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Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

Spoiler:
ARIADNA
──────────────────────────────────────────────────

GROUP 1 10 0 0

LINE KAZAK Rifle / Pistol, Knife. (9)
MOBLOT HMG / Pistol, CCW. (1.5 | 36)
MOBLOT (Sapper) HMG / Pistol, CCW. (2 | 41)
MOBLOT Paramedic (Medikit) Rifle, Light Shotgun / Pistol, CCW. (32)
MÉTRO Rifle / Pistol, Knife. (8)
MÉTRO (CH: Limited Camouflage, Inferior Infiltration) Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 16)
S.A.S. Chain Rifle, Grenades / Assault Pistol, AP CCW. (23)
TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
VETERAN KAZAKS (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW. (47)
VETERAN KAZAKS Lieutenant (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW. (47)

6 SWC | 299 Points

Open with Army 4



I think i made a good list. Can I get input?

   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Well the saying goes, "your list, does it have a LT.? Yes, it does. Then it is playable."

Normally I play against Ariadna, so I'm no expert... but the Moblot are, hmm, a unit that is rarely used. Since you're going with Vanilla Ariadna, you may want to consider Ariadna's ability to field massive amounts of camo. And maybe take a tankhunter HMG too. Some mines would be good too.
The Doctor (112 Services or Kazak Dr.) are better choices than the Moblot paramedic in vanilla Ariadna.

Ultimately though, you need to find what you like to play, and the only real way to do that is for you to experiment with all sorts of lists, make your own mistakes and learn from them, and of course have fun while doing so.

So play the list and see how it works for you.

 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Red Harvest wrote:
Well the saying goes, "your list, does it have a LT.? Yes, it does. Then it is playable."

Normally I play against Ariadna, so I'm no expert... but the Moblot are, hmm, a unit that is rarely used. Since you're going with Vanilla Ariadna, you may want to consider Ariadna's ability to field massive amounts of camo. And maybe take a tankhunter HMG too. Some mines would be good too.
The Doctor (112 Services or Kazak Dr.) are better choices than the Moblot paramedic in vanilla Ariadna.

Ultimately though, you need to find what you like to play, and the only real way to do that is for you to experiment with all sorts of lists, make your own mistakes and learn from them, and of course have fun while doing so.

So play the list and see how it works for you.


Thanks for the tip. I kinda just put them in their because I like the modles and already own a few i picked up for that reason. XD

But I'll look into makeing a few adjustments thanks.
   
Made in us
Leaping Khawarij





Baltimore

I'd probably swap the 112 Services in for one of the Metros. As much as I like the look of the Metros they are typically order monkeys for me. The LGL makes him dangerous, but if you're spec-firing those Grenades are going to land godknowswhere.

Moblots are cool units, and pretty decent stat lines. They're not as ridiculous as Vet Kazaks, but they have good equipment and are really under-used, so I'm glad to see them making an appearance.

Also, Autocannons are amazing, that is all.

Chem's Infinity Blog - Dat Fiday - 7/31/14
Chem's 40K and Assorted Hijinx
CC Paints Endless Fantasy Tactics - Second Wave Assemble!

"-and all that time in Paris, when you were wallowing in debauchery with your doxies, tarts and pirates... you were trying to convince me you were a disgusting, swinish, lecherous, drunken sot... Well I want you to know it worked.

Well done." 
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

How viable that list is depends on the scenario.

For an official tournament, that'd be a poor list, as it has almost no specialists (depending on scenario, various combinations of Doctors, Paramedics, Engineers, Hackers, Forward Observers, and Chain of Command models) to achieve objectives - and the one it does have won't count in many scenarios.

However, it has several possible Lts and viable answers to TAGs and camo, so it wouldn't be too badly off in a straight fight.

A lot of people don't rate Moblots for their points cost, given they price up only slightly below heavy infantry from other factions but don't get to enjoy the second wound power armour offers.
Single wound models in the 30-40 point range aren't terrible, but they're not great either - with only ARM3, most versions not having Mimetism and Shock Immunity generally not being worth a whole lot, Moblots tend to be fairly fragile.

I'd say there's a fair amount of mileage in seeing if you can get at least one of those HMGs onto one of the Veteran Kazaks, who have a pseudo second wound in NWI, Mimetism, more armour and better stats. (And given that an HMG Kazak can be an Lt, this won't reduce the number of shells in your Lt shell game). Also, that'll be an AP HMG, which is an exceptional backup for dealing with TAGs should your Tankhunter get squished.
I'd sooner recommend the loss of the Sapper Moblot, as I don't rate the combo of the defensive Sapper skill and the offensive HMG that highly. It can be alright if you're throwing around suppression fire, but HMGs benefit from being able to move around.

DR:80S(GT)G(FAQ)M++++B++I+Pinq01/f+D++A++/sWD236R++++T(S)DM+
Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in us
Leaping Khawarij





Baltimore

 MarcoSkoll wrote:
.Also, that'll be an AP HMG, which is an exceptional backup for dealing with EVERYTHING EVER should your Tankhunter get squished.


Fixed that for you.

Chem's Infinity Blog - Dat Fiday - 7/31/14
Chem's 40K and Assorted Hijinx
CC Paints Endless Fantasy Tactics - Second Wave Assemble!

"-and all that time in Paris, when you were wallowing in debauchery with your doxies, tarts and pirates... you were trying to convince me you were a disgusting, swinish, lecherous, drunken sot... Well I want you to know it worked.

Well done." 
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

Yeah, the AP HMG is a pretty "all comers" weapon, at least in the active turn. It's not quite as scary in ARO as ammo types that force multiple ARM rolls though.

DR:80S(GT)G(FAQ)M++++B++I+Pinq01/f+D++A++/sWD236R++++T(S)DM+
Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in us
Leaping Khawarij





Baltimore

Yeah, but truth be told I'd rather be able to equip stuff with the AP HMG than the Multi-HMG. Those things are amazing.

Chem's Infinity Blog - Dat Fiday - 7/31/14
Chem's 40K and Assorted Hijinx
CC Paints Endless Fantasy Tactics - Second Wave Assemble!

"-and all that time in Paris, when you were wallowing in debauchery with your doxies, tarts and pirates... you were trying to convince me you were a disgusting, swinish, lecherous, drunken sot... Well I want you to know it worked.

Well done." 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

Well to make this clear i haven't played a game of infintiy yet. So I'm trying to make a durable list to play well i learn how to play the game. I was putting in the moblots for the higher Armour.

But reading more the rules rules and such and listening to your advice, So I've made some adjustments. I've grabed both of the real doctors to keep the gun-line patched up, and think the Loup-Garous will be the better choice then the normal moblots. I might switch the line doc and line kaz with another paratrooper.

This is my "I sit back and shoot you army".
Spoiler:
ARIADNA
──────────────────────────────────────────────────

GROUP 1 10 0 0

112 Light Shotgun / Pistol, CCW. (12)
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (21)
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (21)
TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 40)
TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
VETERAN KAZAKS (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW. (2 | 61)
VETERAN KAZAKS Lieutenant (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW. (1 | 61)
KAZAK DÓKTOR Rifle / Pistol, Knife. (13)
PARA-COMMANDO Rifle / Pistol, Knife. (20)
LINE KAZAK Rifle / Pistol, Knife. (9)

6 SWC | 298 Points

Open with Army 4

This message was edited 2 times. Last update was at 2014/04/04 21:01:18


 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Oh dear, if you haven't played yet, you need to start with a 150 point list, play it a few times, and then work your way up. There are a lot of new things to learn, and honestly, a bunch of old things to unlearn. You really need to set aside pre-conceptions about tabletop gaming to enjoy Infinity. Slow growth is the best way to learn the game.

Start with ~3-4 Light Infantry, a skirmisher or 2, and a heavy infantry. Use camo, and mines. Then begin adding in other rules in the following games.

One pointer though, sitting back and shooting, ie. gunline tactics, will usually get you wiped out in a hurry.

This message was edited 1 time. Last update was at 2014/04/04 21:43:39


 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Red Harvest wrote:
Oh dear, if you haven't played yet, you need to start with a 150 point list, play it a few times, and then work your way up. There are a lot of new things to learn, and honestly, a bunch of old things to unlearn. You really need to set aside pre-conceptions about tabletop gaming to enjoy Infinity. Slow growth is the best way to learn the game.

Start with ~3-4 Light Infantry, a skirmisher or 2, and a heavy infantry. Use camo, and mines. Then begin adding in other rules in the following games.

One pointer though, sitting back and shooting, ie. gunline tactics, will usually get you wiped out in a hurry.


I've played necromunda before so I'm sort of comeing to it from that background. So my gut reaction is firebase over watching and flankers moveing up. That's whgat i meant by sit back and shoot. Sorry. XD


But i'll do a 150 list then if you feel that is better.

edit:
Not sure what guys can take mines.... But.

two 150 lists i made:

A more blaneced list adtempt.

Spoiler:
ARIADNA
──────────────────────────────────────────────────

GROUP 1 6 0 0

VETERAN KAZAKS Lieutenant (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW. (47)
TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (21)
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (21)
112 Light Shotgun / Pistol, CCW. (12)
LINE KAZAK Rifle / Pistol, Knife. (9)

1.5 SWC | 150 Points

Open with Army 4



Useing more of the line Kaz for more boots on the ground.
Spoiler:
ARIADNA
──────────────────────────────────────────────────

GROUP 1 7 0 0

VETERAN KAZAKS Lieutenant (CH: Mimetism) AP Rifle, Light Flamethrower / Pistol, CCW. (47)
TANKHUNTER Autocannon, D-Charges / Pistol, Knife. (1.5 | 40)
112 Light Shotgun / Pistol, CCW. (12)
LINE KAZAK Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (12)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (12)
LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (12)

2.5 SWC | 149 Points

Open with Army 4

This message was edited 3 times. Last update was at 2014/04/04 23:16:01


 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Infinity plays quite differently from Necromunda. But you'll find out. Both are fun, but in different ways.

For a learning to play list, I like the 2nd list better. You have some good hitters, and plenty of order monkeys, the kazaks.

I'm guessing your opponents are also new to the game. Play a few simple scenarios first, or just kill 'em all., while learning the rules. And be prepared to spend time looking stuff up those first games. Use the wiki.

Anyway any model listed with mines will have 3. Foxtrot Rangers or Scouts.

And most of all, have fun.

 
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

 Lockark wrote:
Well to make this clear i haven't played a game of infintiy yet.
It's not a great idea to be writing 300 pt lists with no experience of the game. Really, the best starting point is about 150 pts or so - if you have any Infinity veterans around, they'll probably be quite happy to give you an intro game or three.

And if you don't... well, just start small with some other newcomers! The guidelines in IJW's "Starter Pack Tourney" unofficial format are a good idea of how to simplify things a bit to start, although I might skip the restriction on mines.
I was putting in the moblots for the higher Armour.
Something you'll learn fairly fast is that the difference between ARM 1 and ARM 3 or so isn't anything like the difference between a 6+ save and a 4+ save might be in a GW game (ignoring armour modifiers for the moment).

ARM3 certainly isn't bad - many of my lists cap out at that (I primarily play Haqqislam*) - but it's not spectacular either.
* I don't like the model for the Maghariba Guard - and when it comes to HI, the Janissary and Ahl Fassed are good but not as fun to take as the Asawira or Azra'il.
This is my "I sit back and shoot you army".
As Red Harvest says, this tends not to work too well - it comes down to the reality of how the order system works.

A model can perform multiple moves in a turn or attack partway through a move - this makes it entirely possible for a model to finish the turn out of line of sight. And while AROs do provide some ability to respond to this, one of the sayings that goes around in Infinity is "It's always 'your turn', but you want it to be YOUR turn". While a great deal can be accomplished in reaction, the advantage is usually with the active player.

And on the further note of AROs, because the rules give anything with line of sight to the active model a reaction, the typical Infinity table is a lot heavier on terrain than the typical WH40K board and makes you work for those lines of sight.
To demonstrate, I will yoink some of the pictures IJW posted on Facebook from his recent Spring Challenge event. In order, these are the three tables I (and my team-mate) played on in Saturday's games:
Spoiler:


While these tables did have some long lines of sight, they're far less open than could be expected for many other wargames.

These are the basic aspects of play and some of the most fundamental experiences you need to be drawing on when it comes to deciding what tactics to base a list around. So try out one of those 150 pt lists.
The first is perhaps a wee bit heavy on expensive models, but I think it'll be a more informative experience than a horde of FO Kazaks (I know I'm contradicting Red Harvest here, but I'm not a fan of spamming models. For a link team, it's one thing, but it's not exactly rounded otherwise). However, perhaps swap one of the Loup Garou with something else, to widen the experience. For those points, Zouave DEP or LGL could add a little firepower (Grenade Launchers are a good ARO, except when decide to scatter on to your own troops), but a Paracommando could offer some flanking ability. Your choice.

This message was edited 1 time. Last update was at 2014/04/05 02:09:08


DR:80S(GT)G(FAQ)M++++B++I+Pinq01/f+D++A++/sWD236R++++T(S)DM+
Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

Thows are bassicly my necromunda tables lol. I'm trying toactully grap some of tue other vets who miss necromunda.
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

That's about an average density table. For more, here's a thread on the Infinity forums. http://infinitythegame.com/forum/index.php?/topic/16451-post-your-tables/

Lol, I did not even notice the Kazaks were all FOs. That is probably not so good an idea in a learning game. The reason for spamming normal kazaks would be to hide your Lt. Most players would assume 1 of them was your Lt, unless they noticed the Vet was spending the Lt order. Which you can easily hide by spending an order on the same kazak each turn, or not spending the lt order on some turns. Obvious Lts tend to be quickly dead Lts.



 
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

Average it may be, but I do get the feeling that some people overdo the "Infinity needs more terrain" thing. Certainly, blocking lines of sight all that much more on these tables would have been a bad thing.
Being able to stop your opponent just waltzing over all the objectives is dependent on being able to ARO to specialists... which, with blocked lines of sight, is intensely unfair to the second player, as player one's specialists get to go in and achieve objectives unopposed, and then he can move up models so player two is opposed every step of the way.

The other problem is that the value of many models is dependent on how dense the terrain is. Too much terrain and cheap chain rifle warbands suddenly don't have any trouble moving about, but expensive sniper rifles never really get what they paid for.
And on that note, these tables did manage to make even HMGs and Sniper rifles work for their +3 ranges from time to time, but without letting them run rampant.

DR:80S(GT)G(FAQ)M++++B++I+Pinq01/f+D++A++/sWD236R++++T(S)DM+
Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

All true. But let's get the OP playing before we baffle him with the intricacies of advanced table design. If he and his group were to lay out a table as the one you showed, they'll do just fine.

 
   
 
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