Hey guys, I am playing in my first tournament in a few weeks and am trying to come up with a second list that I can pair with the following: Max SWC ────────────────────────────────────────────────── GROUP 1 9 1 1 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) ISOBEL McGREGOR Rifle, Flash Pulse, D-Charges, E/Mauler / Assault Pistol, Knife. (0.5 | 23) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) CAMERONIAN 2 Chain Rifles, Grenades, Smoke Grenades / AP CCW. (0 | 23) VOLUNTEER Rifle / Pistol, Knife. (0 | 8) GROUP 2 4 1 SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31) SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30) CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24) VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) 6 SWC | 300 Points Open in Infinity Army Not really sure whatto run as a second list. The missions are: Decapitation, Frontline, Engineering Deck, Capture and Protect, Looting and Sabotaging. Any thoughts on a second list or changes to the above list?
Where are your Galwegians? They are an incredible asset you don't use while you "waste" points on rather useless Volunteer Infiltrators and Riflemen. And you should ALWAYS run McMurrough with the CHA. The Cammeronian is not even playing in the same league. The rest of the list is fine but you seem to put a lot of emphasize on maxing out your SWC. ;-) The scots generally don't need to do that unlike other factions because even their basic units have decent enough firepower with their t2 weaponry and there is usually no need for more heavy weapons than 1 or 2 T2 snipers and an AP HMG.
I currently have some Galwegians and McMurrough on order so will.try to redesign the list around d them.
You need Wulvers. They are good at shooting and really great at smashing heads in. AND they have 2W with ARM3. Real heavy Infantry.
My 2p; Drop the infiltrating volunteer - it's a single chance on an 8 to get a really cheap line troop nearer to his death. Put all of the volunteers together in the same group, so they can join the core fireteam, especially when they start dying. A single Cameronian tends to be hit-and-miss; either bring a mate for it, add Galwegians and/or include McMurrough as well. Personally not a fan of Isobel, as I'm rather uncomfortable to throw her near enemy hackers; especially as I can get two Paramedic Vols & have points spare. (If you really like her, the T2 Rifle version looks better to me on paper, though). I like bringing a few Galwegians + McMurrough, and then put them in the same group as Wallace, so I can use his Lt order to advance them even further up the table, into position for some coordinated CC destruction. IMHO, a haris of Wulvers is a great flanking team; they get to sneak around, use climbing+ to get into position & then either drop grenades on heads from nowhere, kill stuff with T2 or blast things with shotguns. And they can even hack stuff in CC if it gets too close. Only downside is the points investment for all 3. (*: Based on my own experience & playing-style).
Thanks for the insight, using your suggestions I came up with the following: Aggression──────────────────────────────────────────────────GROUP 1 5 5 5 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35) WULVER (Fireteam: Haris) T2 Rifle, Grenades / Pistol, AP CCW. (1 | 34) WULVER Mk12, Grenades / Pistol, AP CCW. (0 | 37) WULVER Heavy Shotgun, Grenades / Pistol, AP CCW. (0 | 32) McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) GROUP 2 5 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) 3 SWC | 283 PointsOpen in Infinity Army So I have around 17 points left and am not really sure what to put in. Maybe trying to fit in a 112 plus another Volunteer by dropping the LGL volunteer down to a Rifle? Other options would be dropping the Paramedic and LGL down to regular Volunteers and then adding a Dozer with a Katuysha Traktor Mul for some long range speculative fire. This would leve the list with only specialists however so not sure if that is a good idea. Any thoughts?
You almost completely lack ranged firepower and I will be honest: the advice regarding Wulvers is wrong. Drop 2 or all of them and get some ranged troops or you will be shot to pieces.
Thanks for that. Which Wulvers would you drop as I would like to keep 1 at the least? Also would Scots Guard with ML and Molotok be better than a pair of Caterans? As ranged firepower.
In case you intend to include only one Wulver, I recommend the Mk12. It has a decent (not good) range, and as a solo piece that guy is pretty good at both shooting and melee. (Or dropping grenades.) I also strongly recommend trying out the Haris consisting of Wallace, the Haris profile and the Mk12 profile. Wallace lobbing smoke grenades with Burst 2 solves the problem of the shortish range of Mk12. Just keep Wallace safe and have the Wulver with Mk12 do the gunfighting. In case you do drop the Haris as @Commoner1 recommended, you can replace the unit with the other - more long-range shooting oriented - Haris, that cost roughly the same points (SWC cost 2.5): Haris ────────────────────────────────────────────────── 3 HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25) CALEDONIAN MORMAER (Fireteam: Haris) AP HMG / Pistol, Knife. (2.5 | 43) CALEDONIAN MORMAER Lieutenant (X Visor) T2 Rifle / Pistol, Knife. (0 | 33) 2.5 SWC | 101 Points Open in Infinity Army
I really sound like a grumpy d*ck, but for the love of god, please stop advertising those Haris stuff and niche units. That are just filler picks and newbie traps. :-( @MattB89 It depends more on your personal taste. The Missile Launcher Scot Guard is the stronger ARO weapon and cracks harder targets/careless Linkteams but on a denser table its range bands tend to be wasted. The T2 Cateran is better on the offensive, has better range bands and he can actually leave his sniper spot thanks to climbing plus and he's less prone to melee infiltrators with CC19. The Molotok Scot Guard has also a very nice offensive and if you move him across the table he becomes a nasty ARO unit once he's in suppressive fire with cover. My experience in the long run has been that I'm as long as I pick any three of these (if the mission permits it and doesn't require an overabundance of specialists) units in addition to Wallace, McMurrough, Grey/Volunteer link, 4 Galwegians, Uxia, 2 SAS I win almost always against any kind of lineup. The important thing is that you give your close range units like McMurrough and the Galwegians proper long range cover with at least 2 T2 snipers or missile launchers in addition to the active turn clearing power of the AP HMG link. My prefered pick is 2 Caterans and 1 Molotok Scot Guard though.
Just here to express an opinion that different playstyles using narrowly focused armies tend to have rather different ability to win matches.