Heres something I find quite amusing: Ariadna ────────────────────────────────────────────────── 10 2 VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47) VETERAN KAZAK (Forward Observer) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) SPETSNAZ (CH: Ambush Camouflage) Sniper Rifle / Pistol, CCW, Knife. (1.5 | 34) SPETSNAZ (CH: Ambush Camouflage) Sniper Rifle / Pistol, CCW, Knife. (1.5 | 34) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) MAVERICK (Forward Observer) Rifle / Pistol, Knife. (0.5 | 19) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) 6 SWC | 298 Points Open in Infinity Army Not what people expect from ARIADNA and yet it can work. Make use of suppression fire. Those Kazaks are hilarious tough and Spetsnaz are deadly. Anyone have experience going against the grain and making small elite Aradina lists? Share your advice here. Theres a perception that ARIADNA is at a disadvantage in small order lists but I don't think thats true.
My eyes!!!! it's ARIADNAAAAAA XD Two details there: first and foremost, either place a Chain of Command unit (Unknown Ranger) or be ready for Loss of Lt when Van Zant dies (which he either will, or you won't have deployed him where he can do the most damage). Second, You are carrying only three weapons against heavy enemies (of which you can assume there will be, since if Ariadna rolls a LI list, it's beacuse the LI extra is in effect 99.5% of the times), none of them for reactive turn. I'd try to change a Spetznatz from sniping to hacking duty (as in "hack open that tin can, Ivan") and consider a 112 medic to try to recover long range hunters at least.
Try with this IL 4──────────────────────────────────────────────────9 1 1 SPETSNAZ (CO: Camuflaje Emboscado) Ametralladora / Pistola, Arma CC, Cuchillo. (1.5 | 38) CHASSEUR (Minador) Fusil, Lanzallamas Lig., Minas Antipersona / Pistola, Cuchillo. (0.5 | 20) CHASSEUR (Minador) Fusil, Lanzallamas Lig., Minas Antipersona / Pistola, Cuchillo. (0.5 | 20) SCOUT Escopeta de Abordaje, Cargas-D, Minas Antipersona / Pistola, Cuchillo. (0 | 25) SCOUT (Observ. de Artillería) Ojotnik, Cargas-D, Minas Antipersona / Pistola, Cuchillo. (0 | 30) UXÍA McNEILL (Covert Action) (CO: Camuflaje Limitado, Infiltración Superior, Operativo Especialista) Escopeta de Abordaje, Cargas-D, Granadas de Humo / 2 Pistolas de Asalto, Arma CC AP, Cuchillo. (0 | 27) VETERAN KAZAK Ametralladora AP / Pistola Pesada, Cuchillo. (2 | 47) ARMAND (Visor Multiespectral N1) F. Francotirador MULTI, Nanopulser / 2 Pistolas Breaker, Arma CC Shock, Cuchillo. (1.5 | 45) DOG-WARRIOR 2 Chain Rifles, Granadas, Granadas de Humo / Arma CC AP. (0 | 27) CORONEL VORONIN Teniente Fusil / Pistola de Asalto, Arma CC AP. (0 | 21) 6 CAP | 300 PuntosAbrir en Infinity Army
I don't think 10 orders is as much of a disadvantage as just not playing to our most obvious strength, which if you think about it, not doing whats expected can be an advantage in itself. Take a wardriver, grab some hackers or a tag from soldiers of fortune, and generally do as little "Ariadna" stuff as you can. No idea if it will actually work, but if your opponent is expecting the kazak avalanche and then you drop scarface and a blackjack with a wardriver and a smattering of T2 rifles, they might be set up for crowd control...
Sorry for the heresy of that spelling error. Much shame on me. lol Van Zant has a profile without Executive Order so theres no way hes becoming my LT. ;) As for your other point, taking a tankhunter with autocannon might be a good idea. Of course, a blackjack sniper is also pretty good.
Well, you have 2 points free if you want to go for it ^^. The Blackjack Sniper... it can resist, but it's an anti-infantry troop with exceptional resistance, while my suggestion for the Tankhunter goes more in the way of a troop specialized into taking out the enemy TAGs. Also, another option you might want to consider if you go with CoC would be Boronin. You will have to protect him, sure, but having eleven regular orders in a limited insertion scenario can be a godsend.
Funny how many PanO players are placing their eyes on Ariadna. The other PanO player in my meta plays MO and now is trying mixed-linkteam Caledonia, i play NCA and now want to try elite 10 order Kazak´s. It´s easier to learn the new units if you start closer to what you already know how to play, so i compleatlly get @Death idea of a 10 order elite Ariadna, even if it´s not what is usually recommended.
Thats because Ariadna offers a completely different playstyle compared to Pano. The minis are quite cool looking as well. Rather than the future anime aesthetic that most factions have, Ariadna has a rather modern army look to them. *cough werewolves and kilts not withstanding. I've dappled some with USARF ('merica) but Spetsnaz, Dog Warriors, and Antipodes are awesome. This was just an amusing idea to ponder. I'd still play an "elite" Ariadna list with at least 12- 14 regular orders. Just to get some warbands in the mix.
For starters im taking a complete 10 order enchilada, after the first game i will probably try a variant with dog-warriors or antipodes, and depending of the output turn those veterans to FO or Paramedics (if someone can tell my their experience between those profiles i will be quite grateful) Ariadna ────────────────────────────────────────────────── 10 COLONEL VORONIN Lieutenant Rifle / Assault Pistol, AP CC Weapon. (0 | 21) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER Missile Launcher / Pistol, Knife. (1.5 | 29) TANKHUNTER Missile Launcher / Pistol, Knife. (1.5 | 29) VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) VETERAN KAZAK (X Visor) T2 Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 38) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) 6 SWC | 300 Points Open in Infinity Army
Played a game with this list last night..... Tankhunter´s with ML are STRONG, like WAAAAAAY stronger that what i expected The rest was a mess because im not used to manage 8 camo markers, will do better next time i expect
I've noticed that USAriadna kinda shares PanO's emphasis on shooting the problem and negating advantage. Just with smoke and warbands vs tech and TAGs
Oh? I'm kinda curious now. Seeing as how we don't have an actual TH with ML, I'm guessing you proxied one?
The autocannon is a pretty good base for a conversion, just clip it short and maybe add a wider muzzle with plastic tube. Even if you don't convert it, it's a very acceptable proxy as well...
This is the list I like to use for missions that can be light on specialists Ariadna ────────────────────────────────────────────────── 10 1 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Mimetism, AD: Parachutist) Rifle, Grenades / Pistol, AP CCW, Knife. (0 | 31) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) UNKNOWN RANGER (Chain of Command) Rifle / Heavy Pistol, T2 CCW, Knife. (0 | 41) MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) 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) 3.5 SWC | 300 Points Open in Infinity Army VZ can open attack avenues, and you can sit on the Spetnaz paratrooper for turn 2, after the opponent moves some stuff up. The combo of Uxia superior infiltration and VZ can gut the enemy order pool on turn 1 easily enough, or they have to turn their whole force to deal with them. Also, you can easily turn the Chasseur's into mine layers for the same cost if you don't need them to be specialists. All the camo sucks up the opponent's orders, you can pull the opponent's impetuous stuff around with your 2 models on the board and it's a ton of fun. Even though 2 orders are off the board at the start, I'm usually at 7 or so orders through all 3 turns and can get enough done.
Mine that I took to Gencon were as follows: Gencon LI #1 ────────────────────────────────────────────────── 9 1 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) UNKNOWN RANGER (Specialist Operative) Molotok / Heavy Pistol, T2 CCW, Knife. (1.5 | 47) VETERAN KAZAK AP HMG / Heavy Pistol, Knife. (2 | 47) VETERAN KAZAK Paramedic (MediKit) AP Rifle, Light Flamethrower / Heavy Pistol, Knife. (0 | 39) 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) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) ISOBEL McGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler / Pistol, Knife. (0.5 | 26) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) ASSAULT PACK . (0 | 25) HANDLER Rifle, Smoke Light Grenade Launcher / Pistol, Knife. (- | 10) x3 ANTIPODE AP CC Weapon. (- | 15) 5.5 SWC | 298 Points Open in Infinity Army and Gencon LI #2 ────────────────────────────────────────────────── 9 1 1 EQUIPE MIRAGE-5 . (2 | 69) MARGOT AP Rifle + Light Grenade Launcher / Pistol, Knife. (37) DUROC 2 Chain Rifles, Grenades, Smoke Grenades / AP CC Weapon. (32) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) 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) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) SCOUT (Forward Observer) Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 30) SCOUT Ojotnik, D-Charges, E/Mauler / Pistol, Knife. (0 | 29) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) 5 SWC | 300 Points Open in Infinity Army Both lists do very well and were designed without knowing the scenarios in mind, hence they had to cover a lot of bases (that's also why Isobel btw, in case anybody was wondering - gotta cover Highly Classified, hacker bonus scenarios, emaulers are solid, had plenty of points spare to upgrade a line troop specialist). Playing with a 10 order list in Ariadna is definitely not playing to the faction's strengths, but it certainly can be done and is perfectly serviceable.
When playing 10 order in Ariadna, I like to play as close to possible as full camo to make my oponent waste his order, often with one or two infiltrated boarding shotgun to play rambo turn 1 (if I play first) so I won't reveal my marker. Something like this for example : Ariadna ────────────────────────────────────────────────── 10 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER AP HMG, D-Charges / Pistol, Knife. (1.5 | 35) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) SCOUT Lieutenant Ojotnik, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 29) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) 6 SWC | 296 Points Open in Infinity Army