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Made in ca
Regular Dakkanaut



Canada

Hi everyone. I'm still fairly new to the Infinity hobby, and still getting a proper grasp of the rules. That being said, I'm also still considering which of the factions really appeal to me. I've been strongly considering Ariadna (and even got a few of their models to test paint schemes on), but I find that I also like the models and background for the Nomads.

Then it hit me: according to the background, Ariadna and the Nomads are on very good terms with one another, given that they are both outsider groups who are mutually oppressed by Panoceania and Yu Jing. The Nomads even aided the Ariadnans during the Ariadna Commercial Conflicts. So, I've toyed with the idea of collecting a few Nomad models in addition to Ariadna so that, whenever it suits my fancy, I can run a Merc list to represent this alliance.

From my understanding of the rules, Ariadna and Nomads complement each other's play style pretty well. Both have access to lots of infiltrators/camouflaged troops (Chasseurs, SAS, Prowlers, Spektrs), and both also have quite a few mobile troops as well (Para-Commandos, Hellcats). And, of course, Nomads bring something to the table that Ariadna as a whole lacks: hacking.

So, I did some tinkering, and came up with the following list:


MERCENARIES
──────────────────────────────────────────────────────────────────────

GROUP 1 (Regs: 13/Irrs: 0):

REVEREND CUSTODIER Hacker Combi Rifle / Pistol, Knife (36 | 0.5)
MOV:4-2 CC:14 BS:12 PH:11 WIP:14 ARM:3 BTS:-3 W:1
Regular, Not Impetuous, Cube
ODD: Optical Disruptor, Religious Troop, Hacking Device Plus


SPEKTR Combi Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife (33)
MOV:4-4 CC:13 BS:12 PH:12 WIP:14 ARM:1 BTS:0 W:1
Regular, Not Impetuous, Cube
CH: TO Camouflage, Infiltration


MORAN Combi Rifle, CrazyKoalas (2) / Pistol, Knife (21 | 0.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Mimetism, Infiltration, Repeater, V: Courage


INTERVENTOR Hacker Combi Rifle / Pistol, Knife (26 | 0.5)
MOV:4-4 CC:13 BS:11 PH:10 WIP:15 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube
Hacking Device Plus


S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW (23)
MOV:4-4 CC:17 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Martial Arts L2, CH: Camouflage, Infiltration


CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (19)
MOV:4-4 CC:14 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Camouflage, Infiltration, Sixth Sense L1


LINE KAZAK Rifle / Pistol, Knife (9)
MOV:4-4 CC:13 BS:11 PH:11 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube


LINE KAZAK Lieutenant Rifle / Pistol, Knife (9)
MOV:4-4 CC:13 BS:11 PH:11 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
Lieutenant


PARA-COMMANDO HMG / Pistol, Knife (32 | 1)
MOV:4-4 CC:13 BS:12 PH:11 WIP:14 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Mimetism, AD: Parachutist


HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW (40 | 1.5)
MOV:4-4 CC:16 BS:13 PH:13 WIP:12 ARM:3 BTS:0 W:1
Regular, Frenzy, No Cube
Shock Immunity, V: Dogged


LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife (21)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
V: Courage, X Visor


VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife (6)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
Multiterrain,


HELLCAT Combi Rifle + Light Shotgun / Pistol, Knife (24)
MOV:4-2 CC:14 BS:12 PH:12 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
AD: Combat Jump | Zero-G, V: Courage



299 Points | SWC: 4

ARMY CODE: Army Infinity v.3.0.



Note that, as an alternative for the Loup Garou, I'm considering either a Foxtrot (for another sneaky infiltrator) or a Cameronian-- while I'm not too fond of the model, I can't deny that I'm impressed by the big dog's rules. The general idea is, I'm trying to get as many infiltrators/airdroppers/air jumpers as possible into this list.The Kazaks and Volunteer will just advance and shoot things, and guard the hackers) and the Highlander Grey will do the same thing as the Kazaks, only do it better and bring smoke grenades into the bargain as well. The Moran Hunter will just be as annoying as possible, and the Loup Garou...is just there in case I face someone who's vulnerable to viral ammo.

(P.S. I realize I have too many models for one group-- I have no idea how to split groups with the army builder. For the sake of argument, we'll say Group 1 is the Kazaks, Volunteer, Interventor, Custodier, Grey and Moran Hunter, and Group 2 is everything else).

I realize, of course, that I'm still a new player, and that it might be a bit early for me to contemplate 300 pt lists. Therefore, here's what a 150 pt version would look like:


MERCENARIES
──────────────────────────────────────────────────────────────────────

GROUP 1 (Regs: 8/Irrs: 0):

PARA-COMMANDO HMG / Pistol, Knife (32 | 1)
MOV:4-4 CC:13 BS:12 PH:11 WIP:14 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Mimetism, AD: Parachutist

INTERVENTOR Hacker Combi Rifle / Pistol, Knife (26 | 0.5)
MOV:4-4 CC:13 BS:11 PH:10 WIP:15 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube
Hacking Device Plus

2x LINE KAZAK Rifle / Pistol, Knife (9)
MOV:4-4 CC:13 BS:11 PH:11 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube

CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (19)
MOV:4-4 CC:14 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Camouflage, Infiltration, Sixth Sense L1

LINE KAZAK Lieutenant Rifle / Pistol, Knife (9)
MOV:4-4 CC:13 BS:11 PH:11 WIP:13 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube
Lieutenant

S.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW (22)
MOV:4-4 CC:17 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Martial Arts L2, CH: Camouflage, Infiltration

HELLCAT Boarding Shotgun / Pistol, Knife (20)
MOV:4-2 CC:14 BS:12 PH:12 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
AD: Combat Jump | Zero-G, V: Courage


146 Points | SWC: 1.5

ARMY CODE: eNozN1Q1NDZVM1QzrDExVTMAUobGhhDaxBzON0cRN1MzBdHmakZqhgC9Pw3J
Army Infinity v.3.0. - http://www.devilteam.com


Once again, everything that isn't a Kazak or an Invertentor is either an infiltrator or airborne thing of some sort.

Any thoughts/criticisms?

This message was edited 3 times. Last update was at 2013/02/24 19:10:11


My battle report thread:
Ars Scripta Batreps 
   
Made in pl
Kelne





Warsaw, Poland

The fluff idea is sound I was thinking of something similar, but:

you do not want to have a TO and 2 ADs in 1 Combat Group. Also, combat groups are limited to 10 models, so that'd mean you have either 1 full and 1 very small group (bad idea) or 2 weak medium-sized groups (also bad idea).
   
Made in au
Nimble Pistolier




ACT, Australia

I was actually looking into this idea just last night.

You should easily be able to get 16+ models into a list at 300 points. I'm not familiar with nomads but I would swap out the highlander grey for a tankhunter and upgrade the Chausser to a minelayer.

In your 150 point list you only have 6 models on the table, way too few. I would swap the hellcat or the more expensive para out simply to get more orders on your first turn.

From memory nomads have a fair amount of cheapish infiltrators that you don't seem tone utilising
   
Made in ca
Regular Dakkanaut



Canada

Alkasyn wrote:The fluff idea is sound I was thinking of something similar, but:

you do not want to have a TO and 2 ADs in 1 Combat Group. Also, combat groups are limited to 10 models, so that'd mean you have either 1 full and 1 very small group (bad idea) or 2 weak medium-sized groups (also bad idea).


This is a rookie question, but why do I not want advanced deployers and thermo-optic in the same group? As for the group sizes, what do you suggest? Going for more cheap units so that both groups are fairly large-ish?

Nerm86 wrote:I was actually looking into this idea just last night.

You should easily be able to get 16+ models into a list at 300 points. I'm not familiar with nomads but I would swap out the highlander grey for a tankhunter and upgrade the Chausser to a minelayer.


Whoops! I thought I had upgraded the Chasseur. Thanks for pointing that out, I'll be sure to make the necessary change for the revised list. As for having more models...I stuck the Highlander Grey in because I really like the model, but I agree, a Tankhunter would probably be a more practical choice.

In your 150 point list you only have 6 models on the table, way too few. I would swap the hellcat or the more expensive para out simply to get more orders on your first turn.

From memory nomads have a fair amount of cheapish infiltrators that you don't seem tone utilising



I actually have 8 models, not 6, but I get your point. What would you recommend I switch the Hellcat or Para-Trooper for, then? More Kazaks/Volunteers?

As for Nomads having hordes of cheapish infiltrators...I'm only just exploring the army list myself, so I wouldn't know.

My battle report thread:
Ars Scripta Batreps 
   
Made in au
Norn Queen






I think saying 6 models at 150pts is 'far too few' is exaggerating a touch. Considering that getting 8-10 models in at 150pts you'd be looking at 15-20pts a model, you're basically just playing with line infantry. Throwing in a more interesting model or two at 150pts is going to reduce your order pool, sure. But at 150ts, I don't think you're trying to be too competitive either (espesically since there's mercs in there, which aren't ITS friendly).

This message was edited 1 time. Last update was at 2013/02/24 23:17:57


 
   
Made in au
Nimble Pistolier




ACT, Australia

You only have 6 models on the table in the first turn. The two AD troops will not give you orders while they are off the board same with TO. On your first turn you will only have 6 orders.

If you have 10 models in a combat group, two AD and one TO, Then you are only 'deploying' 7 models. AD and TO only give orders to the pool the turn AFTER they land or reveal as they use their order to do so.
   
Made in ca
Regular Dakkanaut



Canada

Nerm86 wrote:You only have 6 models on the table in the first turn. The two AD troops will not give you orders while they are off the board same with TO. On your first turn you will only have 6 orders.

If you have 10 models in a combat group, two AD and one TO, Then you are only 'deploying' 7 models. AD and TO only give orders to the pool the turn AFTER they land or reveal as they use their order to do so.


That...actually makes a lot of sense. I'm approaching this from a strong 40k background, and thinking of infiltration/AD in equivalent terms to infiltration/outflank/deepstrike in 40k. It hadn't occurred to me that my orders would be affected until you reminded me of this.

I'll probably go tinker with this list a bit to take what you said in mind. In the meantime, I'll try to remember to split my AD/infiltration troops evenly between groups.

My battle report thread:
Ars Scripta Batreps 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

@Nerm: TO units do generate orders A TO unit has FOUR deployment state options. Model, camo marker, TO camo marker or hidden. The first three generate and add their order to the reserve as normal. ONLY the fourth does not.
(ALL levelled skills can be used at a lower level - except where specifically disallowed - like AI beacons that MUST deploy by AD3). So a TO model does NOT have to deploy hidden.

But yeah, AD troops don't add their orders to the reserve until they are on the table in your next turn. They keep their order to themselves until then - because it's how you deploy them. They use their own order to come onto the table, though.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in au
Nimble Pistolier




ACT, Australia

@ Chromedog: I know

why would you take TO and not use hidden deployment. I'm sure there are scenarios where you wouldn't but then I'm sure there would be a cheaper option.
   
 
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