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Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Disclaimer: I am not Penemue. This is not my work. I have asked Penemue for his permission to repost this (fantastic) Tactica over on Dakka from the Official Forums from his thread here and he has agreed. Penemue also runs his own blog here: http://penofpenemue.blogspot.co.uk , you may recognise his blog from the 'Unit Unpacks' from the Official Forum, or the link i posted in the Beginners Guide to Infinity.

As this is the first re-post (hopefully of many) i will put the blurb in here: This is a little project i have been thinking about for a few weeks, sadly Real Life has caught up with me recently and i havent been able to move forward with it until now. One of the things i have noticed that is missing within the Dakka Infinity community is the amazing user-made Tacticas that are on the Official Forum which i spent many an evening reading through when i first joined Infinity to get a handle on the various factions and the units contained therein. Sadly the Official Forum is (was, i have left that job now) workblocked and so missed out on all this fantastic work during the day. So i decided (with the blessing of Alpharius and many other regular infinity posters here) to contact the writers of these Tacticas and ask them if they wouldnt mind either re-posting themselves, or allowing me to repost their Tactica threads over here on Dakka to give us the same resources that the Official Forum enjoys. SO far the response has been positive so heres hoping that this feeling continues and we will see many more of these Tacticas migrating over (either re-written by their authors or by me...), thank you to Penemue for getting the ball rolling!

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.

Table of Contents

Faction Overview

Light Infantry
-Line Kazaks
-Caledonian Volunteers
-Troupes Metros
-Kazak Doktor
-112 Emergency Service
-Dozers
-Para-Commandos
-Highlander Caterans
-Loup-Garous
-Zouaves
-Roger Van Zant
-Jacques Bruant
Medium Infantry
-Tankhunters
-Briscards
-Scots Guard
Heavy Infantry
-Veteran Kazaks
-Highlander Grey Rifles
-Caledonian Mormaers
-Moblots
-Minutemen
Skirmishers
-Foxtrot Rangers
-Chasseurs
-SAS
-Scouts
-Uxia McNeill
Warbands
-45th Galwegians
-Irmandinhos
-Dog-Warriors
-Cameronians
-Assault Packs
-Wulver
-William Wallace
Remotes
-Traktor Mul
Pairs
-Mirage-5

Faction Overview

---The Good---

-Lots of Camo and Infiltration
Ariadna is the Camo/Infiltration nation in Infinity. While we don't have any TO Camo options, but we make up for it with truckloads of regular Camo. It is possible, if you are so inclined, to run an all-Camo list with Ariadna.

-Feasible CC options
In Infinity, a high CC stat doesn't always mean that you want to get into CC. Ariadna has a few units that actually specialize in making it into CC and doing massive damage when they get there.

-Fast and Unhackable HI
Ariadna has "primitive" gear, which means that our heavy infantry cannot be hacked at all. They're also typically faster than other HI, because they're not limited by all that power armour that the other factions wear.

-Lots of Skirmishers
Ariadna can field a scary number of skirmishers. If you're so inclined, a large part of your army can start the game halfway (or further!) up the field.

-A Variety of Generic Gear
We've got doctors, we've got templates, we've got armour-piercing bullets. We don't get a lot of the fancy toys that you see over in other factions, but we get a good amount of everything it takes to get the job done.

-Only One Cube
If your opponent drops the dreaded Sepsitor on the table, you can start laughing. Ariadna only has one Cube-carrying model, so we're almost entirely immune to this scary piece of equipment.

-T2 Ammo
We're the only faction with tournament-legal access to T2 ammo (in casual games, players can field the Cateran as a mercenary, at an SWC premium). This ammo makes failing an ARM roll scary for pretty much anything in the game.


---The Bad---

-Only MSV1
We only have access to Multispectral Visors of the level 1 variety, so we have to get through TO Camo and ODD the hard way. We also have no way of seeing through Smoke.

Note: Veteran Kazaks can still dodge and fire back through Smoke!

-No TO Camo
We have access to lots of Infiltrators, but our opponents will always know exactly where they are. We have no ability to deploy hidden models on the board.

-No TAG or G: Synch
We don't have servant models for our doctors and engineers, and we don't have TAGs. This means that our doctors and engineers don't get second chances to do their thing, and that...well...we have no TAG.

-Only 1 AD2+ Model
For the most part, we're stuck with AD1. We have to plan out our aerial deployment ahead of time, and if things go wrong, we might have to spend a lot of orders to make them go right again.

-Absolutely No BTS
We lack BTS of any kind, so we are especially susceptible to weapons that attack that stat. We generally don't need to worry about being hacked, though.

-Few Models with Multiple Wounds
Our HI tend to only have 1 wound each. A few of our models have two wounds or NWI, but the rest are very fragile compared to their counterparts in other factions.

Line Kazaks

Strengths: Cheap; reasonable stats for Line Infantry; cheap and easily hidden Lieutenant.
Weaknesses: No Combi-Rifle (common among line troops).

Line Kazaks are your average Line Infantry models. They don't carry the same Combi-Rifle that most other factions get, but they get a nice PH boost to compensate. This higher PH score lets them dodge more easily than other line troops, which becomes important when firing back is a bad idea.

Line Kazaks are the only line troops in the game to have both 1 ARM and BS 11 for 9 points. Comparable models in other factions are more expensive, and even end up costing you SWC to be a Lieutenant choice. The humble Line Kazak costs a whopping 0 SWC to be the boss. This alone makes them incredibly appealing for a new Ariadna commander.

In terms of weapon options, I know that some people love the AP HMG, but the points may not be worth your while if you can still upgrade another model (say, a Veteran Kazak with AP HMG) in your list. A big gun is nice, but don't forget that Line Kazaks are just fragile line troopers. Still, don't underestimate the humble Rifle: a small group of Line Kazaks firing on the active turn can be a reasonable threat to all but the most well-armoured enemies.

Loadouts
-Rifle: your standard cheerleader loadout. Cheap but able to shoot back if necessary.
-AP HMG: a potent heavy weapon, but very expensive to have on a line infantryman. Might be more useful when the Kazak sectorial comes out.
-Rifle and Light Grenade Launcher: the LGL gives you an extra 4" of +3 range, and it's cheap enough to risk on a Speculative Shot blitz.
-Sniper Rifle: a good defensive unit for late-game, when all the heavier hitters are gone and the Kazak's BS 11 isn't as bad as it could be.
-Missile Launcher: also a good defensive unit for late-game. Will definitely be more useful when the Kazak sectorial comes out.
-Rifle - Forward Observer: a cheap FO with no real abilities to get up-close-and-personal. Flash Pulse is a fantastic ARO, though, especially for cheerleaders.
-Rifle - Medkit: if you absolutely have nothing to do with your extra points, take this - or consider the Forward Observer option. Ariadna seems like it might benefit from Medkits because of its higher PH, but our doctors are cheap and Medkits can't heal dogs anyway.
-Rifle - Lieutenant: a good option that is easy to hide and doesn't cost SWC.
Googlebot says:
I try to get a coordinated FO with 2 line Kazaks, keep a doc next to the FO or just make it worth the chance of losing a 12pt model. I've used camo FO's, but found I went for the B3 combat camo attack more often than not. Or as I said before cut out the middle man and used a foxy launcher. It's not as powerful as the Mul, but does well vs light targets and is much cheaper.

At 9pts a pop they don’t make the best order monkey when you can get a volunteer with a chaingun for a full 3rd less at 6pts. Kazaks don’t have bad BS @ 11, but unless things are going down to the wire you will have better things to spend those orders on and those extra points could be spent better elsewhere. With the release of the new campaign book many of you who don’t own a Mul will find buying one essential. Line Kazak FO will cost you a 3rd more than a normal kazak @ 12pts and with WIP13t you get to spot enemy in cover on a 10 up to 32”. With a rifle BS11 you’d need to roll a 2 past 24” and a 5 past 16” even with 3 dice those odds aren’t great, and when you do hit in comes the Mul with its 3 auto hitting templates.

If you get initiative, keep a FO Kazak in reserve. Crazy talk, I hear you scream. Well no, because then you can set him up to be able to see a tasty enemy model and a little further back than the full 12” deployment. That way you can be sure to have them ARO beyond 24”. You are looking to hit a rifleman close to a better target that way you stand great odds in the F2F roll. 10 vs somewhere around a roll of a 2 to 5. If you are trying your luck vs a member of a full link team it does come down to luck as they will have a better chance than you with their B2 and +3 bonus in ARO. At the end of the day if it doesn't go well you lose a 12pt model and if it goes well you have just cause quite a bit of pain to the enemy.

Fear the Line Kazak !


Caledonian Volunteers Corps. (LI)

Strengths: Cheap; Chain Rifle option; low-cost infiltration.
Weaknesses: No Combi-Rifle; low stats, even for line troops.

Caledonian Volunteers are weaker than Line Kazaks, but are also a little cheaper. Keep in mind that Volunteers and Métros have shared AVA in a regular Ariadna list, though, so you'll have to choose carefully.

Unlike our regular line infantry, Volunteers get Mountain and Jungle Multiterrain and a number of Limited Camo/Infiltration options. The Volunteers also have a Chain Rifle option for 6 points, making them the cheapest regular model we can field. Even the most basic of regular loadouts is still only 8 points, 1 point cheaper than the Line Kazak.

Right off the bat, the Caledonians get Mountain *and* Jungle Multiterrain and a number of Limited Camo/Inferior Infiltration options, all stuff that Line Kazaks don’t even dream of having. The Caledonians also have a Chain Rifle option for a total of 6 whopping points, making them the cheapest regular model we can field.

Keep in mind that Volunteers have a lower BS and lower WIP than the Line Kazaks, not to mention a costly Lieutenant option. If you're planning on having them fill Rifle duty or overlapping any roles that could be filled by a Kazak, then you may want to think twice unless you really like kilts.

Loadouts
-Rifle - slightly cheaper than a Line Kazak, worse BS for Shooting and WIP for Discovers.
-Chain Rifle, Light Shotgun - much cheaper than a Line Kazak, and the auto-hit template is a serious dissuasive tool.
-HMG - interesting because non-sectorial Ariadna does not have many cheap (~20 pt.) HMG options.
-Light Shotgun, Light Grenade Launcher - noticeably cheaper (including SWC) than the comparable Kazak, and a cheap source of Speculative Fire.
-Rifle, D-Charges - CH: Limited Camouflage, Inferior Infiltration - cheap-as-hell Infiltrator that can help with Discover rolls or back-sniping. A Rifle's a Rifle!
-Light Shotgun, Light Grenade Launcher - CH: Limited Camouflage, Inferior Infiltration - a discounted infiltrating Grenade Launcher for immediate Speculative Fire rain.
-Rifle - Medkit - cost of a Kazak Doktor, 1 more than 112. Skip this option.
-Rifle - Lieutenant - the swc premium and lower-than-average WIP makes this a poor choice in vanilla.

Troupes Métropolitaines (LI)

Strengths: Cheap; low-cost infiltration.
Weaknesses: No Combi-Rifle; low stats, even for line troops.

Like their Caledonian counterparts, Métros have lower stats than our Line Kazaks. While the Volunteers focus on close-range combat (Chain Rifle, Light Shotgun), though, the Métros tend to emphasize longer ranges (LGL + Rifle). Both have a few Limited Camo/Inferior Infiltration options, so it's mostly a question of what weapons you prefer. These kinds of options are unavailable to Line Kazaks, so they really serve to make Métros (and Volunteers) special.

The Métros also have an unrestricted Multiterrain ability, but they don't get two types of Multiterrain like the Volunteers do. Again, your choice as to which you prefer.

Loadouts
-Rifle - same as Volunteer.
-HMG - same as Volunteer.
-Rifle, Light Grenade Launcher - a cheap source of Speculative Fire like his Volunteer cousin, but he pays a bit more for the versatility of the B3 Rifle. If all you want is the LGL, consider the Volunteer instead.
-Rifle, D-Charges - CH: Limited Camouflage, Inferior Infiltration - same as Volunteer.
-Rifle, DEP - CH: Limited Camouflage, Inferior Infiltration - a AP+EXP weapon with a solid close-range +3 synchronizes well with a cheap infiltrator!
-Rifle, Light Grenade Launcher - CH: Limited Camouflage, Inferior Infiltration - like his Volunteer cousin, but again paying a bit of a premium for the Rifle.
-Rifle - Medkit - same as Volunteer. Avoid this loadout.
-Rifle - Lieutenant - same as Volunteer. Also avoid this loadout.

Kazak Dóktor (LI)

Strengths: cheap Doctor; decent PH; has a Rifle.
Weaknesses: just a plain ol' line trooper with an MD.

The good Dóktor is one of our few real doctor choices, along with his cousins the 112 and the Veteran Kazak. He's basically a regular line trooper with the Doctor skill, making him one of the cheapest doctor options out there.

The Dóktor is armed with a standard Rifle, meaning he won't be doing much killing unless things get really heavy. He's also got a PH of 11, which will help him to dodge out of the way (maybe even by going Prone) if bullets come his way. While we're on the topic of surviving, you should always remember that Ariadna does not have access to Ghost: Servant remotes, so you're going to have to clear the way for your Dóktor if you want him to ply his trade.

112, Emergency Service (LI)

Strengths: cheap Doctor option; high PH; Courage.
Weaknesses: no long-ranged weapon; no ARM.

The 112 Emergency Service is Ariadna's second dedicated doctor. It's relatively plain, but it has the WIP score to get the job done just as well as our other healers.

There are a few small differences between the 112 and our other dedicated doctor, the Kazak Doktor. The 112 is a bit cheaper, but only carries a Light Shotgun to defend himself. He's a bit more fragile, too, as he lacks even the 1 point of ARM that his Kazak cousin has.

Never fear, though, because there are a few upsides! The 112 boasts V: Courage to let you position him exactly as you want him, and an impressive PH of 12 to help him dodge incoming fire (and carry heavier allies with Casevac!). Almost for fun, the 112 carries a big fire-axe (CCW), so his CC swings can actually do some damage.

Now, you could choose between the Kazak Doktor and the 112...or you could have both for 25 points. If you're really committed to healing support for your army, you should remember that Ariadna does not have access to the servant remotes of other factions, so two doctor bodies on the field might substantially help your coverage and support.

Dozers, Field Engineers (LI)

Strengths: Regular Engineer; Akrylat-Kanone; decent WIP.
Weaknesses: more expensive than Irmandinhos; absolutely must field one for Traktor Mul.

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. Some of this may seem less useful for Ariadna in general, but that's where their equipment options come in to sweeten the deal.

For absolutely no points and no SWC more than the basic Dozer, you can have a Dozer with the Traktor Mul Control Device. This is a passive ability, and it lets you recruit the Traktor Mul remotes (other factions need a hacker or TAG to recruit their Remotes). If you want Ariadna's version of the GML, this is the way to go.

The Akrylat-Kanone is your other option, and it lets you threaten Adhesive attacks at 96” (but it's only at +3 from 8-32"). You only get two shots, but odds are good that either your opponent's models or your Dozer will end up in a bad situation before they're both gone. The Kanone is a tiny bit more expensive than the default loadout, and it costs you a little bit of SWC. You're playing Ariadna though, so SWC shouldn't be a problem.

Loadouts
-Rifle, D-Charges: exactly the same cost as the controller; probably not worth taking.
-Rifle, Akrylat-Kanone: a 32" +3 weapon that can incapacitate an attacker in one shot - a very good defensive option for an Engineer doing objectives. Definitely useful for Paradiso.
-Rifle, D-Charges - Traktor Mul Control Device: if you want Traktor Mul (and thus Baggage), this is a must-take. Engineers are very useful in Paradiso anyway, so you'll probably get some use out of it even without the remotes.

1er Régiment de Para-Commandos (LI)

Strengths: 4-4 Light Infantry; Mimetism; AD HMG option.
Weaknesses: Only AD1.

Para-Commandos are Ariadna's airborne deployment unit. They provide sudden strikes and support to all the Infiltrators we might have way up the board. They're cheap, they're fast, and they carry some cool gear that aren't common to all AD troops (Light Grenade Launcher, Forward Observer).

In terms of speed, Para-Commandos are among the fastest AD units in the game. They have 4-4 Mov (compared to the 4-2 of most other AD units) and they're Light Infantry, so they ignore most difficult terrain. Units with comparable speed either have specific disadvantages (Exrah, Remote) or can't take an HMG (Tomcats).

To help with survivability, Para-Commandos get Mimetism. In fact, they're one of only three AD troops with Mimetism in the entire game. When combined with Cover, this ability increases your Commando's chance at survival by a fair bit. Just be careful of troops with MSVs - or make sure to kill them while their backs are turned.

Even a single Para-Commando is great for when an enemy's back is turned, or when things just aren’t going your way. They really help to stir up the pot and put unanticipated pressure on your opponent, so don’t hesitate to change strategies on the fly if pressure is needed.

Loadouts
-Rifle: cheap, fast, and SWC-free. Watch out for the 0-8" blind spot, though.
-HMG: a BS 12 drop-troop HMG for 1 SWC. The long range of the weapon helps mitigate bad/poorly planned drop locations.
-Rifle and Light Grenade Launcher: a fast and effective way to perform Speculative Shot bombardments. Also reduces the Para-Commando's blind spot.
-Sniper Rifle: a very long-range weapon that may not be suited to drop troops in general. Long ranges do help mitigate bad drops, but the SR is only marginally cheaper than the HMG.
-Rifle - Forward Observer: this model is a WIP 14 Forward Observer that is effectively not a target until it lands. Great for use with Traktor Mul. The Flash Pulse (which I see as a defensive ARO) seems secondary on such an aggressive unit.
-Rifle - Medkit: I don't have a high opinion of Medkits in general, but at least the Para-Commando might be able to reach units that normal Medics/Doctors wouldn't be able to get to in time.
-Rifle - Lieutenant: AD Lieutenants are always suspect. Don't be tempted by the higher WIP.

Highlander Caterans (LI)

Strengths: unique weapon; Climbing Plus; Limited Camo.
Weaknesses: no ARM; Irregular.

The Cateran is probably the closest thing Ariadna gets to a dedicated sniper. He's fast, he has Climbing Plus, 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 has the option to take a regular Sniper Rifle, but he also has the option to take a T2 Sniper Rifle for only 1 SWC. Only take the regular rifle if you absolutely have to, because T2 offers much more killing power and a much scarier ARO.

It’s probably also worth mentioning that this guy is reasonably ok in close-combat. He doesn't have any special abilities, but unlike most other snipers, he has high CC (17) and a decent punch (PH 13, AP CCW). Don't try to get him into CC if you can help it, but don't forget that he's not a total failure up close.

The Cateran's weak spots are his durability (ARM 0, W 1), his Irregular status, and his AVA of 1. He is also a Mercenary, so other factions can field him in friendly games, but they're also paying an SWC premium for the T2 Sniper Rifle.

Loadouts
-T2 Sniper Rifle: the loadout for the Cateran. Unique loadout, lots of punch.
-Sniper Rifle: for a few more points and 0.5 SWC, you get the T2 version. Unless you're really pressed for points, skip this loadout entirely.

Loup-Garous, Groupe Mobile d’Action Special (LI)

Strengths: lots of special ammunition options; Courage; Viral ammo.
Weaknesses: only long-ranged option (+3 over 16") is a Sniper Rifle.

Loup-Garou are sturdy light infantry with Courage and X-Visors, and they are one of only three sources of Viral weaponry in the entire Human Sphere (curse you, Tohaa!). This alone makes them worth fielding, even outside the Merovingian sectorial.Loups suffer very few range penalties because of their X-Visors. Because of this, they provide decent ARO opportunities at a relatively low price.

These opportunities are made better by the fact that most of their loadouts carry Viral and/or Adhesive and/or Flash ammunition, some of the best reactive ammo in the game. Even the sole loadout that doesn't have special ammo still carries a Sniper Rifle. Although it doesn't initially seem impressive, especially in the face of Viral and Flash ammo, the fact that you're only paying 22 points for a BS 12 Sniper Rifle with Courage and ARM 2 isn't that shabby.

Loups have an all-around good statline for ~20 point models, and their deadly weapons make them a lot scarier than you'd expect for a model of their cost, especially on the offence.

Loadouts
-Viral Rifle, Flash Grenades - a unique (and cheap) source of Viral ammunition, and on an elite light infantry statline too. Consider the Flash Grenades a bonus.
-Boarding Shotgun, Adhesive Launcher, Flash Grenades - scarier in the FRRM because of fireteam bonuses, but still worth taking for the cheap (and relatively long-ranged) ADHL.
-Viral Rifle, Flash Light Grenade Launcher - this costs an SWC premium, but it's also a unique source of long-distance flash grenades. If you like Speculative Fire, this loadout is your friend.
-Sniper Rifle - the least scary of the bunch, despite having the highest Damage weapon. The long-range bonus is nice, though (compared to the +0 from the X-Visor on other shorter-range loadouts).

Zouaves, Régiment Special d‘Intervention (LI)

Strengths: good +3 range-bands; halfway-line high-burst weapons; good stats for their cost.
Weaknesses: PH 10; all Zouave have an SWC cost.

By the time you get to the Zouave, you might be thinking that we have enough halfway-point models to choose from. After all, Ariadna has more Infiltrating options that any other faction, and besides, the Zouave has a lousy PH of 10 - the lowest in our entire faction. In actuality, though, the Zouave has a long list of things to recommend it. It's tougher (ARM 2) and shoots better (BS 12) than all our skirmishers. It has the Courage skill so you can keep it when you need it when things get rough. It has access to a midfield HMG and the Sapper skill, which gives the Zouave 360 Cover and Mimetism. It has a number of weapon options, all of which are very, very nice.

The basic Zouave, for example, comes with a DEP (+3 at 0-4), an Assault Pistol (+3 at 0-8), and a Rifle (+3 at 8-16). There isn't a single Infiltrator in Ariadna that is as versatile at all of these range increments. Other Zouave loadouts include an HMG and a Sniper Rifle, both of which are Sappers. Working together, your Zouaves can actually cover each other's weaknesses: the basic Zouave covers the blind spot of the HMG and Sniper Rifle, while the heavier weapons cover the basic Zouave's inability to do much beyond 16". And hey, they have an AVA of 2, which just seems to invite you to pair them up.

Loadouts
-Rifle, DEP, Assault Pistol: cheap BS12 model effective from 0-16" (B4 within 8"), with an extra-sweet ARO threat on top.
-Rifle, DEP, E/Mauler, Assault Pistol : same as above, but a hefty premium for the E/M. With Mech Deployment, you might be able to sneak down some E/Maulers before your opponent knows what hit him.
-Rifle + Light Grenade Launcher : BS12 Speculative Fire from the halfway point. The same cost as a Foxtrot LGL, trading Camo and PH13 for BS12.
-Rifle, DEP, Assault Pistol - Forward Observer : a FO model that's dangerous on its own. Would be more useful in Paradiso, but Mech Deploy is almost universally disallowed.
-HMG - Sapper : you usually want to be mobile for optimal HMG use, but Sapper helps make the Zouave more durable when you don't get first turn.
-Sniper Rifle - Sapper : Cover anywhere you want with an ARO-focused weapon? Sounds good! Just be careful about the whole "have to be Prone" thing.
-Rifle, DEP, Assault Pistol - Medkit : Normally medkits are so-so in Ariadna, but Mech Deploy makes this loadout more useful.
-Rifle, DEP, Assault Pistol - Lieutenant : The Zouave doesn't have many defences and wants to be in your opponent's face, so this may not be the best Lieutenant choice.

Roger Van Zant, Captain of 6th Airborne Ranger Reg. “Oklahoma” (LI)

Strengths: Tactical Jump; +3 range from 0-16"; Mimetism.
Weaknesses: More expensive than our usual AD; using Tactical Jump to bring in multiple models makes your Lieutenant choice obvious.

Roger Van Zant is a badass, both in terms of stats and fluff, and he lets Ariadna do the dreaded deployment zone drop trick. Fear him!

Van Zant has a solid set of stats. He is a light infantryman with the BS and PH of most of our heavies, and he also has Courage and Mimetism to help with survivability and positioning. These are both great abilities, because Van Zant's almost-unique AD ability is going to put him right into the heat of things.

Tactical Jump lets Van Zant drop onto the table as if he had AD2, but without deployment zone restrictions. This means that you don't have to choose a side for him at the start of the game (as our usual AD1), and it also means that you can drop him directly into your opponent's deployment zone. If he is your Lieutenant, you can also bring other AD troops along for the ride*.

Van Zant packs an AP Rifle and a Light Shotgun, so he's got a reasonable threat range with some decent weapons. As a Lieutenant choice, he also provides +1 SWC, but a savvy opponent will quickly tally your special weapon choices and identify Van Zant as your leader. Be careful!

*Doing this gives you full access to your order pool, which doesn't normally happen with AD Lieutenants.

Brigadier Jacques Bruant (Metro)

<insert image here>

(IN PROGRESS)

Strengths: cheap heavy weapon with good stats; Limited Camo; Infiltration option.
Weaknesses: no good 0-8" +3 weapon (important for Infiltrating loadout); always costs SWC.

Bruant is a Metro character with the stats of a Loup-Garou and a big gun. He's only marginally more expensive than a Loup, but you get the new Burst 4 Molotok and Limited Camouflage for the price. Oh, and he also wears an X-Visor, just in case you wanted to engage the enemy outside the generous 24" +3 range of his gun.

This guy is exciting for a few reasons. First, he provides a cheap source of Burst 4 Camo with solid stats. On top of this, he's a Light Infantry model, so you aren't paying SWC out the nose for his heavy weapon. Second, he has an option to Infiltrate (although it's only Inferior Infiltration) in case you wanted to be a little pickier about the target of his gun or his D-Charges. Third, he has an X-Visor, making him a really cheap "baby HMG" option to add to the already-awesome list of Ariadna heavy weapons. Last (and this is probably the least exciting, but it's something!), Bruant is another WIP 13 Lieutenant you can throw into the decoy pool, and he doesn't cost you any extra SWC for the privilege.

The only real downsides of Bruant are that you'll always have to pay SWC for him (but if you didn't want his Molotok, why didn't you take a Loup or something?), and that he doesn't have a 0-8" +3 gun. This last point is especially important because it means you'll have to be a little more careful about where you want to infiltrate - if indeed you decide to infiltrate. Sure, Burst 4 is really strong on the active turn, but if you're a fan of stacking modifiers you may just cringe at having to open fire from under your optimal range. My guess is that Bruant (and the Molotok) is as cheap as he is because he doesn't have a 0-8" +3 on his gun, though, so there's a silver lining to the pseudo-Spitfire!

Tankhunters Regiment (MI)

Strengths: Camo; good WIP; lots of big gun options; easily hidden Lieutenant.
Weaknesses: Slow; generally SWC-intensive.

Tankhunters are often referred to as Ariadna's hackers. They don't have hacking devices, exactly...but they make up for it by carrying really big weapons at very reasonable costs.

Tankhunters are a nightmare for your opponent for a number of reasons. They have Combat Camo, which gives them normal rolls against their targets. They make great use of these normal rolls by carrying very heavy weapons, which tend to obliterate targets before they can fight back. They also have reasonable BS and ARM, making them more likely to hit their targets and survive if they somehow don't manage to kill them.

Tankhunters are relatively cheap because they're Medium Infantry, but it's always important to remember that every loadout except one costs you precious SWC. Still, they're one of my favourite ways to spend SWC, because they can carry the mighty AP HMG or the even mightier Autocannon. I find the Autocannon to be a bit more interesting than the AP HMG, but it's ultimately up to you as to which one you prefer.

Just a quick mention regarding some of the Tankhunter's other stats: they have WIP 14, which - combined with their Camo - makes them a good Lieutenant choice. They also have Mov 4-2, which makes them one of the slowest units we can field. Careful planning is definitely required with these beasts.

Loadouts
-AP Rifle, Adhesive Launcher, D-Charges: Camo ADHL shots are deadly. Great Lieutenant decoy if your real Lieutenant has WIP 14.
-AP HMG, D-Charges: high burst, high damage, armour-piercing. Individual hits are weak against multi-wound models.
-Autocannon, D-Charges: low burst, high damage, explosive. A single successful hit can spell doom for any target.
-Missile Launcher: just a bit cheaper and weaker than the HMG and Autocannon, but with a template. Useful for link teams.
-AP Sniper Rifle, D-Charges: useful with very long corridors on the board. Otherwise, look to the AP HMG or the Autocannon for stopping power.
-AP Rifle, Adhesive Launcher, D-Charges - Lieutenant: a hard-to-locate, hard-to-kill Lieutenant choice. Harder to decoy because of uncommon WIP of 14.

Briscards (MI)


(IN PROGRESS)

Strengths: MSV + long-ranged weapons; only one loadout has blind spot in 24" +3 zone.
Weaknesses: no high-burst heavy weapons; limited movement through most difficult terrain.

The Briscards are our first unit with an MSV and something other than a Rifle. They're a 4-4 Medium Infantry (highly unusual!) and tend towards having very long-ranged weapons, many of them new Paradiso toys. The Marksman Rifle and Heavy Rocket Launcher are both interesting selections - one bringing a cheap 24" threat range, the other bringing ranged fire - and almost all Briscard loadouts have the added bonus of carrying an Assault Pistol to cover the dead zones of their primary weapons.

As an added bonus, Briscards also get V: Courage and Mountain Terrain. Courage is cool because anything that gives you more control over your models is a good thing, and you never know when you might want to keep the Briscard where it is despite enemy fire, just to hold the line or get a second chance at that kill-shot. Mountain Terrain is actually significant on this Medium Infantry, because it lets it act as a Light Infantry insofar as moving over specific terrain is concerned. This is circumstantial, of course, but it's more important for MI than it would be for LI or SK.

In terms of weaknesses, the Briscards have very few. What they have, though, is pretty quirky: first, they're MI despite having the stats of elite LI, which limits their movement options over rough terrain. They may also be a little costlier because of their MI status, but I find them to be reasonably cheap anyway so it may be a balance thing. Second, their "heavy" choice is reasonably low-burst (they don't get a Molotok or HMG option). This sounds worse than it is, because their basic loadout has a 24" MSV1 threat range anyway.

Loadouts
-Marksman Rifle, Assault Pistol – great threat range and the ability to ignore Low Visibility Zones and Mimetism for a reasonable cost.
-Sniper Rifle – finicky range brackets due to lack of Assault Pistol, but good for discovering and shooting enemy Camo snipers.
-Heavy Rocket Launcher, Assault Pistol – a rare source of ranged (template) fire, and it's B2!
-Marksman Rifle, Assault Pistol, Forward Observer – an MSV1 Forward Observer can ignore penalties that other Forward Observers cannot, letting you stack penalties to make retribution that much harder.
-Marksman Rifle, Assault Pistol, Medikit – hard to justify when Ariadna doctors are so cheap.
-Marksman Rifle, Assault Pistol, Lieutenant - no SWC WIP 13 decoy Lt. Not bad!

Scots Guard (MI)

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Strengths: big guns (including cheap Molotok); ability to add or leave off Camo to most loadouts; typically good against V: NWI units or armies with doctors.
Weaknesses: slow; some loadouts seem slightly redundant compared to Tankhunters.

The Scots Guard are like the Briscard's slower, tougher cousins. Although they don't get MSV1s, they have a bunch of interesting weapon options and the ability to add CH: Camouflage to a number of their loadouts. Because of this, they actually serve as an intermediate MI unit between the heavily-armed Tankhunters and the mobile Briscards.

Statistically, the Scots Guard trade away the Briscards' fast movement for a bump to CC, PH, and ARM. This makes them slower but more versatile in terms of their survival ability (higher PH to Dodge, higher ARM to save against hits), which is further augmented if you decide to tack on some Camo (which includes Mimetism as well).

The Scots Guard get a few unique loadouts, too. Their basic loadout carries an AP Marksman Rifle, and they've got a few heavier choices as well (Molotok, Missile Launcher - both of which can go with or without Camo). Another interesting option is the 2 SMG/DEP Guard (also with or without Camo), because he gives Ariadna a 0-16" high-burst Shock weapon to deal with all of those V: Dogged and V: NWI jerks that hit the table. The only loadout you don't get to add Camo to is the AP Marksman, but on the plus side, it can be your Lieutenant if you'd like.

Loadouts
-AP Marksman Rifle - basic loadout; cheap source of AP at long ranges.
-2 Submachine Guns, DEP - anti-NWI unit with a scary ARO option. Mostly close-range, though.
-Molotok - high burst with good stats for very cheap.
-Missile Launcher, Assault Pistol - good up to 32" with a strong template. Low burst and slow speed makes it tricky to use, though.
-AP Marksman Rifle - Lieutenant - 0 SWC WIP 13 Lieutenant or decoy. Good choice.
-2 Submachine Guns, DEP, CH: Camouflage - As above, but with the added bonus of a surprise attack (and harder to hit due to Mimetism).
-Molotok, CH: Camouflage - As above. Camo gives them a surprise attack and makes them harder to hit.
-Missile Launcher, Assault Pistol, CH: Camouflage - As above, but Camo synergizes especially well with Missile Launchers due to their low burst. A bit more expensive than their Tankhunter cousin, though.
Tesco says: "Scots Guard: Your Fourth Tankhunter™"

Veteran Kazaks (HI)

Strengths: Light flamethrower on all loadouts; wide variety of weapon and equipment options; durable.
Weaknesses: Very vulnerable to Viral ammunition.

If you're interested in real heavy infantry - the kind of heavy infantry other factions get - look no further than the Veteran Kazak. These hardened soldiers have an extra wound*, 4-4 Movement, and each of them carries a light flamethrower, regardless of the rest of his loadout.

On top of all this goodness, Veteran Kazaks also have Sixth Sense 2, which basically means that they get an ARO no matter what. Whether you're being shot in the back, shot from Combat Camo, shot from zero-vis zones, or even shot by a guided missile, the trusty Veteran gets to react.

It might seem like Veterans are a bit on the pricy side, but when you factor in the durability and fantastic abilities they can take (Mimetism, Doctor, MSV1 to name a few), you'll find that they are definitely worth their points.

*Veterans actually have No Wound Incapacitation and Shock Immunity, which is basically like having 2 wounds unless you're facing Viral ammo.

Loadouts
-AP Rifle and Light Flamethrower - Ch: Mimetism - a solid defensive and offensive option. Take advantage of its fast movement to use AP Rifle and Light Flamethrower to maximum benefit.
-AP HMG and Light Flamethrower - Ch: Mimetism - much more expensive than the basic loadout, but the AP HMG puts holes in everything. This is an incredibly deadly loadout when you consider the Vet's speed and durability.
-AP Rifle and Light Flamethrower - MSV1 - one of Ariadna's MSV1 options. You forfeit Mimetism, though, so make sure you actually take advantage of the visor.
-AP Rifle and Light Flamethrower - Doctor - one of those rare Heavy doctors outside Haqqislam. No Mimetism, but this loadout is a tough beast that can also keep the rest of your army ticking.
-AP Rifle and Light Flamethrower - Ch: Mimetism, Lieutenant - as regular loadout. This makes a good Lieutenant, because a regular Vet is tough enough to survive simple attempts to kill it.
-AP HMG and Light Flamethrower - Ch: Mimetism, Lieutenant - as regular loadout, but the HMG makes this model a big target - not necessarily a good thing for a Lieutenant. Cheaper by 1 SWC, though.
-T2 Rifle and Light Flamethrower - X-Visor - better damage than a regular rifle, but redundant if your opponent doesn't have models with two wounds, No Wound Incapacitation, or doctors. Great for confronting models with any kind of Rifle: you can engage at +0 while they're shooting back at -3. Might be much more useful in Paradiso because models it puts down stay dead.

3rd Highlander Grey Rifles (HI)

Strengths: Dogged; ARM 3; Smoke Grenades; good +3 range bands in most cases.
Weaknesses: Frenzy; weak reactive turn in most cases.

Like the Moblot and the Minuteman, you'll get a lot more out of the Grey if you forget that he's a Heavy Infantry model. He's got the same great stats as our other pseudo-heavies, and the same weaknesses...with a few small differences.

To help his survivability, the Grey has been given Smoke Grenades and the V: Dogged ability. Yes, each and every loadout carries smoke, which helps the Grey get to where you want him to be, and helps him to survive when he ends up in the wrong place at the wrong time. Most Grey loadouts include Shotguns (Light Shotgun, T2 Boarding Shotgun) of some kind, so Smoke also helps them get close enough to get into their optimal ranges. This is especially important for the T2 Boarding Shotgun loadout, because it's the only one that doesn't carry a Rifle or better*.

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.

*It's also especially important because the Grey has Frenzy, which may end up with him jumping out into the open in front of lots of guns.

Loadouts
-Rifle, 2 Light Shotguns, Grenades, Smoke Grenades: definitely a close-quarters threat, but the Rifle gives him just a bit more reach and versatility.
-T2 Rifle, 2 Light Shotguns, Grenades, Smoke Grenades : carries a rare weapon, but really pays for it. This loadout is scarier in ARO, though, because T2 can drop most models in one shot and BS13 is pretty solid.
-AP HMG, Smoke Grenades: a cheap AP HMG with Dogged. Don't be afraid to trigger Frenzy early for extra HMG bursts!
-T2 Boarding Shotgun, Grenades, Smoke Grenades: a very close-quarters threat, but the T2 Boarding Shotgun is unique. Use to hunt heavies, lhosts, and other Aleph nasties.
-Rifle, 2 Light Shotguns, Grenades, Smoke Grenades - Lieutenant: WIP 12 stands out in vanilla Ariadna, and the aggressive nature of Greys doesn't exactly help the matter.

Caledonian Mormaers (HI)

Strengths: high ARM; Dogged; high damage output.
Weaknesses: slow.

The Mormaer is the most heavily-armoured unit Ariadna can field. It pays for this toughness, though, by being one of Ariadna's slowest models. It otherwise has the stats you'd expect from an Ariadna heavy, but has some interesting equipment and abilities that make it stand out.

The Mormaer 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.

*As a matter of personal opinion, I would rather rather take the AP HMG on a Veteran Kazak so that you can put those AP rounds where you want them, and instead use the T2 Mormaer for ranged support so that you can outlast the enemy due to sheer armour and Dogged, but it’s ultimately up to you.

Loadouts
-T2 Rifle - X-Visor: hits at BS13 up to 24" without penalty with a T2 weapon, but 4-2 means you need to set it up carefully to get the most use out of it - there's no point in having a good ranged attack if you can't ever use it.
-AP HMG: No X-Visor, but a Dogged AP HMG with 5 ARM is tough to stop! Less mobile but harder to put down than the Grey AP HMG.
-T2 Rifle - X-Visor, Lieutenant: A WIP13 0 SWC Lieutenant choice that's pretty damn durable. Might conflict with Dogged, but Dogged attacks aren't the only thing the Mormaer is good for.
-AP HMG - Lieutenant : same as above, but the Lt. order can help the Mormaer get where it needs to go if you're willing to risk your Lt in the first place.

13éme Moblots (HI)

Strengths: Versatile list of options; Jungle Terrain Heavy Infantry; good Infiltration options.
Weaknesses: Low WIP; fragile for Heavy Infantry.

In order to get the most use out of Moblots, you need to forget the fact that they're heavy infantry. They have good stats and great equipment options, but they aren't as durable as regular HI. Once you get past this mental hurdle, you'll find that Moblots have a lot to offer.

For the points you're paying, Moblots offer a great statline. Their WIP is low, but everything else is fairly impressive. For 28 points, you're getting a 4-4, BS 13, PH 13, ARM 3 model that has +3 weapons from 0-16", Jungle Terrain movement, and can't be hacked. If you're willing to pay more than 28 points, things just get better from there.

Moblots have a lot of possible options, including an MSV1 and Infiltration. These are my favourite loadouts because a) we don't get MSV1s in many other places, and B) an Infiltrating BS 13 model is nothing to scoff at. This is especially true if you invest in the AP Rifle/DEP Infiltrator loadout, which can cause your enemies a world of hurt relative to its cost and the few orders you have to put into it to get it in a good position.

Loadouts
-Rifle and Light Shotgun - great stats for its points, but not really a long-ranged threat.
-HMG - pricier than the above, but worth noting because it's one of the few BS 13 HMGs we get.
-AP Rifle and Light Shotgun - Same ranges as the basic loadout, but more expensive. Probably worth a pass.
-Panzerfaust, Rifle and Light Shotgun - For a few more points (and 1 SWC), you add a 2-use ML to the basics. Great for defensive positions and just as good as the basic loadout at reprisals.
-Rifle and Light Shotgun - Ch: Mimetism - If you really like Mimetism, we already have lots of options for that. Otherwise no different than the basic, except pricier.
-Rifle and Light Shotgun - Infiltration - No Camo, but BS13 + close-ranged weapons makes this a great reserve deploy model, especially if you push it.
-Rifle and Light Shotgun - Lieutenant - WIP12...it's going to stand out like crazy. Maybe use it to replace Line Kazaks in larger games, if you want tougher cheerleaders.
-Rifle and Light Shotgun - MSV1 - An Ariadna MSV? Useful, but I wish it had longer-ranged weapons to capitalize on the visor.
-Rifle and Light Shotgun - Medkit - Maybe the campaign will change things, but for now, a Medkit without special deployment options seems like a waste (compared to Doctors).
-AP Rifle, Light Shotgun, DEP - Infiltration - Pricy, but with a bunch of useful toys to take advantage of Infiltration. Consider this a Zouave-super-plus.
-HMG - Sapper - I have issues with an HMG Sapper (HMGs are typically active hunters, not passive snipers), but this model has the stats to lay down some nasty Suppressive Fire corridors.

6th Minutemen “Ohio” (HI)

Strengths: Lots of equipment options; Jungle Terrain Heavy Infantry; fast Camo option with high BS.
Weaknesses: Low WIP; fragile for Heavy Infantry.

These USAriadna troops are more or less the same as their Moblot cousins, but with a few subtly different equipment options. This means that, in general, Minutemen share both strengths and weaknesses with Moblots. Check out their entry right above this one!

In terms of equipment options, Moblots get Mimetism, while Minutemen get Camouflage. Moblots also get an MSV1 option, while Minutemen get an X-Visor option instead of Infiltration. It's true that we have both Camo and X-Visors available to us with other models, but the Minutemen are the only BS 13 source of these abilities in the entire faction. This alone makes them an interesting choice for any Ariadna commander.

Also, don't forget that Minutement provide an effective +3 AVA to the Moblot-type unit. If you really love Moblots and want more of what they have to offer, take some Minutemen to back them up.

Loadouts
-Rifle and Light Shotgun - same as Moblot.
-HMG - same as Moblot.
-AP Rifle and Light Shotgun - same as Moblot.
-Panzerfaust, Rifle and Light Shotgun - same as Moblot.
-Rifle and Light Shotgun - Ch: Camouflage - a fast Camo token that starts in your deployment zone to disguise those Antipodes and Tankhunters; good stats and ranges for reprisals.
-Rifle and Light Shotgun - Lieutenant - same as Moblot.
-Rifle and Light Shotgun - MSV1 - same as Moblot.
-Rifle and Light Shotgun - Medkit - same as Moblot.
-Rifle and Light Shotgun - X-Visor - bigger threat range without an SWC cost, but you're not getting +3 ranges. Consider the Wulver mk12 as a tougher-but-lower-BS alternative.

7th Foxtrot Rangers “Newport” (SK)

Strengths: Cheap source of Camo; Infiltrating Light Grenade Launcher.
Weaknesses: Lack the bells and whistles of other Skirmishers.

Foxtrot Rangers are our cheapest camouflaged infiltrators. They’ve got average stats, but - like the rest of our Skirmishers - they boast a fantastic PH13 with which they can dodge out of trouble. Their various equipment options help them keep away from enemies while causing damage, so if you’re lucky or good (or both), you’ll get way more than their points back over the course of the game.

Foxtrot Rangers start with a rifle option for a very cheap 17 points, and you can upgrade them from there. Their most interesting option is the Rifle/Light Grenade Launcher loadout, because you’ll almost always be in the launcher’s sweet spot (4-16) with only an order or two. This means that you can apply template pressure on the opponent right from turn one, which is a great boost to your momentum, especially if you take the time to advance other key pieces up the field.

As a side-note, never forget that Speculative Shots (such as those from an LGL) allow you to ignore nasty things like ODD and TO Camo modifiers. Ariadna doesn't have hard counters to these abilities (no MSV2+), so knowing how exactly to counter them is good to keep in mind when making a list.

Fair warning: players often compare Rangers to Chasseurs, and for good reason. Take a look at both units (and don’t forget to consider AVA values) before you make your choice.

Loadouts
-Rifle and Antipersonnel Mines - the most basic of infiltrators. Cheap as hell, carries mines.
-Boarding Shotgun and Antipersonnel Mines - gives the Foxtrot a 0-8” +3. Good for close-range battles.
-Rifle and Light Grenade Launcher - an Infiltrator capable of easy-to-make Speculative Fire. A very aggressive and order-intensive choice, but worth it if used well.
-Sniper Rifle and Antipersonnel Mines - not an AP weapon, so it's reasonably cheap, but SR +3 ranges cut down on Infiltration options.
-Rifle and Antipersonnel Mines - Forward Observer - a cheap Forward Observer to use with Traktor Mul or Grenade Launchers.
-Rifle and Antipersonnel Mines - Lieutenant - 2 swc...yeah, pass. If we didn't have 0 swc Camo lieutenant options, this might be worth considering for the extra protection alone.

4éme de Chasseurs (SK)

Strengths: Sixth Sense 1; Light Flamethrower and ADHL options; Minelayer option.
Weaknesses: no ARM.

Chasseurs are another Infiltrating Camouflage option in the Ariadna toolbox. Like all of our Skirmishers, they bring something unique to the table. Specifically, Chasseurs all have Sixth Sense 1 and are our sole option for the Minelayer ability and an Infiltrating ADHL. Sixth Sense 1 means that enemy Impersonators, Camo models (normal and TO), and enemies hidden by Zero Visibility zones cannot surprise the Chasseur if they are within its Zone of Control, so the Chasseur is remarkably survivable when it comes to fighting off enemy Camo.

Speaking of Sixth Sense, a number of Chasseurs carry Light Flamethrowers. The template synergizes really well with Sixth Sense, because enemy Camo models will instantly get Fire in the face if they try to surprise your Chasseur. Sixth Sense also synergizes really well with Mines, if you feel that Shock ammo will accomplish your goal better than Fire could.

The Chasseur has some fancy equipment options, but I find it best to leave the sniping to the Tankhunters/Caterans and the Forward Observing to the Scouts. My favourite Chasseurs lay mines before battle (Minelayer) or carry glueguns (ADHL). Adhesive ammunition is a solid counter to anything with lots of wounds or high armour, and it's a good option for AROs because the gun is burst 1 anyway.

Loadouts
-Rifle, Light Flamethrower, Antipersonnel Mines: light flamethrower, sixth sense, and mines synergize really well.
-AP Sniper Rifle: No mines or flamethrower makes this a hard sell. Perhaps better for Merovingia because higher AVA lets you be more varied with your Chasseurs.
-Rifle, Adhesive Launcher, D-Charges: Trades Mines and flamethrower for a potent ARO weapon, especially in "no kill" scenarios and against very hard targets.
-Rifle, Light Flamethrower, Antipersonnel Mines - Minelayer: Minelayer lets you enhance your Camo shell game for very little cost. Also, our only Minelayer option so far.
-Rifle, Light Flamethrower, Antipersonnel Mines - Forward Observer: as the basic Chasseur, but with the added bonus of both marking targets after you're done dropping Mines and the Flash Pulse to blind attackers. A versatile loadout.
Nyroos says
"Chasseurs are imo probably the best bang for the buck in infinity. Just look at the points cost and what you get for those points. I have 3 profiles I would like to highlight: first of the plain I will annoy the opponent to no end profile with the cheapest infiltrate camo flamer around! Let me say that again THE CHEAPEST INFILTRATE CAMO FLAMER 19 points. And then we have the I’m on drugs version with mine layer. This is the cheapest area of denial you can get. Who is who????? Is that a mine or a dude with a flamer? IF your oponent goes to close they WILL BE HIT BY SOMETHING, and experience tells us that when things get hit they die! Last is the YOUR NOT MOVING ANYWHERE heavy infantry soldier in your high-tech armor, or as I should say where is your fancy big weapon now….. that´s right it´s by your side incased in snot just like the rest of you! What are you going to do about it.. hu… that´s right nothing. Just listen to this camoattack with adhl on the heavy infantry of your choice and se how they become useless and yeah they are also really cheap."


1st Highlanders S.A.S. (SK)

Strengths: High PH; good close-quarters threat.
Weaknesses: No armour; some faction-redundant equipment options.

The SAS are much like our other skirmishers, except they also boast a reasonable CC score. This may not seem like much, but decent CC ability can make your opponent think twice about moving things into very close range with the SAS.

Like the rest of our Skirmishers, the SAS has a PH of 13, letting it dodge and infiltrate further than the halfway line with a bit more reliability. Don't get carried away, though: if you push your SAS really far up and don't manage to get the first turn, it'll probably be shot to pieces. Some incentives for getting further up include the Assault Pistol (B4!) and the SAS's decent CC ability.

Speaking of close-ranged threats, I think the SAS has a few loadouts worth special mention. The Assault Pistol/Chain Rifle loadout is fantastic for dealing damage up close, because it gives you the option to unleash Burst 4 hell or to simply spray clumped troops with a template. The Light Shotgun/Chain Rifle loadout is a budget version of this, and it's an absolute steal at 22 points. Finally, I've really taken a shining to the plain Rifle option because it lets you stay in the fight if you scatter wildly from your intended infiltration site.

The only things that are "bad" about the SAS are its average BS and lack of ARM. It would be nice to have a higher level of Martial Arts, but that would also mean a price hike. As it stands, the SAS fills a role that none of our other Skirmishers fill, if only because you really want to get it up there.

Loadouts
-Rifle - if you're a fan of pushing your SAS well beyond the middle line, this loadout doesn't mind scatters as much as the others because of its longer-ranged weapon.
-Boarding Shotgun - for one more point, why not take Uxia? For seven (!) less, why not a Foxtrot with Boarding Shotgun?
-Sniper Rifle - an oddly long-ranged weapon for the only Skirmisher we have that can fight a damn. If you want a sniper, you may want to look elsewhere.
-Rifle - Forward Observer - like the default loadout, but with the ability to mark targets and ARO up to 32” without penalty (Flash Pulse).
-Rifle - Lieutenant - 2 swc for a Lieutenant choice...same as the Foxtrot, I think I'll pass on this.
-Chain Rifle and Light Shotgun - a cheap template that starts halfway (or more) up the board; one more tool in our arsenal against Camo, TO, and ODD.
-Chain Rifle and Assault Pistol - has the template for those rare occasions, but really shines when pushed right up into the enemy's face with its B4 0-8” +3 weapon.
Ursuschristos says
Oh. My. God. These guys are brilliant. One of my regular opponents (a vanilla Ariadna player) killed 2 of my Cameronians in close combat with one of these. In the same game I infiltrated one right up to his deployment zone and killed half a dozen mooks. I regularly take one as my Lieutenant in a Caledonian sectorial and he's brilliant (to be honest it's because he's a camo Lieutenant who's entire job is to hide and keep me out of Loss of Lieutenant, but there's so much else going on my opponent isn't usually worried about the prone camo marker that isn't doing anything).

There's a couple of different ways to play these, but my favourite is the CRAP SAS, who you are taking because he has an assault pistol. 4 damage 13 shots with +3 to hit within 8" on a camo infiltrator makes for a brilliant assassin. Send him after snipers and engineers and doctors and other things that are easy to murder in cold blood - but only one thing at a time. The only time I really use the chain rifle is when I have the first turn and I've infiltrated deep into the opponent's forward area and I can get 4 or more models under the template, but that's a one-trick suicide mission. Don't forget that on your first turn you probably have Cameronians with smoke grenades in your opponent's deployment zone, don't be afraid to use their smoke to give your S.A.S. cover.


Scouts (SK)

Strengths: High WIP; Camo Lieutenant option; higher ARM than many other SK Infiltrators.
Weaknesses: Can be compared directly to Chasseurs.

Scouts are a tricky unit to play with, because they are more expensive than our other Skirmishers and it doesn’t seem – at first - like they might win their points back. Still, they have a few advantages over our other Skirmishers that make them an interesting choice on the battlefield.

Scouts have the distinct advantage of having the highest WIP and highest ARM out of all our Skirmisher choices. Their WIP of 14 helps them with both Forward Observer* and Lieutenant face-to-face rolls, and their ARM can sometimes mean the difference between a dead Skirmisher and a Skirmisher that delays the enemy for a few more orders.

The other Scout options seem, sadly, a little over-priced for what they do. Scouts pay a premium for their higher WIP and for their armour, so compared to the ~20 point Chasseurs (who have light flamethrowers and Sixth Sense L1), they don't really seem worth it. It’s ultimately up to you, of course, but I suggest that getting the most out of the Scout means taking advantage of what you’re paying for: their higher-than-average WIP score.

*Combine Scouts with Traktor Mul for Ariadna's own brand of GML mayhem!

Loadouts
-Ojotnik and Antipersonnel Mines - sadly, the basic scout is a little overpriced unless you really value a 8-16” +3 “Boarding Shotgun”.
-Ojotnik and E/Mauler - one of our rare sources of E/M. Useful for keeping heavies and E/M sensitive equipment at bay, if placed around corners.
-Boarding Shotgun and Antipersonnel Mines - also a little overpriced, but it has 1 ARM, which our other skirmishers don't. Short +3 range is useful for hunting models around corners.
-AP Sniper Rifle and Antipersonnel Mines - fairly unique, and you'll probably be using Chasseurs (our other AP Sniper) in another role, so worth a shot for that ranged punch.
-Ojotnik and Antipersonnel Mines - Forward Observer - high WIP means increased success in marking, especially from Combat Camo.
-Ojotnik and Antipersonnel Mines - Lieutenant - higher WIP than most of our options, and some decent survivability from Camo and the ability to place it anywhere.

Uxia McNeill, Corporal of 1st Highlanders S.A.S. (SK)

Strengths: Smoke; excels in CQC.
Weaknesses: Frenzy; no real long-range weapon options.

Uxia "Cherry" McNeill is an SAS character with short-ranged weapons and a few interesting tricks. With the advent of Campaign: Paradiso, Uxia has gained a second loadout with a different set of tricks, but they still generally only work at short range.

SAS - CH: Camouflage, Infiltration, MSV1, Martial Arts L2
Boarding Shotgun, Grenades, Smoke Grenades, Pistol, AP CCW
Uxia's first loadout is the old-but-good one. She has a Boarding Shotgun, an MSV1, and both regular and Smoke Grenades. This kit makes her good up close, and it lets her cover the retreat and re-Camouflaging of your infiltrators. 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. And while you may not consider Uxia's Boarding Shotgun may not be the "optimal" weapon selection for an SAS, this loadout's benefits more than outweigh her questionable choice in firearms. In the end, you're basically paying 1 point to upgrade a normal Boarding Shotgun SAS to Uxia, and the MSV1 alone is worth it.

Covert - CH: Limited Camouflage, Superior Infiltration, Specialist, Martial Arts L2
Boarding Shotgun, D-Charges, Smoke Grenades, 2 Assault Pistols, Knife
Uxia's new loadout is a lot more focused on dealing close-ranged hurt, but it loses the MSV1 and re-Camoing ability. Instead, you gain Superior Infiltration, 2 Assault Pistols, and the Specialist ability for campaign games. This loadout is a lot more aggressive, and I think it has to be: you still have Smoke, but without the benefit of re-Camoing on a botched roll, you have to make every burst count. Fortunately, the burst 5 Assault Pistol should help you with that, and Superior Infiltration will let you get close enough to make your shots in the +3 bracket. As a little added bonus, this Uxia keeps her Boarding Shotgun. Just in case.

45th Highlanders Rifles “Galwegian” (WB)

Strengths: Really cheap; high PH; Smoke Grenades.
Weaknesses: Pricy long-ranged options; Irregular.

All cheap warbands in Infinity specialize in making uneven trades with the enemy, but Ariadna's own Galwegians probably have the best skills for the job. They're not really built for ranged combat, but that's ok because they're very good at messing up the enemy at close range.

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.

We haven't even hit the really good parts of the Galwegian yet. In addition to all of the above, 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. Berserk* lets you actually trade blows with your opponent, and with the +9 bonus it gives, you'll be inflicting a critical hit on a 14 or better. Combine this with Dogged and I'm sure you can imagine all kinds of havoc.

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.

Loadouts
-Rifle and Smoke Grenades - Galwegians aren't really built for ranged combat; maybe better in sectorial.
-Chain Rifle and Smoke Grenades - cheap Dogged template that wants to get close for everything.
-Boarding Shotgun and Smoke Grenades - see comment on Rifle. At least it's +3 within 8".
-Rifle and Smoke Grenades - Lieutenant - SWC for a crazy fragile Lieutenant? Skip...
Ursuschristos says
These guys are brilliant. 4 to 6 of these madmen backed up by 3 or 4 cheerleaders (for orders) costs you almost nothing and will cause your opponent no end of grief. The 3 Volunteers you've taken are to get the Galwegians' dogged arses past the ARO their chain rifle generated into a second guy before they drop dead.

The first thing to note is there is no reason to take anything other than the chain rifle, their BS is only 10 and if you want another rifle you can do it cheaper elsewhere (you can probably pass the rifle Galwegian in the packet off as a Volunteer). The second thing is - like their Cameronian brethren - they're probably going to die, but they'll die gloriously, and they'll take down more than 6 points of your opponent's stuff.

If you time your movements right your Galwegians should be in your opponent's forward area on your first turn (remember this is the time your Cameronians are in your opponent's deployment zone). If you're lucky (that is: if your Cameronians didn't die to ARO fire) your opponent will have to make some very difficult target priority decisions, and if he makes any mistakes he's in trouble. Put the pressure on from turn 1 and keep it up - AROs that are Normal rolls (like from a Galwegian seeing an enemy shooting a Cameronian) should be to dodge forward, when your opponent sees your fast berzerkers moving towards him in his turn it usually makes them panic. But don't forget they have smoke, this is very useful stuff.


Irmandinhos (WB)

Strengths: Booty; high PH; Smoke Grenades.
Weaknesses: Expensive long-ranged options; Impetuous (could be a strength, though).

Ariadna has access to a second warband, and these guys just happen to be Engineers. Irmandinhos have some of the same strengths as the Galwegians, but they trade Dogged and Berserk for a few other abilities.

First, Irmandinhos get Booty. This will give you a random piece of equipment at the start of the battle, so never forget to roll on the Booty table. Depending on what you get, you may decide to change how you play your Irmandinho. Stand-out gear includes +4 ARM, Light Flamethrower, and an X-Visor for those Smoke Grenades all Irmandinhos get.

Second, Irmandinhos are Engineers, so they'll let you accomplish certain mission objectives more easily. They are already moving up the board for "free" because of their Impetuous order, so you might often be able to take advantage of their advance position to score objectives. Being Engineers also gives Irmandinhos the added benefit of being able to remove Adhesive ammo and repair remotes/E/M-disabled equipment.

The most expensive Irmandinhos option is 19 points for a Boarding Shotgun, which is a bit pricy for an Engineer who has access to random stuff. The cheapest option, though, is 10 points for a nice shiny Chain Rifle, which sounds about right for the cheapest Engineer model in the game.

Loadouts
-Rifle, D-Charges and Smoke Grenades – ranged option on BS 10; see comments on Galwegians.
-Chain Rifle, D-Charges and Smoke Grenades – cheapest Engineer in the game, and it comes with bonus goodies (Smoke, Booty); the cost is the deal-closer here!
-Boarding Shotgun, D-Charges and Smoke Grenades – close-range ranged option might be useful for opposing rolls (and threatening death) when close to objectives, especially in campaign games.

Dog-Warriors (WB)

Strengths: Great speed; high CC; Smoke Grenades; multiple wounds; great bullet magnet.
Weaknesses: No ranged attack; Impetuous means they'll run out into the open; Viral ammo.

The Dog Warrior is a cheap, fast model that's as tough as other factions' heavy infantry. It is kitted out with a load of equipment and special skills that help it get up the battlefield, and wounding it only makes it angry.

The basic Dog-Face form is fairly fragile, even though it has Total Immunity and Smoke Grenades. When the Dog-Face takes a wound, though, its important stats (Mov, CC, PH, ARM) shoot up, so your opponent will want to devote the resources to kill it quickly. This alone makes it a great bullet-magnet and increases the survivability of the rest of your force.

Dog Warriors are good at close quarters combat, and Super Jump helps them get there. They're competent in melee, and their Total Immunity* means that most fancy weapons won't do more than scratch them. They carry two Chain Rifles, which gives you two templates to spread around - you can place these templates facing in any direction, and if you catch a model under both templates, it only gets one Dodge roll to avoid taking two separate hits.


*BEWARE VIRAL AMMO. Ask your opponent if s/he has any, and ask what it does. Destroy any users of viral ammo that could possibly get a shot on your Dog-Face, and do it before they get that shot.

2nd Irregular Cameronians Reg. (WB)

Strengths: cheaper than the Dog-Warrior; tough; Super-Jump.
Weaknesses: less durable than the Dog-Warrior.

More Dog-Warriors! These guys are just as ferocious as their Russian cousins, and every bit as dangerous. There are a few subtle differences, but it’s up to you to decide which kind of Dog-Warrior you want on the field. The AVA on the two types isn't exclusive, though, so if you want one Cameronian, you can only take up to one Dog Warrior. If you want two Cameronians, Dog Warriors are no longer an option*.

Cameronians and Dog-Warriors are very similar, with a few subtle differences. First, the Cameronians have one less WIP and one less Wound than their cousins. In exchange, you're getting a very cheap model that starts the game with the benefits of the beast form - higher PH, higher CC, higher Mov, and higher ARM. It's up to you if you prefer the extra Wound or the ability to start moving faster on turn one.

Also note that Dog-Faces can die to one large burst, because their ARM boost doesn't kick in until the order is finished. Cameronians don't suffer from this disadvantage, because they always have an ARM of 3.

*As a brief note, the Cameronians have a higher AVA in the Caledonian sectorial list. This doesn’t matter for a regular Ariadna list, but I thought I’d put it here for the sake of completion.

Ursuschristos says
I never leave home without 2 of these, and prefer to take 3 and McMurrough for 99 points and 0 SWC (only in the sectorial). With their unparallelled mobility (6--4 and super jump) and durability (2 wounds, 3 armour, Total immunity) it's not difficult to get them into your opponents deployment zone on your first turn. They're even good at surviving AROs by throwing smoke within 4" on 19s! Be warned though - they will be dead by your second turn, but when they die it will be on top of a pile of their enemies corpses.

A few things to note: They need at least 4 extra orders to draw on to do their thing properly, and preferably 6 or more. Send them hunting mooks, not elite things - the idea is to cripple your opponents order pool, and their chain rifles are only 13 damage so anything with decent armour and multiple wounds will shrug them off. You want to use them for their chain rifles and grenades, only reserve close combat for things your chain rifles can't hurt easily.


Assault Packs (WB)

Strengths: Incredible speed; very high CC; light smoke launcher; hard to stop before they reach enemy lines.
Weaknesses: No ranged attack; Frenzy means no re-Camo; very easy to kill when not in Camo.

The Antipodes Assault Pack is one of the few 6-6 MOV units in the entire game. The wolves aren't armed with ranged weapons, but their fast movement combined with their Camo* and Super Jump ability lets them reliably reach CC. In a game of ranged combat, the ability to confidently get into melee is actually quite special.

The Assault Pack can cause some serious damage in CC. They have CC 18, AP CCWs, and PH14 on top of that. The most important thing to remember, though, is that your wolves get an extra +3 to their CC score for each other wolf that's ganging up on their shared target. This translates to a 16+ chance to get a critical hit per wolf, which lets them take down even the hardest targets with relative ease.

The Pack's Controller is an interesting model, because it is both a huge perk and a massive hindrance. The perk is that the Controller herself is a Regular model, and counts as part of the unit for purposes of your Retreat threshold. The hindrance is that if the Controller dies, the Pack has to pass a WIP roll or chase after the closest unit, be it friend or foe. Fortunately, the Controller doesn't have to be anywhere near the rest of the Pack, so you can hide her safely away if necessary.

*Remember that the Assault Pack has Frenzy, so once they cause a wound, they cannot go back into Camo.

9th Wulver Grenadiers Reg. (WB)

Strengths: Climbing Plus; tough; good weapons for no SWC; durable in CC.
Weaknesses: Frenzy; lower BS than comparable "heavies".

The Wulver is an interesting unit. It resembles the faster Heavy Infantry from other factions, but trades a point of BS for a lot more mobility and a very good defence-oriented CC ability. It has no true heavy weapon options, but each loadout comes with something much more powerful than a regular Rifle for absolutely 0 SWC.

The Wulver has a bunch of abilities regardless of loadout. It has Berserk and Natural Born Warrior to put up a solid CC defence, and Climbing Plus to enhance its mobility. 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 play Spiderman, which lets him 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 Shot.s

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 unless they have the clear advantage, 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, on the other hand, is very close-ranged, but it's as powerful as the Mk12 and loads AP ammo or the usual small shotgun burst, giving it some flexibility on the fly. Your choice of weaponry decides how you're going to use the Wulver, so make sure you choose carefully!


Loadouts
-Mk12, Grenades: a rare weapon with an 8-24" threat and Climbing Plus on top, and it doesn't cost you any SWC. Great all-around choice.
-T2 Rifle, Grenades: T2 weaponry is brutal against HI and all kinds of lhosts, but this loadout is only middle-ranged. Climbing Plus and 4-4 MOV helps get around this problem, though.
-Heavy Shotgun, Grenades: another rare weapon, very useful in boarding actions and when you want to get your Wulver very close to objectives, but suffers tremendously at long range.

William Wallace (WB)

Strengths: versatile equipment/weapons; tough; good anti-Camo; very fast.
Weaknesses: Cube; no heavy ranged weapons.

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 on the tabletop.

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.

Wallace has only three real downsides. First, he has no options for hard-hitting long-ranged weapons, but that's all part of the balance. If you want heavy ranged weapons in his points bracket, take Tankhunters or Wulvers. Second, he has a Cube, so the dreaded Sepsitor can affect him. This won't happen often, but just keep an eye out for it when you're playing against the Combined Army. Last, Wallace has Frenzy, so he will go out of control as soon as he inflicts a wound. With some practice, though, you can use this extra order to your advantage and make Wallace even more terrifying for the sheer amount of distance he can cover.

Ursuschristos says
He may be worth taking if he's not your lieutenant. He has 6--4 movement, a flame thrower, NWI, 3 armour, 19CC, 14PH, smoke grenades all for 38 points... but if you're taking him for these reasons why not take a Cameronian for 22 points?


Traktor Mul, Artillery and Support Regiment (REM)

Strengths: guided ammunition; Ariadna's only source of DA ammo.
Weaknesses: slow; requires another model to field; vulnerable to E/M and hacking.

Human Sphere introduced a series of new remotes for almost all factions, and the Traktor Mul what Ariadna got. They're fragile as hell and totally unsuited for direct combat, but they make up for that with unique weapons, unhackable guided missiles, and even a Minesweeper option. They are also Ariadna's Baggage option, so they are tremendously important in Campaign: Paradiso.

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. I know that this doesn't sound fantastic for a guided missile launcher, but don't underestimate the power of three DA-ammo templates per shot, especially since you can first Forward Observe the target of your choice to maximize the number of models caught in the templates.

While the Katyusha wants to target groups of models, the Uragan's AP ammo means that it wants to go to town on armoured targets. Instead of templates, the Uragan fires three times with each order, whether it's a regular shot, an ARO, or a guided attack. This means that once you've marked your target, each order you spend guarantees 3 AP rounds that automatically hit. These three hits effectively make the Uragan a weaker, but much cheaper, Guided Missile Launcher.

Loadouts
-Minesweeper : a very cheap Regular order with Baggage. Minesweeper is just icing on the cake.
-Katyusha MRL: great against link teams and groups of soft targets. Just make sure your marking model isn't potentially under one of the blasts, or the shot is cancelled.
-Uragan MRL : great against hard targets. Low damage is compensated by Guided ammo avoiding all Cover, and AP just makes it stronger against anything ARM2+.

Équipe Mirage-5 ( HI/WB )

Strengths: versatile; AD2; Margot - highest BS in faction.
Weaknesses: expensive in points and SWC; order-intensive.

Mirage-5 is our only AD2 unit, and they are capable of dealing a lot of damage at both close quarters and at range. The lovely Margot is a fantastic shot with her AP Rifle and Light Grenade Launcher, and the mean Duroc is a tough multi-wound model with two Chain Rifles and a nasty CC punch. Together, they are a nightmare for your opponent to react to.

Because the Mirage-5 team consists of two separate models, I'll discuss them both briefly. Margot has the highest BS in our faction, weighing in at a mighty 14. This lets her fire Speculative Shots with a total BS of 11 within her +3 range, meaning that there's very little that can hide from her. It also lets her use her AP Rifle to great effect, even if your opponent is within her 0-8 blind spot. On top of this high BS, she has a slightly-higher-than-Para-Commando PH of 12 and a slightly lower WIP of 13, on top of one better ARM than her AD cousins. Lastly, she also has Multiterrain, which mitigates the effect of terrain on her HI status.

Duroc, on the other hand, doesn't change very much from the standard Dog Warrior. He's got one better CC and Martial Arts 2 to make him a bit tougher in melee (since it's pretty likely that he'll pass his CC roll), and he starts beasted out with only 2 wounds. He's Impetuous, though, so he will want to come onto the field as quickly as possible, dragging Margot along with him. You can spend his order to keep him from dropping, but they drop as a pair, so you're then stuck wasting another order to bring him down later that turn if you want Margot on the field*.

*The rules specifically say that she can drop in normally during your regular turn as long as she does it on Duroc’s side of the table.


sepsitorizedmook says
Here's a little trick I picked up with Mirage 5. You may not be able to co-ordinate an order between these two but Duroc is so large that you can use him to physically block line of fire to Margot to let her come on safely. If your opponent has a model staring down the board edge waiting for your team to drop in you can deploy Duroc pretty much in front of him. Duroc will trigger an ARO but if it's not adhesive the worst that's happens is he'll lose a wound. Then if you've got the angles right Margot can deploy directly behind Duroc without triggering an ARO since Duroc is larger and blocks line of fire. Margot then pops out, takes out the defending model with her rifle and you're away.

You can also use it if Duroc has gone on a bit of a rampage but is up against something he can't reach. Draw a line between the target model and Duroc, if it extends to the board section where he came on it's safe to drop Margot there. Getting the angles right to pull this off can be a bit tricky and if there are multiple defending models it won't really work, but it's worth bearing in mind.



From me, Revenent Reiko:
Phew! And with Equip Mirage comes the end (so far) of this Tactica, damn that took longer than i thought it would to repost!
A couple of things:
Many Thanks again to Penemue for putting the actual effort in to write this (and the other members who have contributed of course) and for allowing me to repost it on his behalf.
If you do see anything wrong/missing etc please let me know (i have attempted to put in as many links for the various Wiki entries as possible, but i know there are some Ammo ones i have missed for example)

Otherwise, enjoy everybody!

This message was edited 2 times. Last update was at 2013/02/11 14:37:03


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in gb
Fixture of Dakka







Brilliant stuff. Thanks to you and Pen!

Hope to see the rest before long, I'll get that thread I mentioned up asap. It'd be a good place for you to update everyone on this project too.

   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

No problem, happy to help!

Ok cool let me know when the thread is up and running and ill update you on where im at with this, cheers Casey.

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Hacking Shang Jí






Chicago burbs

Great stuff.

   
Made in us
Leaping Dog Warrior






This is really helpful. Thanks!

MRRF 300pts
Adeptus Custodes: 2250pts 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

No problem, glad you like it


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
 
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