As I said before, I simply couldn't afford the Engineer load-out! Although, I mainly just use all of them as Specialists for the mission, but they're in there as back-up in case one of them dies. (So far, I've only ever needed to heal the Frontovik).
Drop the 112, so you can have line kazaks and 1 frontovnik in the link with any number of vet kazaks, paramedic is a 2 point skill, doctor is 4, same as engineer (I think 112 to line kazak downgrade is similar). Also engineer isn’t the best skill without rems and tags, so you are bringing that along for classifieds only as well.
But engineer is a fantastic skill for undoing a surprise EM strike on any of your Vet Kazaks. For me the frontovik engineer is just about mandatory if I'm taking 2+ Vet Kazaks in a link. Irmandinhos can also help in that area, but are much less likely to be immediately on hand and within range of one order. (Still irks me our HI have that E/M weakness, especially now that they gave Aleph NWI, shock immune, 4-4MOV medium infantry. The majority of our HI are just fast moving MI with an additional EM weakness.)
Haha, you should hear all the grumbling about the new Yu Jing HI for the Invincible Army... if E/M bothers you, trying not having Shock Immunity on a few key units and them being 30+points.
Well, there is only one HI in IA that doesn't have shock immunity and that's the zhencha, the camouflaged infiltrators... TAK Scouts costs 30 pts for a specialist and they don't have shock immunity either. Not NWI or ARM/BTS 3... TAK has other good things instead, I'm not dissatisfied with the scouts or TAK at all :-) . Also compare the zhencha to the daofei. Do the IA players really wanted to pay 50+ points for their infiltrators? There has really been a wishlist/reality discrepancy regarding the IA release. Best regards Grumpy old man ;-)
Have been trying and trying to build TAK lists. They are quite different in my opinion, compared to other Ariadna sectorials. I'm trying to steer clear from the old Ariadna trap of "More is more", going the route of a 1 combat group list, putting Voronin in there, so you get the extra order. My current list for testing, 11 orders, 1 CG is as follows: List1 ────────────────────────────────────────────────── 10 VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) VETERAN KAZAK (Forward Observer) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) LINE KAZAK Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 13) FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) COLONEL VORONIN (Sensor) Lieutenant T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) TANKHUNTER (Chain of Command) AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 30) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) 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) FRONTOVIK Engineer T2 Rifle, D-Charges / Assault Pistol, Knife. (0 | 27) 6 SWC | 300 Points Open in Infinity Army This gives me a core fireteam that can both handle itself defensively (HRL Frontovik) and can deal out a ton of damage on the offensive. Voronin will be in the back, generating 2 orders, with a CoC Tankhunter to take over if he gets threatened. If he doesn't he two is a force to be reckoned with. Spetsnaz HMG is autoinclude Strelok K-9 for all your sensoring shennanigans
A bonus: Vet Kazaks have Sixth Sense lvl 2, so those who use the good old MSV2 + Smoke combo can suck a di** Voronin has it too, so you don't need to be too afraid of impersonation or similar that hunts your lieutenant
The wulver is also essentially a non hackable HI. Even has 2 full wounds. The rest really need to be bumped up to nwi. Only one I wouldn't bump up is the Highlander Grey, as the mass dogged is kinda a theme to their troops. But even saying that the Mormaer should absolutely be nwi.
I think all Ariadnan HI should get NWI, even the Grey. Not sure about "mass dogged" being a theme; most of the "dogged" comes from Galwegians, but I'm not sure that makes a "theme". Though I see Wulvers as Ariadnan "proper" HI who had extra CC training, instead of firearms training; hence lower BS12.
Having played IA and having run the new hotness that is 1w/nwi heavy infantry. More and more I'm ok with other sectorals getting the vet's nwi. Especially the minuteman and the metro who really only have some armor and 4-4. The minuteman especially whose armor doesn't really reflect that chunky breastplate. Why may you ask? Three words... Veteran level 2. This package really is what makes the vet the guy to take on all comers. Loss of lieutenant, Disconnected, smoke+ms, suprises shot. It all doesn't work against this guy. He just won't stop. To me it still puts these guys a cut above the slew of vet impersonators out there. Even in a world of 1.5 wounds, my vets still feel like a beast on the table. So yeah, let's give the minuteman some love or flavor or just something. Because those minis are too sweet to leave on the shelf. Back to the topic. I'm loving these lists as I'm a giant fan of TAK and LI. Having run more LI I'm finding that I make use of Veronin more in anchor links. Most of the link is hurling cheap hate across the table. So why not park veronin within 8 to give another order to the aggressive side and also give and get some protection worth this t2 sensor loadout?
Maybe it’s the group I play with but I feel nervous about playing with li. losing one model starts hurting quickly
I will bless you blessed comrade with one of my patented 100% success rate lists. Bhold <3 Vabap ────────────────────────────────────────────────── GROUP 1 9 1 LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47) FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) GROUP 2 4 4 3 STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8) 6 SWC | 300 Points Open in Infinity Army You have the absolute buzzsaw filth of an AP HMG Vet Kazak who doesnt care if his buddies die because he has sixth sense lvl2. You have 2 assault packs because if you're playing tak without 2 assault packs what are you even doing with your life?????!? 3 Irmandinhos is red hot chilly pepper spicy. 2x Minelayers b/c tak thankfully doesn't have the cancerous blight that is the libertos so we have to lay mines on a 21pt platform. Also the mines teaches people to respect your ambush camo. The fact that all your streloks have boarding shotguns instead of rifles is a plus because their aim is garbage anyway so they need the +6. You also have one spetsnaz. Two is too many. But one is good - and it's not hard to use him. The spetsnaz is literally the most braindead unit in ariadna. Also feel free to use your AMBUSH CAMO to spaz out your opponent friend by 'pretending' that they're Tankhunter MLs (stick em on rooftops). Don't reach for templates tho - that's a dog move. V Bad. Also - And this is huge pet peeve - DON'T THROW YOUR ASSAULTS PACKS AWAY. THEY ARE GOOD BOYS. But also (and here's a little secret) - Assault packs are secretly garbage in CC. There I said it. you know why???? B/c they're fucking big. You know how hard it is to make 3 S5s minatures go around a Kamau sniper??? It's fucking hard. Don't throw them away. Threat them like a Black hole in Dota - the threat of an Assault Pack attacking is WAY BETTER than an assault pack actually attacking. 300 iq 6d Chess. Just stick them in the mid field with their glorious 6-6 movement on their irregular order and f*cking leave them there. It acts like a cock ring on the assault capacity of their moron sphinx, swiss or whatever. God bless you Vabap. ::) )))))))))))))))))))))))))))))))))))))))))))))))))
This is my mission list. While not the shootiest list in the game, it will advance relentlessly (and order efficiently) under enemy fire to the mission area. In close ranged firefight and melee the list has few equals. The list has a lot of durable specialists, which are very useful in most missions. Depeding on the mission, i sometimes swap sniper spetsnaz to boarding shotgun spetsnaz, scout or dog-warrior. Vets walking dogs ────────────────────────────────────────────────── 8 2 SPETSNAZ (CH: Ambush Camouflage) Sniper Rifle / Pistol, CCW, Knife. (1.5 | 34) VETERAN KAZAK Lieutenant AP HMG / Heavy Pistol, Knife. (1 | 47) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) VETERAN KAZAK (Forward Observer) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) VETERAN KAZAK (Forward Observer) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) RATNIK 2 Molotoks, 2 Panzerfausts / Heavy Pistol, Trench-hammer, Knife. (2 | 54) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) 4.5 SWC | 300 Points Open in Infinity Army