Strategies TAC in N5

Discussion in 'Ariadna' started by Wizzy, Jan 13, 2025.

  1. Wizzy

    Wizzy Well-Known Member

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    On reddit I read a interressant conversation about strategy for using kazaks in N5, and here's what it looks like from experts including Headchimie who has long experience in tactica.

    Good strategies for the Tartarian Army Corps https://www.reddit.com/r/InfinityTh...looking_for_good_strategies_for_tartary_army/

    It might complement the old tactica of 2022 :
    https://forum.corvusbelli.com/threads/kazak-schola-an-unofficial-tak-guide.27568/


    General strategy:
    - TAK is all about guerrilla warfare. You don't have the strongest unit, but everyone can eventually become dangerous by outmaneuvering the opponent. I've won most of my games not with a frontal attack from a veteran Cossack, but rather with a strelok killing things in the rear with a boarding shotgun.

    Therefore, you need to carefully balance having some defense and some classic attack with as many ways to win asymmetrically. Attack pieces should only attack easy-to-kill pieces such as flashbots or out-of-range AROs. Concentrate on the mission, avoid your opponent, set traps and kill reserve enemy troops who only serve to give orders by being smart, which will deplete the opponent's capacity.

    - TAK units are really fragile, so save some orders to move your units back, use coordinates to place mines and bring them back to camouflage.

    - Put two defensive pieces for the middle of the table.


    Game modes:
    - Camouflage. Don't reveal your camouflaged miniatures if you don't need to. Don't put a lot of stuff in ARO if it's just going to die. Leave 1 or 2 camouflage units in ARO and use mines for the rest. Just hide. TAK does this particularly well.
    Use camouflage units to threaten the opponent. Place them in advantageous locations such as rooftops. If the enemy wants to shoot at you, he has to uncover you, which wastes time. If he doesn't shoot at you, you're preventing him from charging into the open, because you'll be shooting at him out of cover, which is unpleasant.

    - Pom Pom Girls. Some units contribute literally only to orders, and do little else. It's not very effective to spam them too much as your list loses power, but a few are okay. If they're too weak to do much, then simply hide them. There's no advantage in giving your opponent free eliminations.

    - ARO. AROs aren't necessarily there to kill things. They're there to slow down enemy units. So in effect, your high BS is less important than their low BS. Minimizing enemy BS through mimicry, long range and cover is excellent. A long-range, mimetic sniper can put HMGs in a bad position if they have -3 for range, -3 for cover and -3 for mimetic.


    Special units:
    - The Scout with E/M mines is nasty.

    - I think at least one long-range ARO would be nice. The ML tank hunter is viable. Sniper Scouts can also be good.

    - A boarding shotgun at close range is devastating. Maneuver your Streloks (remember, they have camouflage) and kill opportune targets, using surprise attacks to your advantage. I played three games in N5 and my most effective units were, in that order, Streloks with boarding shotguns, Scouts with Ohotniks and Tankhunters with HMG AP, again using the Surprise Attack.

    - Two Streloks (in the middle of the table), a Barsuk, and a TR Kuryer, that's 62 points for 9 camouflage markers and one TR piece. Filling the table in this way gives your opponent plenty of options to consider.
     
  2. Tanan

    Tanan Well-Known Member

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    Dog warriors are very durable and fast during your active turn due to enemy losing real burst, speedball, superjump and additional proning after (non-jump) move.

    But on reactive, everything dies very easy because we don't have duolinked 19-20p Kaitoks or Canobites.
     
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  3. Cabaray

    Cabaray Well-Known Member
    Warcor

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    Thanks for the info! We must return too the old ways. With less direct templates in the game, it is more feasible too be in the midfield with camo units. and now that we can suprise shoot link teams who now have +SD instead of +B and less BS and smoke rolls wit less ph behind it, Camo ARO and Active just went up in effectiveness. Ariadna has some power units face nerfs, but the playing field has changed that in my opinion: Things got way more interresting. So adapt and survive!
     
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  4. Tanan

    Tanan Well-Known Member

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    I also have to make a shout-out to Dozers. They are good at spamming armed turrets, the bestest interaction in the game at the moment. Ofc we have nothing compared to the five Fireflies that make KCF awesome (10+ turrets after turn one) but we can do something. Something is better than nothing, right?

    Turret deployment is great in active turn but also in reactive turn for the following reasons:
    - During active turn. Got a few orders left after attack run? Move team forward at the same time spam turrets. Remember that deploying and reloading a turret is a short skill. Make use of those short movement orders.
    - During reactive turn, Dozer can deploy turret as an ARO which means that enemy must use at least two orders to clear the dozer threat (one for killing the dozer and another for the deployed turret), which is amazing speedbumb ability for 15p trooper. Remember that baggage bot free reload at the end of turn works on friendly unconscious troopers so if your brave dozer just dozed off after throwing a turret at the enemy trooper, he can lob a another turret immidiately after his naptime is over.
     
    #4 Tanan, Jan 17, 2025
    Last edited: Jan 19, 2025
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  5. Urobros

    Urobros Well-Known Member

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    Sorry, Pano player here, but I'm seeing too many people talking about turrets strategy, which I still don't understand... Honestly, I want to think is more something people is thinking about than truly deploying that on the table. I mean, people is really including 5 Fireflys?? They are 125 points, plus Baggage, adding 8 extra points, for a total of 133, closes to the half of standard 300 match... For guys with submachine and panzerfaust, to expend later no less than 7 orders to set that amount of turrets... and 1 command tokens?? I mean, in order to deploy in one turn that amount of turrets... To expend 5 orders to recharge, since baggage only can recharge one model per order, then another command token plus 1 order to make 4 fireflys to deploy 4 turrets, then 1 extra order for the lonely firefly... I'm unable to see how could be anyway useful... to many points compromised, even if we take advantage of minelayer. What if they go second? Who will do the work? 2 poor fennec plus snipper black air? plus FB griffin? What else, KFC will have around 200 points for only 9 guys, who mostly do "deploy turrets". Not too much space for others profiles.

    I mean, is really people using this practically and with success? I noticed a lot of people being worried about this KFC play, or others armies playing it, but I fail to see how this approach could be hard to deal with...
     
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  6. Tanan

    Tanan Well-Known Member

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    Come on. Everyone is jealous about KCF turret spam. Whether this strategy is meta bendingly effective isn't important. What is important is fuelling the feelsbad with confirmation bias.
     
    #6 Tanan, Jan 17, 2025
    Last edited: Jan 17, 2025
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  7. valukr

    valukr Well-Known Member

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    Irmhadinos deactivate turrets on 19s out of LoS. You can use smoke to achieve this too, niche but worth keeping in the back pocket to avoid shooting turrets sometimes. Ratnik also has a deactivater - if you’re a ratnik believer
     
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