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C&C on USAF list please

Discussion in 'Ariadna' started by Mattmus, Dec 11, 2019.

  1. Mattmus

    Mattmus Member

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    USRF──────────────────────────────────────────────────GROUP 1[​IMG] [​IMG] [​IMG]9 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21) AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21) GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)

    GROUP 2[​IMG] [​IMG] [​IMG]8 BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) 6 SWC | 300 PointsOpen in Infinity Army

    I'm not sure how to paste my army here but the code above works. (Edited to include army, thanks Raman)

    I play against PanO, Vanilla Nomads and the JSA and I really struggle with T.O. camo and heavy hitters like the Jotum. I've tried to add lots of ARO MLX snipers in here for the +6 BS bonus to level out the T.O. and to outroll the PanO higher average BS. I've also tried to add a nice button pushing Core Fireteam.

    I mainly use the Foxtrots to lay mines with a coordinated order to block access to my DZ and the middle of the board, then camo them back up to guard the midfield and press buttons if needed.

    The only models I don't own yet (or can't proxy) are the K9 Antipodes

    Comments and criticism would be really appreciated.
     
    #1 Mattmus, Dec 11, 2019
    Last edited: Dec 11, 2019
  2. Tanan

    Tanan Well-Known Member

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    The link doesn't work. I suggest that you use the "Export list to forums" function in https://army.infinitythegame.com/.


    USRF
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]9 [​IMG]1
    BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36)
    MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
    GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
    GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
    GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)

    GROUP 2[​IMG] [​IMG] [​IMG]7
    AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21)
    AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21)
    MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
    GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)
    GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)

    5.5 SWC | 297 Points

    Open in Infinity Army
     
  3. LankyOgreBP

    LankyOgreBP Well-Known Member

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    The link didn’t pull up on my iPad, but that could be a problem on my end, not yours. A couple of thoughts from what you did say though.
    First, MLX doesn’t work during ARO, only active turn and is a full order. The snipers can be decent as ARO and a coordinated MLX can definitely do wonders, but just remember the requirements.
    Additionally, list construction hinges a lot on the scenario itself. From your comments, it looks like you are building this for something like supplies, acquisition, or
    Without seeing the list itself, who is your primary gunfighter? Edit After seeing the list, I strongly suggest finding room for another active turn piece. You currently have a lot of reactive turn pieces, but if your blackjack falls, you are going to have some trouble.
    For me personally, I have had better luck with that minuteman profile as a suppressive Fire turret, over active turn.
    While Foxtrots are great, I’m not sure that 4 specialists, on top of the grunts, is necessary.
    Finally, spending SWC on the grunt LT is expensive considering you don’t have active turn pieces.
     
  4. Mattmus

    Mattmus Member

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    Thank you!
     
  5. Mattmus

    Mattmus Member

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    Who would you recommend as LT? And I thought 4 Foxtrots was alot, but I usually take 3 of them plus 2 Chasseurs in my Vanilla list and they work really well as button pushers and to lay mines, so I'm using what I know.
    What would you recommend as another Active turn piece?

    I'm mainly hoping to use this list for Specialist heavy missions with Classifieds and buttons to press like Armoury, Transmission Matrix, Highly Classified etc.

    Thanks again for the feedback
     
  6. Tanan

    Tanan Well-Known Member

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    Why not take 10+ inferior infiltration grunts? 3-4 heavy flamethrowers just outside of enemy DZ on turn 1. Also Van Zant seems extremely good for his point cost.
     
  7. LankyOgreBP

    LankyOgreBP Well-Known Member

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    Your experience may differ. So far, I have found that I don’t have trouble keeping at least one specialist alive without stacking that many.
    To keep things as similar as possible, I would probably drop one airborne ranger and the warcor, upgrade the minuteman to an hmg and use the marauder LT. Then you have the points to throw in an extra grunt as a decoy/fireteam filler or a desperado.
    If it were my list, I would probably drop a foxtrot and add in a second desperado. That leaves you with 7 points, so 4 after a warcor, which means both desperadoes can have assault pistols. I usually like to fit in infiltrating grunts as well, but at that point a lot is getting changed.
    Now, I’m Nobody in particular. And I haven’t had to deal with a lot of TO and heavies, so you might get different results.
    USRF──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]2
    BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36)
    MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
    GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
    GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
    DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)
    DESPERADO Chain Rifle, Smoke Grenades / 2 Assault Pistols, CC Weapon. (0 | 13)
    GROUP 2[​IMG] [​IMG] [​IMG]6
    AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21)
    MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34)
    GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)
    GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
    6 SWC | 297 Points
    Open in Infinity Army
     
  8. Tongfa

    Tongfa ULTRA INSTINCT UKR

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    Consider dropping the Minuteman AP HMG for the Unknown Ranger Mk12. The Unknown Ranger is linkable with grunts, has a -3 visual mod and critically, costs 0 SWC, letting you add in any Inf grunts if you feel SWC starved.

    Including the UKR as your point man also lets you potentially drop the AP Hmg Blackjack. Mk12 is a bit shorter range than a HMG, but the +3 from the fireteam, as well as grunt snipers Coordinated should help out in long range engagements.

    Also Coordinated Marksmen LX is really good, just be mindful that everyone in the same Coordinated has to do the same thing, so if the grunt snipers want to Marksmen LX a Kamau, they can only do so with other grunt snipers.

    Other than that - list looks good - solid amount of orders, bit of smoke and camo.
     
  9. LankyOgreBP

    LankyOgreBP Well-Known Member

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    I don’t have any experience with the UR. It’s a lot of points for just NWI without shock immune. Though I know many people find 30ish points a lot for only 1 wound. I can see your suggestion and I think that’s a valid switch, though it requires losing a desperado (or 11 points somewhere). I would probably swing down to 2 foxtrots and stack up on infiltrating grunts, but the Specialist can be worth keeping.
    I strongly advocate having two active turn gun fighting pieces and I’m not sure MLX is it. I think that even with the UR or Minuteman, the blackjack is necessary. Whether you need to support the other flank, or you fall to a lucky Crit, having a little back up is important.
     
  10. Mattmus

    Mattmus Member

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    I bought the UR because he looked good on paper, but never performed. I never tried using him in a link though. I'll definitely give it a go!
    I want to keep the blackjack in there as he is a target and the players I play with target him rather than the objective.
    I can't wait to try out the LX coordinated. Do you think they would work better in the Core link or as stand alone units?
     
    LankyOgreBP likes this.
  11. Mattmus

    Mattmus Member

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    I'm getting an Antipode off the missus for Christmas. Would you recommend adding in Devil Dogs as another active turn menace?
     
  12. Tanan

    Tanan Well-Known Member

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    Perhaps we should first discuss what makes USAF unique? For me it's obvious that the sectoral is all about cheap models that have AD, forward deployment, heavy flamers, camo and infiltration. The sectoral also has access to somewhat unreliable sensor and smoke grenades.

    The sectoral is obviously lacking in..
    - Good shooting profiles
    - Good close combat profiles
    - Durable rambo-models like Achilles
    - Impersonation and superior infiltration
    - TO camo
    - Camo with circular template weapons
    - Hacking
    - Cubes (doctoring is unreliable)
     
  13. Mattmus

    Mattmus Member

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    I'm having some practise games this weekend, I might try the 10+ grunts for a laugh!
     
  14. LankyOgreBP

    LankyOgreBP Well-Known Member

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    The problem with MLX in a fireteam is that you lose the burst modifier for being in a fireteam. While snipers in a team are great for ARO, they may be better off solo for MLX.
    Try out the Devil Dog and see. It’s a short range monster, so it’s up to you. It’s not going to replace the blackjack or fireteam though. It is a great sensor and threat vector.
    USARF can extremely easily do the 16-19 orders. If you are playing LI or tactical window though, you may NEED the UR or Van Zant just to pad points.
     
  15. Mattmus

    Mattmus Member

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    I'm going to try out the UR in a 5 man core this weekend, his Mimetism will be useful against AROs. I've had lots of fun with Dogs as the CHA but I've never used antipodes, sensor will definitely help against TO infiltrators.

    Thanks again for the help everyone, what a great community!
     
    Foxep likes this.
  16. McKaptain

    McKaptain Well-Known Member

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    If you’re just learning USARF, I suggest this:

    Core:
    Grunt w/ Sniper
    Grunt w/ Sniper
    Grunt Lt.
    Grunt
    MM w/ AP HMG

    This gives you two ARO snipers with full link bonuses. On your active turn, even if they are dead you have a three man link on the MM with HMG.

    Add this as well:
    Marauder Haris
    Marauder w/ Molotok
    Rosie

    This gives you a hard hitting attack link with a D-Charge Specialist

    Try that as the foundation of your list and add Foxtrots, Desperados, Rangers to taste.
     
    Mattmus likes this.
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