. But I could change one or both Mavericks to Desperados and move some points elsewhere. Have had good luck with Desperados too but there are no specialists.

Luckily, I probably won't have to deal with Achilles as he is playing vanilla Aleph and has expressed a dislike for the whole Greek theme in the past. But I do know he's playing Proxies.

 

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How about this. Since I have so many FOs anyway, might as well put them to use for some extra firepower,so added a Uragan and upgraded the Airborne to Van Zant. Changed the Grunt Sniper to a HMG. Couldn't really add any infiltrating Grunts since they use .5 SWC, without getting rid of firepower, which I need. Kept a Maverick FO for a fast specialist that I hope to move up the sideline to either grab an objective, FO or harass his DZ.  

 

logo_304.png USAriadna Ranger Force
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png8  orden_impetuosa.png1
logo_1.pngGRUNT HMG / Pistol, Knife. (1 | 21)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_10.pngMAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19)

GROUP 2sep.gifsep.giforden_regular.png7  orden_irregular.png1  
logo_11.pngMARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (1 | 22)
logo_11.pngMARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28)
logo_11.pngMARAUDER Boarding Shotgun, Antipersonnel Mines / Heavy Pistol, Knife. (0 | 22)
logo_7.pngDOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
logo_8.pngTRAKTOR MUL (Total Reaction) Uragan MRL / Electric Pulse. (1 | 18)
logo_2.pngMINUTEMAN Lieutenant AP HMG / Pistol, CCW. (1 | 34)
logo_9.pngWARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
logo_5.pngVAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)

6 SWC | 300 Points

Open in Infinity Army

So now I have the Uragan, AP HMG, HMG and a Molotok for firepower.

 

Any thoughts?

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Achilles is a pain, the Marauder HRL in the link is going to be better against him than the Molotok. ONe shot can kill him. Infiltrating Grunts are one of the most disruptive units in the game. Land one and you can do a lot with it. That shotgun is solid in a forward deployed troop. Go for his AI beacons. Posthumans hate those things dying. Devil Dogs are great against special ammo carrying troops. Go for it! I think the super solo MM is a waste. He cant generate what the linked Grunt HMG can. bikes are ok on this one but you really really want specialists that can mine objectives and go in Suppression Fire. The Urugan is great in this and any other mission where you have to sit in a specific place. Surprise Shot your FO Foxtrots, then just Spec Fire the Urugan. DOnt Guided Fire. SPec Fire. He cant counter hack spec fire. Also dont forget that FOing your target makes it easier to shoot them. Thats why there are so many FOs in USA. its their version of improving BS. Achilles Targeted is an aweome target for that HRL which can hit him at even odds or even better if its the Hoplite. 

Another good strategy: With USA, you want to go first. You have such great alpha strike that you really should go first. In any mission. So if you win the LT roll, pick sides and make him deploy first. If he gives you first turn,  great! Go sensor and flamethrower stuff.If he doesnt, so what, you get him to deploy first so you counter deploy and he still has to hit your AROs. All kinds of win.

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While it's possible I'll have to deal with Achilles, it seems unlikely. Like I said above, the player doesn't like the Greek characters.

And I've given up on AROs with USARF. Every unit I have used in ARO so far is dead first thing and accomplishes nothing.  My opponents always seem to have units with camo or worse, TO or ODD, surprise shot, smoke or just plain better BS. The only luck I've had has been the Grunt sniper in a link team because of Marksmanship X and even that's been iffy. Is there another unit I should be using that I'm just not recognising?

I don't have this issue when I play PanO or CA as they have HMG Total Reaction bots and snipers with MSV, Camo, etc. And other good ARO pieces. 

 

 

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Worth remembering - no using Marksmanship X for AROs! 

Anyway most AROs are about timing and placement. For instance, hitting a short range chain rifle piece with a long range sniper out in the open. Most opponents will work dilligently to avoid this happening (smoke, taking another route, killing your piece first) but that's the whole point - they are using orders up to do so. 

But yes a lot of the time play it cautiously at first, keep more of your pieces hidden. The Marauder HRL is probably the best example in US and even then, he is supposed to inevitably die but hopefully after taking a lot of effort to shift thanks to ARM 3 + Dogged in cover. You can also use the Foxtrot sniper if you're desperate - she's half decent if there is a nest for it and while shock is nothing compared to T2 on the Cateran, vs most light targets it won't matter and she is regular.  

But hey, Ariadna is the guerilla warfare faction, staying hidden is half the point. Mines should be your AROs, fake camo markers, snipers from half the board away, disposable chain rifles in their face. That sort of thing.  

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Why can't you use Marksman X in an ARO if it's in a link team and has a burst of 2?

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40 minutes ago, Talon65 said:

Why can't you use Marksman X in an ARO if it's in a link team and has a burst of 2?

Rules for marksman X says you cannot use it in ARO.

For Team US ARO, I noticed the same thing. Grunt link is still the best. They are cheap enough you don't care if they die. And +6 is nice.

I have never used it, but the T2 Sniper Blackjack looks pretty good. 8 Arm and 16+ range band is nice.

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@Talon65

In case You have problems AROing (is it a word?) with USARF I recommend trying Desperados with submachineguns.

You can move him upfields using his impetious order (smoking if necessary) and put him in suppressive fire with his own irregular order. (Actually he will move in the direction of the nearest enemy, but chances are VERY high the nearest enemy will be upfields. If not, he can get rid of the opponent's toublemaker with full-burst SMG.) You can spend a regular order to move him further if You wish. Smoke grenades gives You a fairly good chance (PH 12 +3 due to range) to survive shots coming out of 24' range (except for MSV2), although this cancels SF state. SMG allows You to choose AP or Shock ammo when firing in suppressive fire mode. Both of them are more than handy. Courage enables You to make him fail his guts roll and check if he can get to total cover with the 2' move. (Highly situational, but still...)

And You will not regret hugely saying 'Au revoir!' to a 13 points irregular trooper.

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Regarding Marksman X, well, crap...

I like Desperado's (though I don't care for their fluff or models), my last League game, he turned the game around but my meta seems to be a lot of Snipers and HMGs with MSV. PanO, Aleph and Nomads with smoke. Plus Total Reaction bots with HMG doesn't help. 

How does USARF deal with long range, MSV units other than Van Zant or Air Borne? And if they have smoke available?

 

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Just a thought, it strikes me this list might be happier running full 5 Marauders, rather than just a Haris.  If you're already making the investment of double SWC weapons for the Marauders, you might as well get them up to full link bonuses, with some redundancy in case you lose a Link Team member.  

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Yeah Marauders Core is definitely my preferred approach if you are looking to get other expensive elements of US on the table, such as mass infiltrators/bikes/dogs/airborne, because while the SWC cost of the link is fairly sizeable, the fact that it rules out other links generally means you'll have plenty of points spare for other choices.

For example, running the double links (e.g. Grunt/Minutmen Core + Marauder Haris) is a nice setup but it definitely doesn't leave much room for other things, so sometimes you want to get a lot of the other models on the table. This is partly why I'm less keen on double heavy weapon Haris, as Barakiel says, preferring myself to run the Haris+Paramedic+1 heavy to keep costs from getting out of hand. 

Plus Marauder Core looks stylish as hell and covers a lot of bases, so there is that.  

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14 hours ago, Talon65 said:

My meta seems to be a lot of Snipers and HMGs with MSV. PanO, Aleph and Nomads with smoke. Plus Total Reaction bots with HMG doesn't help. 

How does USARF deal with long range, MSV units other than Van Zant or Air Borne? And if they have smoke available?

 

Rock-paper-scissors.

TR bots lack MSV2. Smoke them!

MSV2 snipers/HMGs have reduced burst in Your turn. Give them some HMG (or Molotok) love!

A parachutist sneaking within 8' range of a sniper will get the job done.

Kill Jaguars/Myrmidons first that provide smoke for MSV2 shenangians, kill cheerleaders and squishy specialists in lieu the heavy hitters.

Fight expensive troopers with your cheapish troopers! Even if Your opponent has a good chance killing Your cheap trooper when tail event kicks in, You will kill an expensive trooper of his.

When playing Ariadna It's pretty much all about evading fair gunfights. Always fight dirty!

And smoke is a double-edged sword. You cannot shoot through smoke but covers Your own troopers' movements nicely...

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