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Made in us
Sniping Hexa






Just wanted to see what yall think I am running this in a campaign, I used it twice and I won both games. I feel as it has a decent amount of firepower and sneakiness. I am think of taking the SAS with the light shotgun instead and maybe dropping the foxtrot with the Light GL and taking a war con.

I didn't max out on SWC only getting 5(4) but I do like Vanzant and his ability to jump and the amount of Camo tokens on the board.

Please let me know, thanks for your time!


[code] Ariadna | 12 models
________________________________________________________

Combat Group #1
Para-Commando Paramedic (24|0)
Para-Commando HMG (32|1)
Para-Commando HMG (32|1)
Van Zant Lieutenant (42|-1)
S.A.S. CRAP (23|0)
TankHunter Autocannon (40|1.5)
Foxtrot Light GL (21|1)
Foxtrot Rifle (17|0)
Foxtrot Rifle (17|0)
Chasseur ADHL (19|0.5)
Combat Group #2
Volunteer Chain (6|0)
TankHunter AP Rifle (27|0)
________________________________________________________

300/300 points | 4/6 swc
open with Aleph Toolbox : http://goo.gl/JO0bS



Hydra Dominatus

World Wide War Winner  
   
Made in us
[DCM]
.







Combat Group #2 is going to be order starved right off the bat.

Maye shift a few from Group #1 over to #2?
   
Made in us
Sniping Hexa






O sorry the idea is 2 is just to respond to enemies. With the ADHL, also I have unlocked army pts in our league so I would add some line kazaks to that one.

Other then that does it seem good?

Hydra Dominatus

World Wide War Winner  
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

 ghostmaker wrote:
O sorry the idea is 2 is just to respond to enemies.


It isn't going to do much in an ARO role, I mean if it was one of those Pan-O remotes with total reaction and a HMG or something then maybe it'd make sense, but as it is you are getting two shots in ARO if they can both see the enemy, and their offensive potential is seriously lacking because of the limited orders available.

And if you mean respond to enemies in terms of moving to cover areas where they are breaking through or something, you again only have 2 orders, so if they are breaking through a few streets down or something you only get 2 moves on 1 guy, or 1 move on each guy, and then no attacks on the enemy who you are trying to respond to.

I'd have to echo Alpharius in saying you should look into sliding a few models across

This message was edited 2 times. Last update was at 2013/07/09 01:14:53


I wish I had time for all the game systems I own, let alone want to own... 
   
Made in au
Nimble Pistolier




ACT, Australia

Dont slide models accross... this will starve VZ and his buddies or orders when then do their back door action. If anything I would move the Tankhunter Autocannon to the other group and bring the ADHL Tankhunter into the main group.

The main problem with this list is that it might work once, after that your opponent it going to know about your back door shenanigans and cover his rear. VZ with parra support can do some very nasty things but it also quite vulnerable. You are in LoL until VZ shows up and if you arent going first then you might lose a few orders in your opponents first turn. I used to be a big fan of the VZ back door move but I have seen it fail too many times to be viable anymore. I find it works very well against newer players that dont watch their facing but not against the veterans.

I would suggest not putting all your eggs in one basket and drop the second para HMG for just a regular para. I also suggest you drop the para paramedic as paramedics are next to useless in game. The Foxtrot with LGL is a beautiful model but the extra points over the standard rifle version are not worth it, save the 4 points for something else.

With what I have suggested you have 40 points to spend on other things. I would advise you spend 20|0.5 on a Chasseur Minlayer to add a camo marker to disguse the fact that you have AD troops. You will be deploying 7 camo tokens and volunteer which will look nowhere near 300pts, even to someone that doesnt know Ariadna very well, this could only mean that you have AD troops. The other 20 can go into another Volunteer and a Line Kazak for those extra cheerleader orders, this would also mean you could fit a Warcor in. This would mean that you are deploying 9 camo markers and 4 models which would hide VZ and his two Para buddies a lot better.

Lastly you have no specialists in there but I assume they are not required.

Combat Group #1
Para-Commando (20|0)
Para-Commando HMG (32|1)
Van Zant Lieutenant (42|-1)
S.A.S. Chain Rifle, Light Shotgun (22|0)
Foxtrot Rifle (17|0)
Foxtrot Rifle (17|0)
Foxtrot Rifle (17|0)
Chasseur ADHL (19|0.5)
Chasseur Minelayer (20|0.5)
TankHunter AP Rifle (27|0)

Combat Group #2
Volunteer Chain (6|0)
Volunteer Rifle (8|0)
TankHunter Autocannon (40|1.5)
Line Kazak Rifle (9|0)
Warcor (3|0)

299|2.5

This message was edited 2 times. Last update was at 2013/07/09 02:00:57


 
   
Made in ca
Martial Arts SAS





Montreal

While I agree putting all your eggs in Van Zant's basket might not be the best idea, here's the slight adjustments I would do :


ARIADNA
──────────────────────────────────────────────────

GROUP 1 10 0 0

PARA-COMMANDO Paramedic (MediKit) Rifle / Pistol, Knife. (24)
PARA-COMMANDO HMG / Pistol, Knife. (1 | 32)
PARA-COMMANDO HMG / Pistol, Knife. (1 | 32)
VAN ZANT Lieutenant AP Rifle, Light Shotgun / Pistol, AP CCW. (42)
S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW. (23)
TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (20)
FOXTROT Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 21)
CHASSEUR Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0.5 | 19)
TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 40)

GROUP 2 1 0 0

VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (6)

6.5 SWC | 299 Points

Open with Army 4


Remove a foxtrot and upgrade that second Tankhunter.
Keep the chain rifle volunteer as an ARO buddy and upgrade the rifle foxtrot to Foward observer to eat the last points.


Or forget about the upgrade to the foxtrot and just add a warcor ARO buddy

ARIADNA
──────────────────────────────────────────────────

GROUP 1 10 0 0

PARA-COMMANDO Paramedic (MediKit) Rifle / Pistol, Knife. (24)
PARA-COMMANDO HMG / Pistol, Knife. (1 | 32)
PARA-COMMANDO HMG / Pistol, Knife. (1 | 32)
VAN ZANT Lieutenant AP Rifle, Light Shotgun / Pistol, AP CCW. (42)
S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW. (23)
TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
FOXTROT Rifle, Antipersonnel Mines / Pistol, Knife. (17)
FOXTROT Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 21)
CHASSEUR Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0.5 | 19)
TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 40)

GROUP 2 1 1 0

VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (6)
WARCOR Flash Pulse / Stun Pistol, Knife. (3)

6.5 SWC | 299 Points

Open with Army 4


This message was edited 1 time. Last update was at 2013/07/09 22:17:58


 
   
Made in gb
Camouflaged Daylami




Rugby U.K.

The Van Zant tactical drop list is one of Ariadna's nastiest tricks. It is an "All In" tactic but one that can be absolutely devastating. One of the main strengths is that the models you use to support Van Zant and his Paracommando buddies are ones that you'd use in a more conventional list. You can play psychological warfare with your opponent as if you take the following list as an example:


Ariadna | 10 models
________________________________________________________

Van Zant Lieutenant (42|-1)
Para-Commando HMG (32|1)
Para-Commando HMG (32|1)
Cateran T2 Sniper (29|1)
TankHunter Autocannon (40|1.5)
TankHunter Autocannon (40|1.5)
Chasseur Minelayer (20|0.5)
Chasseur Minelayer (20|0.5)
S.A.S. Chain (22|0)
S.A.S. CRAP (23|0)
________________________________________________________

300/300 points | 6/6 swc
open with Aleph Toolbox : http://goo.gl/cq947

The only things you have to reveal about this list is that it's 300 points and that it has one combat group. You then proceed to place down 9 camo tokens (6 of which can be outside your deployment zone). After the first few games obviously your opponent will get wise to this tactic and this is when the true evilness starts. Pretty much any of the models can be swapped out for something else suitable and you can still keep the vast majority of your list secret from your opponent. Have him fear the rear assault and then take Van Zant and his entourage out for Dog Warriors and Antipodes that can rove up the field with relative impunity as most of your opponents guys are looking the other way. Swap out the Tank Hunters for AP HMG Highander Greys, do whatever you feel like, but always keep your opponent on his toes. There's always a chance that Van Zant could pay him a visit this game...

H.O.E.C.S games make your child smell like hammers. 
   
 
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