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rudra34

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My Ariadna and MO threads will be merged soon, so lets talk about Pano for a little bit!  ON the CB Pano forums there was a recent discussion of the Father Knight missile launcher and his usefulness.  At first I was on the side of thinking that it’s an overpriced, bloated ARO piece that doesn’t really fit into a list.  THe more I think about it, however, I think it could be a lot of fun to use in games.  Paired with another strong ARO piece, or even another of the same profile, this guy could be a real headache for people to deal with.  

 

Pros

-BS 14

-ARM 8 and BTS 12 in cover (Screw you breaker/viral/plasma)

-2 wounds

-Religious (Will always hold his ground) 

-Explosive temple

-Sturdy if engaged in combat

-Assault and breaker pistol if anyone gets too close for comfort

-Gods of coordinated fire

Cons

-Religious (Double-edged sword)

-Burst one

-49 points

-1.5 swc

-No camo/mimetism to rely on

-No MSV

-Hackable (though unlikely)


The pros and cons even out pretty well, but this is looking at the model in a vacuum.  Lets compare him to my favorite ARO piece in the army, the TO Order Sergeant Sniper.


Sniper Pros next to Father Knight

-Hidden deployment

-16 less points

-Burst 2 in active

-TO -6 modifier 

-Longer range band (comes up rarely, but does happen
-Infiltration for cross-board fire lanes

Sniper Cons next to Father Knight

-Much lower stats (-2 BS, -4 Phys, -4 Arm, -9 BTS, -1 Wound)

-Vulnerable to shock ammo and crits

-DA or AP loses out to EXP template or EXP+AP

-Often pays for infiltration but doesn’t need it.

-Gets wtfpwned by MSV
-Also gets wtfpwned by templates, combat, and a hearty gust of wind


Looking at the two the Sniper is more appealing due to hidden deployment and TO, but worse in pretty much every other way.  Also, I’ve had plenty of games where they get wasted by a lucky crit or a model with MSV2.   Having protection against those weaknesses seems like an even trade in my book.   To test them out, I will be rocking a list similar to this:

logo_103.png MISSILES!

──────────────────────────────────────────────────

 

GROUP 1sep.gifsep.giforden_regular.png10  

logo_10.pngFATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49)

logo_26.pngBROTHER KONSTANTINOS Combi Rifle, D-Charges / Assault Pistol, CCW. (0 | 29)

logo_2.pngORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 15)

logo_2.pngORDER SERGEANT Spitfire / Pistol, Knife. (1 | 19)

logo_2.pngORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)

logo_2.pngORDER SERGEANT Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)

logo_2.pngSPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27)

logo_1.pngFUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)

logo_1.pngFUSILIER Combi Rifle / Pistol, Knife. (0 | 10)

logo_20.pngTRAUMA-DOC (Father-Doctor) Combi Rifle  / Pistol, Knife. (0 | 14)

logo_18.pngPALBOT Electric Pulse. (0 | 3)

 

GROUP 2sep.gifsep.giforden_regular.png3  

logo_10.pngFATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49)

logo_1.pngFUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)

logo_2.pngSPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27)

 

6 SWC | 300 Points

 

Open in Infinity Army

 

 

Looking forward to busting some heads!

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  • rudra34 changed the title to Rudra's Super Special Infinity Blog

Played a game tonight with a list centered almost exclusively around ARO pieces to see how it would go.  No scenario tonight, just a straight kill mission.

logo_103.png Military Orders
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png10  
logo_10.pngFATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49)
logo_10.pngFATHER-KNIGHT Missile Launcher / Breaker Pistol, DA CCW. (1.5 | 49)
logo_2.pngSPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33)
logo_2.pngSPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27)
logo_2.pngSPEC. SERGEANT (CH: TO Camouflage, Infiltration, Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27)
logo_1.pngFUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
logo_1.pngFUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
logo_1.pngFUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
logo_28.pngBLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28)
logo_20.pngTRAUMA-DOC (Father-Doctor) Combi Rifle  / Pistol, Knife. (0 | 14)
logo_18.pngPALBOT Electric Pulse. (0 | 3)

GROUP 2sep.gifsep.giforden_regular.png1  orden_irregular.png1  
logo_2.pngSPEC. SERGEANT (CH: TO Camouflage, Infiltration) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33)
logo_27.pngWARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)

6 SWC | 298 Points

Open in Infinity Army

 

My opponent was also running MO, playing a list with a Hospitaller/Magister link, TR bot, a Seraph, and a few other pieces.  

I got first turn I used one of my snipers to take out the TR bot, and put a wound on one of the hospitallers.   One of the FO sergeants moved up and took out the Seraph's bot then hunkered down in suppressive; the two snipers went back into camo.  In his turn he set his sights on the FO in suppressive, and a crit on a 6 took me out.  Things went downhill after that.  He pressed forward with his link and put one wound on one of my father knights, but in return I took 2 magister out of the game with a missile shot.  Bullets pinged off both father knights from the remaining magister and the seraph, and he ended his turn with many models out of position and in line for sniper fire.  Second turn I tried a coordinated order against the seraph with a missile and sniper, but missed with the missile and had the DA shot from the sniper shrugged off by the tag.  I spent some orders on my black friar moving up the board to put pressure on his remaining link and to take out his TO order sergeant in the  midfield.  He began his second turn with only 4 orders on the board and tried to make up some ground with the Seraph.  He split burst between the 2 snipers and the missile launcher, but ended up dying from an AP missile to the face.  We called the game there as his remaining models had eyes on them all around the board, and the heavy hitters were gone.

Using this many low burst ARO pieces makes for an odd duck of a list.  On one hand they are a powerhouse in reactive and allow you to stack many powerful AROs down the board.  On the other hand, they eat up tons of points, all of your SWC, and don't allow any room for high-burst assault models.   Thankfully the FO sergeants are pretty good at taking out cheerleaders and 1 point models, so they can do a lot to drain order pools while the heavy hitters wait for opportunities in the reactive turn.

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Working on an antipode and my scout today.  The antipode is mostly done and just needs polish, highlights, and final cleanup.   The Scout is getting there, but a lot of it is black/dark grey and will need special attention to make the details stand out.   

The paint scheme is almost a direct contrast to my Pano.  While they were all bright and clean, this army is dark and gritty.

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25 minutes ago, Jay said:

Yay for painting the things. Good job man!

Trying to keep momentum up; a little bit every day makes a big difference.

 

1 minute ago, Raindog said:

Is that Litttle Red Riding Hood? The other must be the wolf.......

I didn't even think of that...now I kinda wish the antipode controller had a hooded cloak.

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Got my final list for OFCC ready.   I wanted to make sure that the final included two things: a wide variety of troops and specialists who can complete whatever ends up being on the checklist, and, more importantly, models that will look cool.

logo_301.png OFCC
──────────────────────────────────────────────────

orden_regular.png9  orden_irregular.png1  
logo_50.pngCOLONEL VORONIN Lieutenant Rifle / Assault Pistol, AP CC Weapon. (0 | 21)
logo_3.pngSPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38)
logo_35.pngSCOT (2nd Battalion) (CH: Camouflage) Missile Launcher / Assault Pistol, Knife. (1.5 | 31)
logo_26.pngCHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)
logo_12.pngSCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30)
logo_30.pngDOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
logo_31.pngTRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11)
logo_1000.pngINTEL Spec-Ops (4 XP) (Doctor, Hacking Device) Rifle / Pistol, Knife. (0 | 9)
logo_15.pngASSAULT PACK . (0 | 25)
 sep.giflogo_15.pngHANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10)
 sep.giflogo_15_2.pngx3 ANTIPODE AP CC Weapon. (- | 15)

4 SWC | 199 Points

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From the top down:

Uncle Voronin - An obvious LT?  Yes, but he is also an awesome looking badass who keeps the equivalent of a werewolf on a leash.  He is a bit harder to hide that many options, but that strategos 1 in a one combat group list goes a long way.

Spetsnaz HMG - The elite hunter-killer of the Ariadna army.  This guy's stats and ability speak for themselves, and he provides the offensive backbone of the list.

Scots Guard Missile Launcher - This guy took over where I would normally have had a Tankhunter for 2 reasons.  1 - this actually has an existing model.  2 - He also comes packing an assault pistol for when people get a little to close for comfort.

Chasseur Forward Observer - Never leave home without one!  If you don't have a need for forward observing then this guy becomes an assault and board-control piece.  Mines are always a plus, and an SS1 flamer makes them an absolute nightmare for anyone trying to get sneaky.

Scout Forward Observer - While the Chasseur excels at getting up-close and personal, the Scout is better at the range game.  The Ojotnik is an incredible weapon for getting in and out of your opponent's range bands, and the combination of AP+Shock from MM1 makes it affective against all sorts of troops.  And he has d-charges in case the need should arise. 

Dozer - Admittedly not a very exciting choice.  He's a cheerleader who can provide engineering roles if I need them.

Traktor Mul Katyusha - The only access that I have to a fixable troop if I need to make an engineering roll to score.  The 5-point version would have been fine, but with all the FO's on the table it just makes sense to include an extra artillery option.

Spec-Ops (Doctor, Hacking Device) - Other than being mandatory in the list, this guy also provides me with a way to cram several specialists into one.   Hacking devices are rare and expensive in Ariadna, and I wouldn't have room for a doctor in the list without giving up something that I need.  This 9-point bundle nicely fills that gap.

Assault Pack - Awwww yeah, the pretty boys of the bunch!   These models are beautiful and will add a lot visually to the list.  On top of that, it is 3 camouflaged werewolf close-combat machines with 6-6 move, super jump, and a controller with a smoke launcher.  These guys round out the list beautifully and pack a real punch for anybody who isn't ready.


Soon to come, painting progress report!
 

 

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Progress report!

First off, here is what all needs to be 100% completed by OFCC:

12 models (2 50mm, 3 40mm, 7 25mm)
8 camo tokens (3 40mm, 5 25mm)
Display board

Finished:
Scout
1/3 Antipodes
Traktor Mul
All Camo Tokens

Primed:
Spetsnaz
Chasseur
Dozer
Spec Ops
Remaining Assault Pack

Not Purchased:
Uncle Voronin
Scots Guard 

Board Progress: 
The layout is planned and mapped-out, now I need to figure out what materials will be best.

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Played a quick 150 point game of Seize the Antennas with Joe at Fate and Fury last night.  I rolled with USAriadna to test it in a small-list setting, Joe was playing JSA.  Here are the lists!  

logo_304.png USAriadna Ranger Force
──────────────────────────────────────────────────

orden_regular.png8  orden_irregular.png2  orden_impetuosa.png3
logo_1.pngGRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
logo_1.pngGRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
logo_10.pngMAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_14.pngDESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)
logo_14.pngDESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)

2 SWC | 148 Points

Open in Infinity Army

 

logo_203.png Japanese Sectorial Army
──────────────────────────────────────────────────

orden_regular.png8  
logo_22.pngOYAMA Lieutenant Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 28)
logo_6.pngDOMARU Chain Rifle, E/M Grenades / Pistol, DA CCW. (0 | 26)
logo_26.pngYURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24)
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_9.pngNINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)

0 SWC | 143 Points

Open in Infinity Army

Admittedly, Joe thought he was going to be playing somebody new and teaching the game, so his list is void of heavy hitters and otherwise fairly easy-going.


I won WIP and had Joe deploy first, he decided to hold off and go second.  In the first turn my bikes headed up the board and got themselves into position to hold some ground, the maverick claimed the close beacon, and one of the foxtrots claimed a second then put a mine down and recamo'd.   In Joe's turn he took down both of my desperados at the price of his domaru and a keisotsu, then blasted the crap out of my sniper with a panzerfaust.  I kept the pressure up, taking out most of his link with a foxtrot and laying another mine before ending my turn.  Joe was low on models and came at me with the ninja.  He failed to shoot me, I failed to dodge, and a mine took the ninja down.  We called the game there.

Joe is a fantastic player who has whooped me before, but his list didn't have the punch that it needed.   I do like the US list though.  Having those three bikes makes it easy to cover a lot of ground in these low point matches without wasting a ton of orders.  On top of that, the 3 infiltrators are highly efficient for grabbing objectives and alpha-strikes on lightly armored models.

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Time to examine the Antipode rule, and all the things I've been getting wrong about it.

When I first started using them, I thought they had to all be in the ZOC of each other, limiting their movement and ability to cover a large part of the board.  In fact, they just need to have at least one of the other Antipodes within their own ZOC at any time, so you could potentially have them up to 16 inches away from one another so long as the third is in the middle.  
 

When one of the three dies, the rules for their retreat apply to only the Antipodes, and not the gal holding the device.  She has the control device, but does not have the antipode rule and is not subject to freaking out and leaving the board if they die.  On that same note if there is only one left on the board, it is automatically put into the IMM2 status with no hope of recovery.

Most importantly, they are not synched with the controller and therefore do not include her when they expend orders.  This is great news to me as it means that I'm not endangering a useful smoke-launching model just because I want to advance the Antipodes up the board.



 

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In week three I played against Ed and his Ariadna.  Between the two of us there were roughly 45 orders on the table, and the game was a long exercise in shaving orders off each other while gunning for position on the table.  My list:

logo_301.png Ariadna
──────────────────────────────────────────────────

GROUP 1sep.gifsep.giforden_regular.png8  orden_irregular.png2  
logo_3.pngSPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38)
logo_26.pngCHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)
logo_22.pngCATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
logo_30.pngDOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
logo_31.pngTRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5)
logo_31.pngTRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5)
logo_4.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_1.pngLINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9)
logo_15.pngASSAULT PACK . (0 | 25)
 sep.giflogo_15.pngHANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10)
 sep.giflogo_15_2.pngx3 ANTIPODE AP CC Weapon. (- | 15)

GROUP 2sep.gifsep.giforden_regular.png7  orden_irregular.png3  orden_impetuosa.png4
logo_45.pngMARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
logo_1.pngLINE KAZAK Rifle / Pistol, Knife. (0 | 9)
logo_4.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_26.pngCHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
logo_49.pngKRAKOT RENEGADE 2 Chain Rifles, Grenades / Pistol, DA CC Weapon. (0 | 14)
logo_5.pngTANKHUNTER Missile Launcher / Pistol, Knife. (1.5 | 29)
logo_19.pngVOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
logo_48.pngDESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)
logo_48.pngDESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)
logo_14.pngIRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)

GROUP 3sep.gifsep.giforden_irregular.png1  
logo_41.pngWARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)

5.5 SWC | 300 Points

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First 3 group list ever!  I won't put all the details as it was a very long game, but here's how it went from my end.  Turn one my troops, as well as their dice, were on fire.   Turn two They put on their metal shoes and loaded their rubber bullets.  Turn three they managed to get objectives but nothing more.   At the end Ed moved up his Antipodes to contest my final 2 objectives, which would have given him the win by 1 point.   While we were setting up he realized he hadn't rolled for their retreat status, rolled and failed, and gave the win to me by an extremely narrow margin.   This game was very intense and took both of us a lot of time to get through, but it was great all the way through.


I have a Spetsnaz and a Vet Kazak on the painting table this week, hopefully I will find some time to get them done.

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Got in another game at Fate and Fury with the 150 point USAriadna list from above.   This time against Caledonia playing Comms Center.

The enemy!

logo_302.png Caledonian Highlander Army
──────────────────────────────────────────────────

orden_regular.png8  
logo_14.pngWALLACE Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35)
logo_1.pngVOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8)
logo_1.pngVOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
logo_1.pngVOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
logo_1.pngVOLUNTEER HMG / Pistol, Knife. (0.5 | 19)
logo_16.pngISOBEL McGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 26)
logo_3.pngSCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19)
logo_13.pngUXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27)

1 SWC | 150 Points

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I lost WIP and deployed first, chose to go second.   Going second turned out to be a mistake, as Uxia deployed 3 inches from my face, managed to tank a flamer hit, and then took down all of the grunts except for my LT (thank Christ).  On his end of the board two of the comms were claimed for the scots.  I started the turn with only 5 regular orders, so throughout the game I have to make them count.  I took out Uxia in the impetuous phase with some assault pistol action, then moved forward and put down a little smoke.  The desperado continued up the board, killed the volunteer HMG and sat in the way as a defense piece.  The other one made an attempt on Wallace, but missed 5 shots and took one in return.  Second turn the other desperado bit the dust from a volunteer chain rifle, as the volunteer tanked the return hit and went on with business as usual.  The link of volunteers and Isobel moved along their side of the board to keep some ground and get into scoring position, and the scot moved up to guard a corner.  In my second turn I was still at 5 regular orders, but had lost both of my desperados.  Then, like an angel from heaven, the Maverick began to turn things around for me.  She picked up an objective as she crossed the board, then managed to take out the scots guard AND Isobel while making many key armor saves.   The scots began their final turn with 4 orders and an impetuous Wallace.  Wallace moved towards the Maverick and shot her from behind, missing twice and the other shot being lost to my armor.   I guts out of the way, but his LT managed to get the drop on me and my armor save luck wore out.  Maverick down, but not forgotten.  In my last turn I started to move the foxtrots into objectives one by one.  They claimed the two I needed to score, then attempted to take out his Paramedic but failed.   Final score of the game 8-0 for the USAriadna.

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I managed to pull first place in the 150 LI tournament up at Fate and Fury today!   Everyone there was awesome and I had 3 fun games.   The USAriadna boys were on fire today, and left very little on the board at the end of all of my games.  These were the two lists I brought:

logo_304.png USAriadna Ranger Force
──────────────────────────────────────────────────

orden_regular.png9  
logo_1.pngGRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
logo_1.pngGRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT HMG / Pistol, Knife. (1 | 21)
logo_1.pngGRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
logo_1.pngGRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_5.pngVAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)

2.5 SWC | 149 Points

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logo_304.png USAriadna Ranger Force
──────────────────────────────────────────────────

orden_regular.png8  orden_irregular.png2  orden_impetuosa.png3
logo_1.pngGRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
logo_1.pngGRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
logo_1.pngGRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
logo_1.pngGRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_3.pngFOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
logo_10.pngMAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19)
logo_14.pngDESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)
logo_14.pngDESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)

2 SWC | 148 Points

Open in Infinity Army

 

Both preformed well - I'll post a short summary of each game in a future post!

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