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First tac list

Discussion in 'Ariadna' started by M0rk4, May 2, 2019.

  1. M0rk4

    M0rk4 Member

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    Hi everyone,


    I am starting tac next week and I want to try a LI list to learn the profiles softly.

    I am new to FT so i will only play an three man linked with the xvisor vet and tow frontovik (is this regular btw?).

    The idea is to have polyvalent list I can use for the next weeks to get use to this new army.

    I also have a version where the scout is replaced by a friend of him with e/mauler.

    What do you think ?


    10
    VETERAN KAZAK Lieutenant AP HMG / Heavy Pistol, Knife. (1 | 47)
    112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)
    SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38)
    VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38)
    FRONTOVIK Engineer T2 Rifle, Light Rocket Launcher, D-Charges / Assault Pistol, Knife. (0.5 | 33)
    FRONTOVIK T2 Rifle / Assault Pistol, Knife. (0 | 23)
    SCOUT AP Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1 | 29)
    TANKHUNTER (Chain of Command) AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (0 | 30)
    STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20)
    STRELOK (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 21)

    5.5 SWC | 299 Points
     
  2. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    I would try to turn that link into a full 5-man, you have 4 already so it shouldn't be too hard.
     
    Keyrott likes this.
  3. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    I'd say the 3 man is good for if you want to use your 7 other minis for board control, which seeing as you have an eye watering 10 camo tokens in an LI list it is certainly doable. The odd duckling out is the APHMG vet, seeing as he can join the link for 4, but then you're really gambling on one of your deadlier shooters not getting killed. And you want that vet active.

    A version of this list with the recommendation from @Brother Smoke is pretty close to a list I frequently run, though I'll admit I usually don't run the motorized 112 (though I may after looking at this)

    TAK 300! LI
    ──────────────────────────────────────────────────

    [​IMG]10
    TANKHUNTER Lieutenant AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (1 | 25)
    VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47)
    VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38)
    FRONTOVIK T2 Rifle / Assault Pistol, Knife. (0 | 23)
    FRONTOVIK Engineer T2 Rifle, Light Rocket Launcher, D-Charges / Assault Pistol, Knife. (0.5 | 33)
    FRONTOVIK Paramedic (MediKit) T2 Rifle / Assault Pistol, Knife. (0 | 25)
    112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)
    STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20)
    SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38)
    SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30)

    6 SWC | 299 Points

    Open in Infinity Army


    I made the fronti in the 5 man a paramedic because I had the pts to spare, and it's yet another specialist in this list. You're losing out on some camo tokens, but there's a lot of killing power here. Something you can also do is for the spare 1 point is turn the scout into Pavel. You lose a bit of shooting with the lack of marksman 1. On the other hand you gain a dude that can clear out buildings. Might be more of a "fun" character to run.

    A big part of either my list or yours and all of that camo is keep in mind who can do what in terms of deployment. Your opponent might get an idea of who is where based on who is FD2ing and who is rolling for infiltrate.
     
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  4. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    I also run something similar in a link:

    AP HMG Vet
    T2 Vet
    Engineer Frontovik with LRL
    112
    T2 Shotgun Voronin

    It's technically a Frontovik core with a 112 and 3 wildcards, and it pretty much has an answer for any situation, and when supported by CoC it lets me run an aggressive Voronin who can wreck face in the 0-8 range, but he can be easily replaced by a vanilla Frontie
     
  5. M0rk4

    M0rk4 Member

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    Thank you for your answers,


    Indeed one of the idea behind my list is to use a max of camo markers to control the board. Having at least one minelayer help me to feel secure about defending my zc :)


    How do you manage the defense in LI ?


    The biker bring me a fast moving specialist with smoke. I want to try it. Plus I like the mini pretty much !


    Do you get out without smoke often ?


    The five man link is something I thought about and your list @holycannoli make it attractive. But gathering everyone in the same basket is dangerous and it force me to deploy half of my list in the same place.

    I also like your idea of adding a 112 to the team @Brother Smoke.


    I will give a try to both versions and come back with mythinkings.
     
  6. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    I rarely if ever use smoke in Ariadna, not because it's bad at all, but because MSV2 is pretty prevalent in my area, and my general rule of thumb is "Punch fast, punch hard and punch often"

    Sometimes the best defense is a good offense
     
  7. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    All of your eggs in one basket is the essence of 5 man pain training your LI lists.

    I also find plenty of my ariadna lists don't contain smoke, if only because I don't play CHA. But it's a nice took to have as if you're facing a sniper without msv (such as many profiles with ODD) then being able to ignore them until a more favorable range and can be convenient. My smoker of choice is the antipode controller in non LI.

    @Brother Smoke put up a link that's pretty close to the avil of a core in my Veronin hunting party list. The one I've grown extremely fond of.

    Veronin Hunting Party──────────────────────────────────────────────────[​IMG]10 FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) VETERAN KAZAK (Fireteam: Duo) Mk12, Light Flamethrower / Heavy Pistol, Knife. (0 | 42) COLONEL VORONIN (Sensor) Lieutenant T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) SCOUT Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) STRELOK K-9 Submachine Gun, Chain-colt, Antipersonnel Mines + 1 K-9 Antipode / Pistol, Knife. (0 | 24) [​IMG] K-9 ANTIPODE Trench-hammer, AP CC Weapon. (8) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) VASSILY (Chain of Command) T2 Sniper, D-Charges / Heavy Pistol, Knife. (1 | 39) 5.5 SWC | 299 PointsOpen in Infinity Army

    Not as many eggs are in the basket as the could be, why I went mk12 vet as in reactive it's almost an aphmg. The idea being this link holds the line or moves up more conservatively while the camo rips at the enemy, pushes buttons or holds territory. You got camo, or a nasty core to deal with.
     
  8. M0rk4

    M0rk4 Member

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    Hello

    So I've played last week my two first game with the proud cossacks.


    Results are one victory and a defeat. My opponent was OSS and the mission comms center.


    The list I've finally played:


    10

    VETERAN KAZAK Lieutenant AP HMG / Heavy Pistol, Knife. (1 | 47)

    VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38)

    FRONTOVIK Engineer T2 Rifle, D-Charges / Assault Pistol, Knife. (0 | 27)

    FRONTOVIK Paramedic (MediKit) T2 Rifle / Assault Pistol, Knife. (0 | 25)

    FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23)

    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)

    112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)

    SCOUT (Minelayer) Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 30)

    STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20)


    5.5 SWC | 298 Points


    First game I had the first turn, moved my FT in his DZ and crushed a group of dakini tacbots. After that the game is easy and the remains of my opponents army fail to flip the results.


    Seconde game is a bigger challenge. Aleph changes the men to field a Marut.

    I have the initiative and decide to start in order to get rid of this thing in my first turn. My linked APHMG should make the work. Unfortunately this Marut is well deployed and cover his weak spot with his heavy flamethrower and the way to flank it is too long. I play the objectives, hide my troops and wait for the counter strike.

    Luckily my camo markers and the distance between my men and the maruts force Alpeh to play little. Only my strelok is down at the end of the turn.

    Second turn I try to attack the tag with my tankhunter but he dies poorly. It is now the turn of the spetnaze to move (FT is too far) . The man make a miracle and put the tag unconscious. I lack order to finish the job but Alpeh will spend is 2nd turn in loss of Lt.

    This lost turn is used to fix the tag and move few troops but nothing much.

    Last turn to go and I decide to use the bike to connect antennas. After the 4th I stop and decide to go for a rambo kill on the HVT and his specialists. This stupid idea is a huge fail and i should have secure more objectives.

    The enemy has now on turn to get the victory. He decides to get out with the tag. I placed two guys in aro the scout and the aphmg. It works the tag is out, so does the scout.

    Unfortunately it remains enough order to alpeh to steal more than half of my antennas and I lose the game.


    Beside the fact that I should have secure more antennas in both mission in order to secure more objectifs amboth games where fun and I am satisfy of the list.


    However I will try a list with an harris next week to compare. In both game I found the team heavy to move and I had the feeling to move my entire army each time.


    I also had the feeling to lack aro pieces to oppose to the tag. What profiles do you use to fill that role ?
     
  9. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    When it comes to TAGs I find it's better to hide in the reactive and let them stomp around, but once the active turn comes don't be afraid to rip into it with that fully-linked AP HMG or the Spetz. It's a huge point sink that can go down in one turn and leave your opponent at 2/3 of an army, punish that.
     
  10. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    That is difficult to say. I've had great success with the many wielders or APHMG's and the portable autocannon vs tags. They're too expensive to leave as a turret, if it's on suppressive then bring it down outside of 24 or else rely on the fact it has burst 1 and you have full burst. Bunker down for active with suppressible fire and good positions, make him waste orders coming to you or make sure it can't engage single mini's to see if you can force uncontested fire. But those have been against some of the more budget tags of PANO or Nomads. Things like the Marut are a different bag entirely.

    MSV2, heavy flamethrower and a HMG with a brutal BS is a nasty combo that really can outshoot many things in face to face, especially when it's his active turn and he gets his full BS. On defensive turn you're throwing dice at the problem. One of my more frequent opponents tends to run army lists with the big pricey tags and he has a nightmare facing my TAK, because I LOVE the shotgun spetznaz.

    Units like a shotgun spetnaz, a well deployed scout (or pavel) can slaughter what I assume is a bit more anemic 2/3rds of his list. Lobbed grenades, blast shotgun rounds, marksman 1 ojotnik fire are just unfair to cowarding order monkeys and the marksman ensure that they have no way to recover those lost orders. Starve the TAG of it's orders and you'll find that it's mobility and ability to accomplish objectives will wither and die. Your opponent will be limited in what it can kill or what can do, and even with armor 8 it can't afford to just wade through the map eating fire to do objectives. Also starving it of orders will mean that spending an order to keep it in suppression fire is awfully costly, ow it's weak when it comes your turn to shoot back. Does your opponent hide it for his next turn's rampage, or does he gamble on ARO burst? Solving these problems require orders.

    Good luck and happy hunting comrade.

    Or get a lucky Arklyat Kannone shot... my dozer got an immediate paintjob after the 120 point monster got brought down by a 14 point glue gun followed by a lot of APHMG fire. (Please do not rely on this)
     
  11. regelridderen

    regelridderen Dismember

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    There is little point in reviving unconscious models (particularly cheerleaders), unless you really have nothing else to spend the orders on. At best, you’re just trading an order for the next turn. The only point, where doctoring is worthwhile is, when you get an objective, or if you have a crucial SWC model to revive.
     
  12. csjarrat

    csjarrat Well-Known Member

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    Unless you're on a mission where surviving points is important or you're controlling an area and dominating it requires army points. Then it's a pretty nifty ability to have. Reviving dog warriors is also funny for another rampage
     
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