Hardcases: the point here, is that they have Ambush camo, so for 12 pts (why does the other loadout even exist?) you put down 2 camo markers, so your opponent doesn't know where are the Chasseurs. My question is, since they are irregular, do you have to put down the irregular marker next to a camo marker, or you just spend it on him when you want? So does your opponent know, that you have an irregular camo marker? Antipode assault pack: for 25 pts you get a regular and an irregular order that fills 2 slots in the combat group. The antipodes are S5, so can't really participate in the "what's under the camo marker" game. When one Antipode or the controller dies, then at each start of my active turn, I have to roll a WIP-3, to see if they go to retreat. If I make the roll, then they stay normal for 2 turns, than I have to roll again on the start of my next active turn. If I don't make the roll, I can spend a command token to cancel the retreat state. According to the antipode rule, they count as a single trooper, so I have to spend 1 command token for the whole group. Then, at the next active turn I still have to roll WIP-3. Dog-face/Dog-warrior: I have an extra wound, but for the first order it get's wounded, I'll have to use ARM1 instead of ARM3, (and will get a bump in CC and PH as well). Wardrivers are total garbage, right? Except for the mini looks cool. Is there any reason why I would take a Ratnik? Vet Kazak shoots better (Mimetism), with minimal difference in survivability (or maybe +2 ARM counts that much?), has link option and overall a bit less bloated with random weapons - I hope trench hammer is free, but Heavy shotgun and HRL costs the same as a combi rifle. It's also 10 pts more than a Blackjack with inferior weapons (while HLR is cool, and fire ammo is the best thing in the game, I'd say AP HMG is better). Is Ojotnik any good? Costs 3 pts on top of a combi rifle, and that extra 8" of +3 range while would be cool on a real weapon, B2 just doesn't seem to be enough.
You would get one irregular order, not two. But there's no requirement to place irregular orders physically next to the owning models/markers. Your opponent can look at your order pool and determine that a certain number of those markers are mines and/or ambush camo markers, but they don't know which ones. And on the Ojotnik, think of it as a 0 SWC sniper rifle, not an expensive rifle. It's great for picking off targets that are in their -3 ranges, especially when combined with camo and surprise shot.
And one more, if orders are the best thing in the game, why isn't Infinity dominated by Scott spam? MSV2 is expensive and scarce, so in 300 pts you can have Wallace and like 44 Galvegians. Obviously, you won't have that, but you can still have 20 dudes (120pts) with smoke run up the table easily. If you add some firepower, you can deal with MSV2 first, then run up with your guys, advance with some specialists under the smoke screen. So what's missing? Also 6pts Volunteers are the best DZ defense troops and dirt cheap orders, with that LS they can actually win firefights, or just apply chain rifle where they can't.
Galwegians want blood. They came to fight not to win. They will die by the truckload to MSV2 snipers well before you could deal with the enemy snipers. Unless you spend a truckload of orders to restrain them. OJ is pure awesomeness. Fine range bands coupled with AP rounds are not bad by themselves, and you take this beauty on a fine platform in the Scout. Infiltration to start the game upfields, camo state for protection and surprise shot. BS 12 is astronomic. We are not PanO.
Regarding the dog warrior. He does have to stay human till you get that first wound on him. But the idea is you want to try and get that wound on him during your active turn. Since your opponent will generally only have 1 ARO shot. They will want to attack him on their active turn in hopes of putting extra wounds on him with higher burst, before he gets bumped up to better armor. Wardrivers aren't super impressive. A passable hacking device when required. The boarding shotgun and SS-L1 give them decent defensive ability. Against both hacks and ballistics in close range. Your best to have them get their job done quick so you can toss them as a sacrifice piece or speed bump. Using the ojotnik is a bit of an art. Like a scalpel to poke at things in it's very wide ideal range band. Don't forget that most of the time it also has Shock due to a Scouts Marksman L1. He should only be jumping out to surprise shot key threats. Or coming out once most of your opponents longest range weapons are out of action and it can reign over the remaining combi-rifles. Alot of those giant order pool lists are really dickish to bring to a game. And though some of them can really shine and be a nightmare to fight. {Haq Dalami's and the Bukkake Brigade (mass Kum Riders) can also pull this off.} You will probably make your opponents not want to play you again or encourage them to bring equally dickish lists next time. You'll also find lots of places quickly tell you if you want to use lists like that you won't be allowed proxies and will have to actually field 20-30+ of the actual model.
Suppressive Fire in the midfield with Camouflage MODs. In USAriadna, several of them doing that with a Coordinated Order. To expand on what Toadchild said, the only time you put Irregular Orders next to their trooper is in Retreat. Again, expanding on what others have said, it's pretty easy to put Rifle/Combi Rifle-armed troops on -12 (Camo, Range, Cover, Surprise Shot) while the Scout is still on BS12 with DAM14 AP+Shock. It's one of the best non-SWC ranged weapons in the game.
Pretty much as @ijw said, rifle hardcases in suppressive are great. You do not have to say who an irregular order belongs to until you spend it. Correct Also correct They are hackers that are pretty good at doing hacker things, but not much more. It can be pretty cool to boost a mul. I really want to like Ratniks, but as you said their weapon options just aren't great, and they fall flat if you compare them to the blackjack. There might be some merit to having a duo with a vet, but I have yet to try that. The ojotnik has some of the best range bands in the game. You should always be able to engage your opponent at their -3 or -6 rangeband while you get +3. Combine that with camo and surprise and you should be setting up some great assymetrical trades. That's because order spam isn't the absolute best thing in the game, and it's really unfun. There really isn't much of a point to playing a game where you don't have fun
Really? I firmly believe Molotok is one evil weapon, and doubling them is just awesome! Burst of five!!! And burst is king in this game of crits. The double-barrel Panzerfaust... Oh, my goodness! The cheaper version is less appealing to me but HRL is one evil thing to say the least. (Too bad Briscards are awesome fire 'nade shoota boyz.) Indeed Ratnik is not the cheapest troopers at hand, but let's be honest: Ariadna is more than capable offsetting his high cost by fielding cheap-as-chips cheerleaders en masse. (Especially vanilla Ariadna.) Ratnik is dogged - that is pretty close to a third wound. You will want to pump orders into this guy as long as you have anyways...
See, I agree with you that profile seems great, but it's so darn expensive! I guess I'm just spoiled by Vets and Spetz. I'll make a list around the big shooty boi next time I play, but so far I'm not super impressed
I've taken the molotok one out once so far and he went on a rampage. B5 molotok can do some mad damage. And having 9 ARM in cover is pretty solid for staying power. Especially with suppression. I didn't get a chance to use the panzerfausts. But a B2 AP+EXP is a nice little ace in the whole when you need that extra punch or have to hit something beyond the reach of your molotok. I'm looking forward to taking him out again. His biggest drawback is you have build around him. Unlike the blackjack, you can't really splash him in a list.
I've had a lot of good luck with the Ojotnik. It's a filthy weapon, and does work. Is it sexy, no, but man it can kill stuff.
Yeah, what I missed with Ratnik is the 2 Molotoks. B5 is cool by itself, even on BS13/12 platform. With AP it doesn't really matter that it's damage is 13.
Expensive? That one guy? Not that much. Just look at the three-man fireteam: Tartary Army Corps ────────────────────────────────────────────────── 3 RATNIK 2 Molotoks, 2 Panzerfausts / Heavy Pistol, Trench-hammer, Knife. (2 | 54) RATNIK Heavy Rocket Launcher, Heavy Shotgun / Heavy Pistol, Trench-hammer, Knife. (2 | 44) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) 4 SWC | 137 Points Open in Infinity Army Now we talking.
I never understood this kind of attitude. Likely Galwegian spam is not breaking the game, because then we would see and hear a lot more about it on the whine parts of the forum, and them winning tournaments (do we have any statistics on what's winning tournaments?). Also it's not that horribly hard to put together a bunch of scotts from old starters, current boxes, whatever. The same kind of opponents, who thinks "bukkake brigade" is funny? Are they aware that high school is over? Is it even a high school grade joke?
It isn't game breaking at all but it is boring and/or tedious to play against. Especially at a LGS and tournaments where you could have limited time to play a game. And putting them together wouldn't be that hard. But buying and painting that many Galwegians sure would be. Bottom line is that 30+ order lists shouldn't be taken outside of doing something silly with friends.
In that case CB better make other viable options for winning than camospam 20 order ariadna that I routinely mop floors with....would love to play something different for a change :D
Strelok and her doggo, both in marker state. Strelok lays a mine, does that reveal the Antipode? Antipode has super jump. Can the dog jump while the strelok moves?
I soooo wish you were still local when you say stuff like this. ;-) 1. Yes, because both troopers declared Mine. The Controller and the G: Synchronized trooper must declare the same Order, declaring the same Short Skills of the Order. However, it is not compulsory that they have the same target. If either trooper is not able to perform the Order (whether the Entire Order or both Short Skills of the Order), then that trooper will perform an Idle, while the other trooper will perform his complete Order normally. 2. Only if both troopers declare Jump.