^^^^^^^^^ Agree with the point re. camo markers. Quoting from my old post since I'm an asshole like that - the big 'trap' of TAK is over-investing in Ambush Camo/shell games at the expense of big guns. Camo's a great way to stay safe. But dead enemy models don't shoot back. Moreover, Ambush Camo has a very short shelf-life - you don't "want" to move first because that kills the decoy - so what ends up happening is that a savvy opponent will just move up into his own midfield and play his own game, ignoring your multiple camo tokens knowing that by moving to engage him in your turn, nearly half of those camo tokens will just evaporate into thin air. Also, by over-investing in camo skirmishers who struggle at range, you gimp yourself on boards with sparse terrain (a weakness with Vanilla Ariadna too).
Indeed, the last unit 9 my Ariadna encountered before that got trench hammered by a surface to surface fur missile (that dog was far and away the MVP). This last game however I just happened to be playing Limited insertion and didn't bring any dogs, a sad day for all involved. (my one warband concession, a desperado I'd just painted, caught a bad case of 'new model instant death syndrome' instead)
Ariadna never has been good at direct gunfight. If it has TO/DDO/camo you just template or CC him. If it has high BS, you compensate it with camo triks and templates. That's the real ariadna way.
Technological witchcraft!: Ambush Camo Spetz, the math says you will likely murder all of those units in one to two volleys. Marksman 2 is very powerful. No drop troops or hidden deployment gotchas. TAK still has 2 FD2 units with camo and Scout infilitrators. You can't rely on Chaussers or Foxtrots any more, but a Scout BSG a good pick. You also have bikes now. To make parachutes work, a smoke launcher usually preps the battlespace with a single order. Unimaginative internet passwords: Traktors, I still don't see much use for these guys. Their range band is just so awful. The Kat version is still very cheap and does have unlimited mines, but really you are better off just using streloks. The Ratnik, I could see a problem here since you are closer and more expensive than the Blackjack. I kind of see these guys more like dogs. You just charge them into a weak spot and wreck shop to open the door for Vet Kazaks or Spetz to do the real heavy lifting. If they survive, you have some good ARO weapons to continue being annoying. If they die they die. (Ivan Drago.gif) Linking them with a Vet Kazak would be another way to solve their problem. When you get to an area where the Ratnik shouldn't go, the Vet Kazak can move in with non-hackable to remove the obstacle.
Do you think we will have vet box with T2 rifle, Mk12, Boarding shotgun and maybe light flamethrower?
The purpose of spreading misinformation like that has always been confusing. Spetznaz HMGs have been a thing since forever, what's the point of pretending they're not excellent at shooting people's faces off? Ambush Camo is pretty much free. You already get value out of it by simply deploying the Marker that sways your opponent to changing his deployment ever so slightly in response. It's not like you'll move 4 Streloks on turn 1, or as if your opponent knows which Marker is a Strelok, Mine or Ambush Marker. Then there is also the problem it might not be a Strelok at all but a Scout or E/Mauler. The defensive capability of more than half of your Markers being empty or deployables is impressive. Wasting your opponents Orders left and right and that is before they start to clear up to 2 full Order groups worth of troops with their own, more limited, Order pool. TAK is great at punching above their paygrade using deployables, Antipodes, cheap Core Link, Surprise Shots and the good old backfield Spetznaz. Mass Camo has literally no downside, even the "counters" need to spend Orders to discover you or can fail. Marker State adds a layer of protection that is up there with everything except Symbiomates. Camo grants you the option to go for unimpaired Move-Move that can only be stopped by Mines. Who gives a damn about Discover AROs when you end that Move in Total Cover anyway? Mass Camo lets you circumvent sparse Tables arguably better than even Smoke (which you also have access to). Off the top of my head can't think of any mission where it is a good idea not to start actively killing enemy troops in turn 1. Moving into TAK's Mine infested midfield, entering positive Rangebands for their entire army in the process and to wait for Ambush Camo to clear itself off the table is not going to work out well for you.
With that amount of camo it means that in practice your opponent play as if he was playing against a a lot of HD (especially a lot of HD ML).
If anyone in my meta beside me will pick up TAK I'm not leaving home without Sensorbot and full AVA on Sniffers. I use them a lot anyway, but now they will be almost mandatory.
You can almost taste the fear from the opposite deployment zone: a dense fog creeping closer with 2 huge werewolf running towards you under ineffective fire and the sound of a heavy motorbike speeding your way, chilling howling of wolfs next to your ambush troops before they disapear in big antipodas jaws (hammers really, but this sounds better), and each time anyone pops his head to try to make sense of it gets shot with big ordenance that reminds him to not move from cover. Yea, it sounds fun in a predatory way. Hound´s of the Baskervilles ────────────────────────────────────────────────── GROUP 1 7 3 3 COLONEL VORONIN (Sensor) Lieutenant T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47) FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) CARMEN Chain Rifle, Smoke Grenades + Bâtard / Heavy Pistol, DA CCW. (0 | 22) BÂTARD Trench-hammer, AP CCW. (- | 5) DOG-WARRIOR 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 27) DOG-WARRIOR 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 27) STRELOK K-9 Submachine Gun, Chain-colt, Antipersonnel Mines + 1 K-9 Antipode / Pistol, Knife. (0 | 24) K-9 ANTIPODE Trench-hammer, AP CC Weapon. (8) STRELOK K-9 Submachine Gun, Chain-colt, Antipersonnel Mines + 1 K-9 Antipode / Pistol, Knife. (0 | 24) K-9 ANTIPODE Trench-hammer, AP CC Weapon. (8) STRELOK K-9 Submachine Gun, Chain-colt, Antipersonnel Mines + 1 K-9 Antipode / Pistol, Knife. (0 | 24) K-9 ANTIPODE Trench-hammer, AP CC Weapon. (8) GROUP 2 1 VASSILY (Chain of Command) T2 Sniper, D-Charges / Heavy Pistol, Knife. (1 | 39) 4.5 SWC | 298 Points Open in Infinity Army
Indeed, arguably the best active turn HMG in the game is still very good, he's still hitting on 15s, if I'm letting you shoot my hsien twice with that HMG I deserve to lose it. However, he is an arm 2 single wound model and doesn't cope well with being shot through smoke or having a drop troop get within 16", spetz have always been glass cannons, Also change that Hsien for a Hac Tao or a swiss and it's still less equipped for the occasion than most of the others mentioned, he is a far more subjectively useful piece. It's the same through the rest of the faction, there are a lot of tool boxes but they all bring either spanners (area denial specialists), hammers (Killers) or screwdrivers (warbands) and you need to swap between tools, where as something like an asura packs everything. Hunting solitary units on his own terms? Optimum elite assasin. Trying to crack that 5 man link with an MSV2? Not so much, far more shakey IMO. I see a big future for Dynamos razzing forward and firing off mines and smoke before dismounting into cover and going on suppression fire. My point is that TAK are only going forwards, there are no unexpected angles of attack, no vanzant, no tiger soldiers, no fidays/ speculos / oniwaban, a canny player can make a watertight defensive line at about 20" which you're going to have to find a way around to get to the important stuff. Slightly off piste, I'd never really given much attention to the scout B:SG but it's done some sterling work in the last few games in a faction where orders are cheap and forward observers are the cheap orders I disagree, few problems that can't be solved with a bit of guided shelling, the TR bot is pretty pointless IMO however. I think Ratniks are designed to Duo with Vet Kaz, the duo profiles cover the ratnik profiles weaknesses nicely, my initial point is more that hackers with extended range via pitchers, pandas etc are going to wreck them before they get to do the cool things with no decent method of avoiding it. It's a vulnerability that most infowar factions are going to have the opportunity to exploit, the alternative being to keep your exo suit back to avoid repeater webs
People seem to be glossing over Frontoviks...let's talk about these profiles and compare them to others. At a glance, they seem somewhat similar to Kaplans (elite 4-4 LI, cost 20-30, with Mimetism). They have both medical and engineering Specialists. As for differences, Kaplans are homogeneous whereas Fronties can either buy a discount doctor or shell out the cash for a Vet Kazak. In a world full of Jammers, Fronties harvest their fucks from a barren field with Veteran L1. They trade the bigly 6 BTS and fancy Blitzens for more standard (and arguably more dangerous) T2 rifles. In terms of SWC weapons the results are "different" rather than "better" though the inclusion of a Vet will warp this equation slightly. Rather than MSR/Spitfire, they can pick from AP Snipe/Molotok/HRL. Finally, they all have Assault Pistols giving them an edge in close range engagements. Calling it now - when people start spamming Sniffers, TAK will live and die on the backs of Frontie fireteams.
I'm a huge fan of fronties, just wish the LRL profile wasn't so pricey it wouldn't be a bad idea either to run a multi-link list, running 5 fronties upfield and putting them into suppressive in inconvenient locations, then forming another link with a vet to do some work
This looks cool, but I think giving up 19 points is too much. Probably upgrade some of your Streloks.
Tartary Army Corps ────────────────────────────────────────────────── GROUP 1 10 LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 11) VETERAN KAZAK (Fireteam: Dúo) Mk12, Light Flamethrower / Heavy Pistol, Knife. (0 | 42) VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47) COLONEL VORONIN (Sensor) Lieutenant T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TM KURYER Katyusha MRL, Antipersonnel Mines / Electric Pulse. (1 | 14) TM KURYER Katyusha MRL, Antipersonnel Mines / Electric Pulse. (1 | 14) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) GROUP 2 5 1 ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) 112 Light Shotgun / Pistol, CCW. (0 | 12) STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) TANKHUNTER (Chain of Command) AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 30) 4.5 SWC | 300 Points Open in Infinity Army So this seems effective. Veronin, AP HMG Vet Kazak, and Mk12 vet kazak in a full link with 2 Line Kazaks for filler. 4 Traktor MULs for filler orders and some extra firepower if necessary. COC tank hunter so I'm no screwed if Veronin dies. Good number of orders for the Antipodes to do their thing, as well as power the Scout/smoke launcher. And of course it is necessary to sing the following while playing this list
Spetsnaz is still new for me. In the ol' good days veterans where as pricey as aquilas, ojotniks was the worst weapon in the game and there was no spetsnaz. In my time, antipodes ran in 25mm camos (spread or 3 in 1) and where real direct missile. Against pano we used to brace ourselves. Because the night was dark and full of aquilas. Laika Dog-Girl Now!
Well old man, hate to break it to you, but the future is now. And it has been that way not just since yesterday.
Frankly I do not think it is that good... A couple of sensors and your gimmick is gone. Also, If I were to play such a list a I would will the points somehow... Still I wanted to highlight the insanity that the TAK makes possible.
Not sure even them will be that efficent : with a well space deployment (and that much camo marker), you will have a hard time detecting more than one or two marer at the same time and even harder time to do this without a mine or ARO poping in your face On list building, I would try something like this : Tartary Army Corps ────────────────────────────────────────────────── GROUP 1 8 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) VASSILY (Chain of Command) T2 Sniper, D-Charges / Heavy Pistol, Knife. (1 | 39) STRELOK Marksman Rifle T2, Antipersonnel Mines / Pistol, Knife. (0 | 29) STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) GROUP 2 5 VETERAN KAZAK Lieutenant AP HMG / Heavy Pistol, Knife. (1 | 47) LINE KAZAK (Forward Observer) Rifle / Pistol, Knife. (0 | 10) LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 11) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) 5.5 SWC | 300 Points Open in Infinity Army 3 hmg for long range, Vassily to hide my lieutenant and kill TR drone and other in very long range. A strelok marksman rifle for midfield offense and a pair of FO for objectives :