Disclaimer: I am not
tesco. This is not my work. I have asked tesco for his permission to repost this Tactica over on Dakka from the Official Forums from his thread
here and he has agreed.
If you notice anything wrong or anything which has been updated in this Tactica thread (especially points/loadout changes) since posting please let me know and i will edit it when i can. Especially formatting....this is going to be a MASSIVE post and i cant link in the middle of the post to make the table of contents as helpful as it is when each unit has its own post...if you have an idea of how to better do this please let me know.
Caledonian Highlander Army Sectorial Overview First off, huge ups to Penemue for his awesome tactica, which I edited here to be
CHA-specific. Some of the entries needed a thorough re-write, some were nearly good as is. The linkability of different troops really changes their use and usefulness, so I addressed that as much as possible. I also tried to delve into tactical uses for each unit, and *’ed my preferred loadouts. I hope people have plenty of healthy discussion about all of this.
Pros:
-Fast: Impetuous units and smoke grenades to get you down field quickly.
-Mormaer's
ARM 5 is the heaviest armor in Ariadna.
-Cheap link team options in the volunteers and 45th.
-Expensive, brutal link team options in the Wulvers and Greys
-Cateran is probably the best sniper in Ariadna. T2 sniping from camo is scary.
-Lots of T2 ammo means failing an armor save is a big deal for pretty much anyone.
-Good dogged options on the Greys and Mormaers, so your
HMG can go out in a blaze of glory/orders.
-
SAS with Chain Rifle and Assault Pistol (SASCRAP from now on) is fairly cheap and can cause havoc in your opponent's backfield.
-Lots of grenade-carrying units, which can speculative-toss a grenade 4" at only PH -3.
-William Wallace as LT cancels out some of the Cons.
-Easy to field LOTS of units if you're so inclined.
-
CHA’s love is like a truck: Berserk Highlanders, Wulvers and Bill Wallace can hold their own in most
CC situations.
Cons:
-Many impetuous units mean you're never quite in total control.
-Worse still, many irregular units make order management tricky at times.
-No air drop of any kind.
-No
ADHL, no hackers aside from giant tessium claymores. Taking down
HI and TAGS is all about
CC or the
AP HMG.
-Frenzy on the Greys and Wulvers turns expensive
HI or
WB into screaming, blood-lusting impetuous beasts. This either means they're out of control, or much faster and with a free order. You choose.
-No
BTS of any kind makes them very susceptible to viral ammo.
-Tartan. It's really hard to paint.
TACTICS:
1) Run forward and kill things.
2) Wallace link teams can be great. Wallace plus four wulvers, Wallace plus four greys, both are pretty great options. But Cameronians really need to be impetuous, so WFW might not be the best LT option if you plan on using the big wolfy guys.
3) Get good at using smoke, and cut out a few extra smoke templates (or bring some CDs you don't care about--same size). Smoke keeps this army alive. Remember it's often best NOT to throw the smoke at your feet because if a model with an
MSV 2 shoots at you next, you won't be able to react with a face to face roll if you're in a cloud.
4) Remember you can roll PH -3 to infiltrate 12" deeper. Comes out to a 50/50 shot with our
SAS, but it's actually better than that. If they botch the roll, they lose camo, and disperse 2.5 for every point over that 10 you needed to roll. HOWEVER, the model can't disperse into the opponent's DZ, so the only truly calamitous outcome is when you disperse, say, 18" directly left or right. If you make the roll, you can often put yourself in a position to cover three or four models in a chain rifle template. This is a good way to start your game. I often keep an
SAS in reserve when deploying.
5) This is not a subtle army. Run forward and attack. Throw grenades around corners. Impale things on giant swords.
6) I have had more success with this army when I find a way to include an
AP HMG. Mormaer LT
AP HMG is good. Grey
AP HMG is cheaper, and has smoke for defense.
LIEUTENANTS:
The
CHA has several interesting options for LT.
Volunteer LT: Your cheapest option. Not a great
WIP, but very easy to hide him a crowd of lookalike Vols. Also, in a five man link team, he becomes more survivable due to bonuses.
Scots Guard LT:
AP Marksman Rifle lets him reach out and touch someone from 24" away—and his
AROs will be more effective as a result. He can also be in a five man link team, making him much more survivable. However, I shy away from having my LT in my main attacking force.
3rd Grey LT: Good kit, smoke, and potential link team make him more survivable. Solid
WIP. A good option if you want to take a bunch of Greys, and you're starving for points. Problem with him is that he only gets a rifle and your Greys will be a big target. I rarely take him as LT.
Mormaer LT: Good
WIP. Highest
ARM in all the land. Super-nasty guns. If you like actually using your LT order to kill stuff, here's your guy. Also, he's dogged, so you can keep pumping orders into him til he dies for good. Very cinematic. And I love the model.
SAS LT: Where's your LT? He's hiding! He costs two
SWC, but you can usually afford it in this army.
Wulver LT: Two wounds, great
WIP, awesome stats, no LT option. That would be cool, though, wouldn't it?
45th Galwegians: Hey, where's your LT going? He's running down the field, screaming curses? That seems like inadvisable LT behavior. High
WIP, but skip this one.
Wallace LT: As has been said elsewhere in the forum, the Wallace LT might be a trap. He has pros and cons, however. He does have a great
WIP, smoke, a flamer, and the ability to team up with four Wulvers to make a five man team. Also, he can create a link team out of 45th Galwegians.
Wallace is a great LT option if:
-You're basing your
CHA army around Wulvers or Greys and
SAS -You want to take a couple of Caterans and have them be regular instead of irregular
-You don't want to take advantage of free impetuous orders from Cameronians or 45th Gals
-You want your cheap orders to come from six point 45th Galwegians instead of six point Vols.
-You don't mind him having a bullseye on his forehead
Wallace is not the right LT option if:
-You want to run Cameronions and/or 45th Galwegians impetuously. And you do.
Caledonian Volunteers Corps. (LI)
Strengths: Cheap, Chain Rifle option, low-cost infiltration, cheap LT option.
Weaknesses: Low stats, even for line troops.
Caledonian Volunteers are the line troops of the Caledonian Highlander Army.
They get Mountain and Jungle Multi-terrain and a number of Limited Camo/Infiltration options. The Vols also have a Chain Rifle option for 6 points, making them the cheapest regular model we can field.
In fact, you can field a link team of three Chain Rifles/Light Shotguns, one
HMG and one
LGL for 49 pts and 1
swc. Bargain!
*Rifle
*Chain Rifle, Light Shotgun
*
HMG *Light Shotgun, Light Grenade Launcher
Rifle, D-Charges -
CH: Limited Camouflage, Inferior Infiltration
Light Shotgun, Light Grenade Launcher -
CH: Limited Camouflage, Inferior Infiltration
Rifle - Medkit
*Rifle - Lieutenant
Highlander Caterans (LI)
Strengths: unique weapon, Climbing Plus, Limited Camo.
Weaknesses: no
ARM; Irregular.
The Cateran might be the best sniper in Ariadna, certainly in the
CHA. He's fast, he has Climbing Plus (letting him set up in advantageous positions), and he's even got Limited Camo to get off one free unopposed burst from his sniper rifle.
On top of all this, the Cateran has a decent
BS of 12 and costs under 30 points. He packs the T2 Sniper Rifle for only 1
SWC. Don’t take the non-T2 variant. There are better things to do with those points. The T2 offers much more killing power, and makes your opponent sweat.
The Cateran's weak spots are his low durability (
ARM 0, W 1) and his Irregular status. Bringing Wallace as your LT makes every regular. You can take four of these guys, but two is the most I can usually fit into a list. I recommend NOT using him in
ARO until he’s already broken out of his limited camo—you really want that T2 Combat Camo Surprise served up on your turn.
*T2 Sniper Rifle
Sniper Rifle
Scots Guards (MI)
Strengths: Great weapons choices, linkable or Camo'ed,
ARM 3
Weaknesses: Slow
The Scots Guards are proof that Corvus Belli loves us and wants us to be happy.
They come in two battalions: 1st and 2nd.
1st Battalion fulfills the middle range, linkable, deadly troop option for us.
The cheapest option sports two Submachine Guns and a DEP for 18 points. The SMG has Combi Rifle range bans and adds shock ammo. So when those one wound enemies take a wound, they're dead-dead, not just down and bloody. And remember TWO SMG's = B4.
Next cheapest in points is the Molotok, though it does cost 1.5
SWC. This is our Spitfire, with a B4,
dmg 14, and a +3 range band of 8 - 24. The Molotok gives
CHA players a chance to waste 1.5
SWC. I can't see us fielding a lot of these, especially in light of...
The
AP Marksman Rifle load out. This interesting gun is -3 up to 8" away. +3 from 8 - 24", and then -6 over that. B3,
AP rounds,
DMG 13. Not too shabby. It's also the Guards' LT option, so expect to take a few of these, which is easy at 24 points.
Finally, finally we have the Missile Launcher. Burst 2 if you're in any kind of link team.
DMG 14,
AP +
EXP, circular template. It's enough to make you drool on your kilt.
As a link team, these guys are great. They'll likely want to stay at medium - long range. A team of two
AP Marx Rifles, two Missile Launchers, and one SMG is a mere 140 points. Which opens up some high-quality list options for us that are not giant mobs.
2nd Battalion is not linkable, but they do have Camo.
In a vanilla list, the 2nd's Missile Launcher will likely be the "fourth Tankhunter." Three points more than his Russian counterpart, but he does get an Assault Pistol. For the
CHA, this option looks like a great hunter of troop clusters and hard targets. Anything standing 2.5 inches from your target is going to be making an
ARM save. And the enemy you hit is going to be making three from the
EXP ammo.
I hate rolling one die, however, so the other two load outs also are attractive. Two SMG's and a DEP to creep up and hunt
LI and
HI respectively. Or the Molotok, which MIGHT be worth its
SWC if you have it to spare since you'll be rolling four dice.
3rd Highlander Grey Rifles (HI)
Strengths: Dogged,
ARM 3, Smoke Grenades, survivable LT
Weaknesses: Frenzy, passive reactive turn in most cases.
The Grey is our first serious link team threat. They’re fast and survivable (thanks to smoke grenades, and, to a lesser extent,
ARM 3). They’re also armed to the teeth. They are not traditional
HI; they are raging badasses who fly around the board, carry mean weapons and make your opponent sweat—unless he brought an
MSV 2.
The V: Dogged ability: If a Grey does take a wound, you can keep spending orders on him til he takes another wound or until the turn is over. This will take him out of his link team, but is often a good way to wring as much use out of a guy as possible.
Every Grey carries smoke, which he’ll need if he causes a wound and goes impetuous (Frenzy). See “How to Use Smoke” above. Chances are, if one enemy is shooting at you, you’ll want to drop smoke as your
ARO.
One noteworthy loadout is the
AP HMG. It costs all of 40 points and 1.5
SWC, and the package includes a
BS 13 Dogged 4-4 infantryman with Smoke. This isn't the only interesting Grey loadout, but it's arguably the most powerful one. Couple him with two T2 Boarding Shotgun Greys, and you’re looking at 96 pts and 1.5
swc for a Burst 5
AP HMG. Or take three of them in a link team—what else are you going to use the
SWC on?
Rifle, 2 Light Shotguns, Grenades, Smoke Grenades
*T2 Rifle, 2 Light Shotguns, Grenades, Smoke Grenades
*
AP HMG, Smoke Grenades
*T2 Boarding Shotgun, Grenades, Smoke Grenades
*Rifle, 2 Light Shotguns, Grenades, Smoke Grenades - Lieutenant
Caledonian Mormaers (HI)
Strengths: high
ARM, Dogged, high damage output.
Weaknesses: slow.
The Mormaer is the most heavily-armoured unit in the
CHA. It’s also our slowest model.
He has Dogged and Shock Immunity, so mines won't really stand in his way as long as you're willing to spend orders. He's also got two loadouts, both of which can be your Lieutenant, and both do something slightly different.
First, he can carry a T2 rifle and X-Visor, which lets him put 2-Wound rounds up to 24" away without penalties for range. This is useful because his 4-2 movement might keep him from getting into his optimal range anyway. Second, he can carry an
AP HMG. While this loadout is more expensive (in points and
SWC) than the T2 loadout, you're still getting a 48-point
AP HMG, a full 13 points cheaper than the Veteran Kazak with the same loadout.
I’ve had success with the T2 Mormaer as a first turn Rambo
HI-hunter. The
AP HMG makes a slightly better LT because you can use the LT order to lay down Suppressive Fire every turn no matter what. You have been remembering to lay down Suppressive Fire, right? Right?
T2 Rifle - X-Visor
AP HMG T2 Rifle - X-Visor, Lieutenant
AP HMG - Lieutenant
1st Highlanders S.A.S. (SK)
Strengths: High PH, good close-quarters threat, sectorial’s only infiltrators
Weaknesses: No armor, some faction-redundant equipment options.
The
SAS are the only skirmisher option in the
CHA. They’re great and you can take four of them, which I usually do.
The crowd favorite loadout is the Chain Rifle/Assault Pistol option, or SASCRAP from here on out. For just 23 points, you can lay down chain rifle templates from combat camo. Try to cover two or three squishy targets with your chain rifle love and watch your opponent start his next turn with fewer orders.
Also, I recommend using “option b” with at least one
SAS per game. For me, it’s usually Uxia, but if I didn’t bring her, then a boarding shotgun or chain rifle
SAS will do nicely.
The
SAS also makes a great camo LT, and if you’re bringing the Mul, you’ll need three or four FOSAS.
The biggest drawbacks of the
SAS are its average
BS, lack of
ARM, and lack of mines. In fact, there are no mines to be had in the
CHA, which could take some getting used to if you often play Ariadna’s complete force.
Rifle
*Boarding Shotgun
Sniper Rifle
*Rifle - Forward Observer
*Rifle - Lieutenant
Chain Rifle and Light Shotgun
*Chain Rifle and Assault Pistol
45th Highlanders Rifles “Galwegian” (WB)
Strengths: Really cheap, berzerk, high PH, Smoke Grenades.
Weaknesses: Pricy long-ranged options, Irregular.
Also: Yes, you can take 50 of them in a 300 point game, but then no one will ever play with you again. And rightfully so.
The Galwegians are the
CHA’s hackers. They’re also our Antipodes. Impetuous, berzerk, dogged, cheap and linkable.
The cheapest Galwegian is 6 points. For your investment, you get Smoke to get safely up the board, a Chain Rifle to spray down Camo tokens and lightly-armoured models, and an
AP CCW to turn your enemy into hamburger in
CC. High stats help the Galwegian do its job: a
CC score of 18 helps with the slicing, PH and
WIP of 14 help with the Discover and Dodge rolls, and they even have a point of
ARM for when they finally get hit.
They also get Dogged and Berserk. Dogged lets you keep spending orders on them even if they would normally fall unconscious, which effectively means that our warband can function as if it had more than one wound. If a link team member starts using dogged orders, however, he calls out of the team. Just keep it in mind. Berserk* lets you actually trade blows with your opponent (two normal rolls instead of face to face rolls), and with the +9 bonus it gives, you'll be inflicting a critical hit on a 13 or better. Get two Galwegians in base to base with your foe and you’re looking at crits on 10 or higher. Get one more in
CC and you crit on 7’s.
Also good to remember: If you get a Galwegian in
CC with a foe and they both end the turn alive but still in
CC, your opponent HAS to spend an order next turn on that
CC. Which is a good way to waste your opponent’s orders.
Two things to keep in mind regarding Berserk:
1) Your opponent is allowed to Dodge out of combat against a Berserk attack, but the blow still hits, even if they succeed.
2) An enemy can
ARO against a charging Galwegian using a shot or dodge, in which case you cannot use Berserk.
Rifle and Smoke Grenades
*Chain Rifle and Smoke Grenades
Boarding Shotgun and Smoke Grenades
Rifle and Smoke Grenades - Lieutenant
9th Wulver Grenadiers Reg. (WB)
Strengths: Climbing Plus, two wounds, good weapons for no
SWC; great in
CC.
Weaknesses: Frenzy, unplayable MK 12 model, no female models, sterile.
The Wulver is a War Band that acts like fast Heavy Infantry from other factions. They have no true heavy weapon options, but each loadout comes with something much more powerful than a regular Rifle for absolutely 0
SWC. They’re linkable, but expensive. A three-Wulver link team can be a great flanking squad, setting up an enfilading position and/or threatening
CC.
The Wulver has Berserk and Natural Born Warrior to dominate in
CC. Natural Born Warrior nullifies any Martial Arts your opponent might have (and gives the Wulver V: Courage), and Berserk gives you the option to basically inflict an automatic hit because of the Wulver's high
CC score. Climbing Plus, on the other hand, lets the Wulver get into position with all those interesting weapons he's carrying. Each Wulver loadout also carries Grenades, so Climbing Plus might let you pull off some interesting Speculative Shots.
These weapons include the T2 Rifle, the Heavy Shotgun, and the Mk12. The T2 Rifle excels at killing off low-to-medium-
ARM models with more than one wound, and it really thwarts lists that rely on doctors to get these models back up. It also makes models with more than one wound think twice about provoking
AROs, because one good shot from the Wulver will put them down. The Mk12 has superior range brackets (+3 at 8-32") and damage, but it only fires regular ammunition. The Heavy Shotgun lends quality close-range impact, but I’d rather take the other loadouts.
*Mk12, Grenades
*T2 Rifle, Grenades
Heavy Shotgun, Grenades
2nd Irregular Cameronians Reg. (WB)
Strengths: cheaper than the Dog-Warrior, two wounds, fast and mobile
Weaknesses: Bacon.
Cameronians are our best flanking unit. They have one less
WIP and one less Wound than their Russian Dog Warrior cousins. In exchange, you're getting a 22 points model that starts the game with the benefits of the beast form - higher PH, higher
CC, higher MOV, and higher
ARM.
You can take up to three in a
CHA list. Which might be overkill, especially if you’re also taking McMurrough. But maybe overkill is what these guys are all about.
Their 6-4 Mov gets them up the board fast. Their smoke grenades, Arm 3 and Total Immunity get them up the board safely. And once a Cameronian gets into your opponent’s backfield, their dual chain rifles turn them into a slavering thresher of order clowns.
Let’s talk Total Immunity. This means that ANY special ammo type aside from viral is treated like regular munitions.
AP?
EXP? It’s just a bullet to these guys. This makes them particularly valuable for hunting down well-equipped foes.
Let’s talk Close Combat: Probably not a great idea with these guys. They have an
AP CC Weapon, and a
CC of 18, but with no martial arts skill to speak of, they’ll often find themselves at a disadvantage. That said, their two wounds make them an ideal unit to tie up a powerful enemy in
CC so your Galwegians, Wulvers, Wallaces, etc. can move in.
As the new book comes out, we can probably expect to do a lot of fighting in the woods. These low visibility zones (along with lots of models getting mimetism) are likely the reason lots of new models are getting
MSV 1. The Cameronians, however, have what I'll call "The Highlander
MSV" which is a high
WIP and a Chain Rifle. And grenades. Though you can't use BOTH Chain Rifles when you do an intuitive attack, it's still a great way to shoot into—our out of—the woods.
McMurrough, Mercenary Dog Warrior <insert image here>
Cost: 33 SWC: 0 WB AVA: 1
MOV CC BS PH WIP ARM BTS W
6 - 4 19 11 16 14 4 -3 2
Skills: Martial Arts L3, Super-Jump, Total Immunity
BS Weapons: 2 Chain Rifles, Grenades, Smoke Grenades
CC Weapons: Templar CCW (AP + DA) Cameronian +MA3? Yes, please. McWolfy emerges from the fluff with a new model, a new profile, and a sexy new
CCW (
AP +
DA). He’s down to two wounds, but he’s still looking survivable with some more arm (4), smoke and a bit of
BTS. Can’t wait to find out how all this happened. Maybe it’ll be in the new book! Maybe that book will come out soon! That would be neat.
This guy is a terror, and still only 33 points. So for 99 points you can have four Cameronians on the board, one of which stole a
CCW from the Templars. Glorious. While most of my Cams take out a few order clowns before they bite it, McMurrough has the juice to go after harder targets. Don’t be afraid to use one of his cheaper brothers as a meat shield to get him up the board. That and smoke.
NOTE: This new profile of McMurrough replaces the previously released in the Infinity core book. This is now the only profile allowed to use in the ITS.
Uxia McNeill, Corporal of 1st Highlanders S.A.S. (SK)
Strengths: Smoke,
AP ranged weapon, MSV1 or
B5 Assault Pistols!
Weaknesses: Frenzy, squishy
Uxia "Cherry" McNeill comes alive with a new sculpt and a new load out.
Her original kit comes with a Boarding Shotgun, MSV1, and both regular and smoke grenades. This equipment makes her good up close, great for skewering lines of enemy models with the Boarding Shotgun. Smoke is especially useful on Uxia because she has Frenzy, and cannot re-Camo after dealing a wound. If she needs to get out of a fight, Smoke gives her a better chance of staying alive.
MSV 1 is rare in Ariadna, rarer still in Caledonia, so for fighting in the woods of Paradiso, you'll want that.
Her new load out is exciting: Limited Camo, Superior Infiltration, Specialist Troop. Weapons include the Boarding Shotty, D-Charges, and Smoke. AND..TWO Assault Pistols. So she can get deep into enemy territory and claim objectives. She can throw smoke over those objectives so she's not generating
ARO's while she fiddles with them. She can blow stuff up. And best of all, she can roll FIVE dice at +3 up to 8 inches away with her pistols.
Superior Infiltration is a real boon. Now Uxia can infiltrate as a camo token 36 inches deep by rolling a 10. And if she fails, she's merely revealed; she doesn't disperse into danger. This is a very good thing.
William Wallace (WB)
Strengths: versatile equipment/weapons, tough, good anti-Camo, our only flamethrower in the
CHA, very fast, makes all units regular when he's the LT
Weaknesses: Cube, obvious LT choice
William Wallace comes alive in Infinity as an incredibly versatile - and incredibly durable - close-quarters unit. He's got a variety of weapons and equipment, V: No Wound Incapacitation, and a speed that can put him anywhere he's needed. He's also priced comparably to our Wulvers, making him a bargain for all he can do.
Wallace is our only model with a Combi-Rifle. He's got
BS 13 to make good use of it, but he also carries a Light Flamethrower in case Camo/
TO/
ODD threatens to get the better of him. His high
WIP of 15 adds to his ability to hunt Camo units, and his 6-4 Mov - combined with Smoke Grenades - really lets him choose his targets. If one of these targets proves too hard to crack using Wallace's ranged weaponry, you can always engage it in
CC: Wallace has a
CC of 19, Berserk, and an Explosive
CCW to destroy whatever he swings at in melee. His
CCW is NOT
AP, but since he’s critting on 13+, you have a decent chance of putting two wounds on your target with the remaining two
EXP dice.
Wallace fills two major roles in the
CHA: LT Obvious, and
ODD-burning utility player. If he’s your LT, it will be very obvious, but also hard to stop. As LT, he can link up with Wulvers, Greys, Galwegians, and, uh, Volunteers. This is especially helpful if you’re dying to have a five man link team with the Wulver’s
AVA of 4. Also, he carries smoke which helps Wulvers advance up the board.
112, Emergency Service (LI)
Strengths: cheap Doctor option; high PH; Courage.
Weaknesses: Doctor.
Did you take a doctor in your
CHA list? You’re doing it all wrong.
Dozers, Field Engineers (LI)
Strengths: Regular Engineer, Akrylat-Kanone, decent
WIP, your only ticket to the Traktor Muls.
Weaknesses: more expensive than Irmandinhos
The Dozer is Ariadna's Regular Engineer. In addition to providing repairs and helping out against Adhesive ammo, Dozers have some equipment options that you may find very interesting.
The Dozers all carry Rifles, no matter what else they're carrying, and they all have V: Courage. While they're not the most offensive of troops, Courage will let you keep them where you want them - especially important when it comes to objectives. As Engineers, they can claim those objectives, repair Remotes, free models from Adhesive ammo, and restore E/M-damaged gear.
The most crucial loadout is the Dozer with the Traktor Mul Control Device. This lets you recruit a Traktor Mul remote. If you want Ariadna's version of the
GML, this is the way to go. Bring four
SAS FO’s and a Uragan, and bring an extra dimension of pain to the board.
The Akrylat-Kanone is your other option. Shooting gooey missiles up to 96”. I have no idea why this model came out first/at all. But there she is. And so it goes. As Infinity becomes more of an objective-based game, you may want a second Dozer in your list.
Rifle, D-Charges
Rifle, Akrylat-Kanone
*Rifle, D-Charges - Traktor Mul Control Device
Traktor Mul, Artillery and Support Regiment (REM)
Strengths: guided ammunition, Ariadna's only source of
DA ammo, unique weapons
Weaknesses: slow, requires another model to field, vulnerable to E/M and hacking
The Traktor Muls are fragile as hell and totally unsuited for direct combat, but they make up for that with unique weapons, unhackable guided rockets and even a Minesweeper option. They're also Ariadna's Baggage option, so they may be important in the upcoming campaign book. The
CHA can field one.
The Traktor Mul carry weapons systems that no other model has. The remotes themselves may be especially slow, but that doesn't really matter because both weapon options have a guided mode (which is completely unhackable) that lets you fire them from far away and from out of Line of Fire.
The Katyusha devastates clustered troops, as you get to place three templates side-by-side in a chain for each shot. This weapon loads Damage 13
DA ammunition, making it the only
DA option available to our faction.
The Uragan's
AP ammo cracks armoured targets open like a glass haggis. It fires three times with each order, whether it's a regular shot, an
ARO, or a guided attack, laying down a single template. This means that once you've marked your target, each order you spend guarantees 3
AP rounds that automatically hit your target and anything standing next to it. These three hits effectively make the Uragan a weaker, but much cheaper, Guided Missile Launcher. You can launch three salvos per turn. Nine
AP dice should take down most anything. The Uragan comes highly recommended, as it threatens the kinds of foes the faction can have a hard time with.
Minesweeper
Katyusha MRL
*Uragan MRL
Side Note: How to Smoke You’ll likely be dropping many a smoke template if you field the
CHA. Here’s how that’s worked best for me.
On the active turn:
1) Declare your first order, a move.
2) Ask your opponent to declare
ARO’s. Let’s say there's one
ARO: a “shoot.”*
3) Ask if the shooter has
MSV 2. If so, you’ll want to shoot back if you have a
BS weapon, or Dodge soas to create a face to face roll.
4) No
MSV? Great! Pick a spot within four inches in front of your model, and say you’ll be throwing smoke there. That means you’ll be inside the smoke’s +3 range. So you’ll be rolling PH +3, which is usually somewhere between 16 and 19. DO NOT DROP THE SMOKE
AT YOUR FEET. Throwing the smoke forward a bit will help your advance.
5) Still alive? Great! Now you can move into that smoke cloud. From there, you can use the “intuitive shot” skill on your next order using a chain rifle, or “speculative shot” another smoke grenade to further cover your advance. Speculative shot is -6, but if you throw the grenade within four inches, you’re at +3 for a net -3 modifier. Not too bad. Even if you screw up, the smoke grenade will often deviate in your favor. Repeat this as necessary.
*If you draw multiple
ARO’s, you may want to Dodge instead, as this will Dodge ALL the incoming fire if successful.
On the reactive turn:
Your opponent has given a model a short order, let's say a "move." Your smoke grenade-carrying Highlander has
LOS, so he or she can declare an
ARO.
1. If your opponent doesn't have MSV2+, smoke is an option. If he does, you'll want to dodge or shoot back.
2. If there are any enemy models with MSV2+ on the board, you may want to dodge anyway, so you're not getting shot through your own smoke later in the turn and unable to make an
ARO.**
3. Otherwise: Pick a spot within 4" of your model, and declare your
ARO: A smoke grenade. Within 4" is your +3 zone, so you'll be rolling your PH +3 (which can be a 19 in some cases!). This makes your face to face rolls much more successful, much more often.
**Unless you're in a four or five man link team. In that case, you'll get a face to face roll, thanks to Sixth Sense Lvl 2. (Thanks, MightyMuffin.) RR: Hope you enjoy this
CHA Tactica from tesco, once again thanks go to him for putting the effort in and allowing me to repost it over on Dakka!