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What would be a good all-round USAriadna list?

Discussion in 'Ariadna' started by FrontierRanger, Jan 11, 2019.

  1. FrontierRanger

    FrontierRanger New Member

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    So I'm still relatively new to the game, not had any games yet, but I've been collecting and reading the rules etc for quite a few months.

    The problem I have is that I'm really struggling to put together a decent, all-round, 300-poiny list using the models that I have, and why?

    I'm not sure if this is the right sub to post in, for some reason I was convinced there was an army list forum... though I may be getting that mixed up with the old 40K forums!

    How would you guys use the following models to make a decent list?

    Roger Van Zant
    Unknown Ranger (Molotok)
    Minuteman (2 Light Flamers)
    Foxtrot (Rifle)
    Marauder (Heavy Flamer)
    3 x Grunts (Rifles)
    Hardcase
    112 Emergency Services
    Maverick (Shotgun)
    Devil Dog Team
    Airborne Ranger (Molotok)
    Airborne Ranger (SMG)
    Blackjack (T2 Sniper)
    Wardriver
    Knauf

    I know Knauf isn't on the army list, but there are ways to include him in the Sectorial... he's just such a cool model, character and his stats seem great, so figured I'd include him on the list of stuff I have!

    I do also have the TAK models from the Coldfront box, but I know theres a whole pro/cons argument for Vanilla vs Sectorial.

    And as a follow up question, is there anything else you would suggest getting to make the list more solid? I'm eyeing up either the Grunt or Marauder box, and also the new Ariadna Support box.

    Thank you for any suggestions! Sorry if this is the most generic and annoying question to ask!
     
  2. thirteenpixels

    thirteenpixels Well-Known Member

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  3. Randomcallsign

    Randomcallsign Well-Known Member

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    I'd start with the Grunt SWC box as a five more core is a pretty great way to start any US list. After that I'd recommend at least one other Foxtrot. I never leave home with at least two Foxtrot FOs, usually three.

    Without getting too deep into points or cut and pasting army lists I'd recommend a skeleton for an all around US list to be:

    5 man Grunt core team (at least one specialist, HMG for active turn, sniper for ARO)
    112 doc (for healing fireteam)
    Blackjack Sniper (killer ARO piece)
    Van Zant + Airborne Ranger FO (Read @TheDiceAbide 's blog regarding strategies and a technique known as the "Van Zant Tango"
    Maverick (I recommend running the SMG/LRL version
    2 Foxtrot FOs
    -That's 220-225 points depending on what gear you give your Grunts. You can easily flesh this out depending on your playstyle. Like elite, lower order count lists? Add a marauder Haris. Prefer more swarmy? Desperadoes are amazing and hardcases allow you to pull some fun shenanigans. (I enjoy surprise shot to take out an exposed model and then entering supressive fire in cover for a lovely -9 to hit speedbump for 14 points.) Those warbands plus an infiltrating grunt or two can put extreme pressure on your opponent very quickly.

    As to being new to the game, take your time and don't try to jump straight in to 300 point games right away. You can quickly find yourself overwhelmed. I also recommend people start infinity with a sectorial. It limits the number of models you'll be asked to choose from which can reduce decision fatigue and also reduce the number of special rules you'll need to learn right away.

    Good luck and welcome!
     
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  4. MATRAKA14

    MATRAKA14 Well-Known Member

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    Hmm I prefer to focus grunts in just one job. If I need a sniper tower I just set them up with two snipers. If I want to be agresive I use the hmg and rosy.
    The marauder haris is cool but I'm starting to replace them with a HMG BJ it feels like a cheaper alternative (but not a replacer).
    And yes BJ snipers, Mavericks smg, desperadoes, foxtrots, Van Zant are pure gold.
     
  5. MoragTong

    MoragTong Member

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    A little late to your question and the responses here are all solid. But I cannot stress enough the value of B3 with ARM3 for 10 points, especially in suppression fire. I can't count how many times an opponent of mine has lost a 40+point model to a lowly Grunt. Buy that Grunt box that was suggested, then buy another one. Grunts are the wrench, everyone else is just a screwdriver.
     
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  6. Arkhos94

    Arkhos94 Well-Known Member

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    I would now complete the FT with Rosie. With AD 2 and her LRL she brings a very good ARO (better with dogged)/secondary atatck piece to a grunt FT. Plus she is a specialist with D-Charge
     
  7. Randomcallsign

    Randomcallsign Well-Known Member

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    I've put Rosie in Fire teams every now and then, and I try to keep her in the same group as my Grunt link so I have that flexibility if the mission calls for it; but in general, I prefer to run her as a solo piece because of her specialist profile and FD2 with D charges. I want her moving upfield while my Grunt links tend to stay a bit more static.
     
  8. MoragTong

    MoragTong Member

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    Yup, I find that my link teams get into position and then get parked there. The table setup generally doesn't lend itself to having lots of places to stash 5 models. For that reason I don't often include niche' profiles ie snipers, forward observers, specialists etc. I use my links as an inexspensive "don't come this way" speed-bump to try and steer an opponent toward my boomstick guys. It often works because with 5 Grunts that's potentially 15 dice they have to survive and they don't really want to take the chance of a crappy roll knocking out their flagship piece.

    Also remember Van Zant doesn't necessarily need to get deployed to do his job. If your opponent is holding back some models in their deployment zone "just in case", Van Zant has essentially killed them since they are not being utilized in other areas. This can be a double edged sword as those static models will add their orders to the pool(if they are regular) and may help your opponent get more done, so you will have to decide if VZ needs to come in earlier to shave down the number of orders they have. If you end up going 2nd you can wait until bottom of the 3rd turn to bring him out and still get points for whatever the mission might be, infiltrate enemy deployment zone, see 75%-90% of the enemy force, etc...even killing some of those models in the 11th hour.
     
  9. FrontierRanger

    FrontierRanger New Member

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    Hey all, thank you for all the replies! Sorry for my super slow reply, been away on a work thing. So taking on all you're advice and suggestions, how would this list look?

    Newest List
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]2
    HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    112 Light Shotgun / Pistol, CCW. (0 | 12)
    VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
    AIRBORNE RANGER Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 20)
    BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
    GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
    MARAUDER Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
    DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
    [​IMG] K-9 ANTIPODE AP CCW. (7)
    MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)

    GROUP 2[​IMG] [​IMG] [​IMG]6
    GRUNT Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14)
    GRUNT HMG / Pistol, Knife. (1 | 21)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
    GRUNT Rifle / Pistol, Knife. (0 | 10)
    GRUNT Rifle / Pistol, Knife. (0 | 10)
    MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22)

    4 SWC | 314 Points

    Open in Infinity Army

    I haven't sorted them into groups yet, as I don't really know the best tactics there. Its also 14 points over, but unsure on what to cut?

    Idea is that I've got:
    + VZ and Airborne for enemy backfield shenanigans
    + Hardcase and Foxtrot for midfield camo shell game
    + Grunt Sniper and BJ Sniper for deployment zone sniper support
    + Grunt core with grenade launcher, heavy flamer and HMG for plugging holes (alternatively, the flamer can go solo and sniper in the core to make a backfield rock)
    + 112 for the obvious
    + Devil Dog and Maverick for Rambo-ing down the field
    + Marauder and Minuteman

    I made the Minuteman the LT, but really I'm not sure on that either.

    Any further suggestion from you all how to tweak this? What 14pts to take out? How to arrange groups? Who should be LT?

    Thanks again everyone!
     
  10. Harlock

    Harlock Well-Known Member
    Warcor

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    This is my stantard list.

    [​IMG] USAriadna Ranger Force
    ──────────────────────────────────────────────────

    GRUPO 1[​IMG] [​IMG] [​IMG]8 [​IMG]2 [​IMG]1
    [​IMG] ROSIE Lanzacohetes Lig. Escopeta Lig. Cargas-D / Pistola, Cuchillo. (0 | 22)
    [​IMG] GRUNT Teniente Fusil / Pistola, Cuchillo. (1 | 10)
    [​IMG] GRUNT Fusil / Pistola, Cuchillo. (0 | 10)
    [​IMG] GRUNT (Puntería Nivel X) F. de Francotirador / Pistola, Cuchillo. (0.5 | 18)
    [​IMG] GRUNT (Puntería Nivel X) F. de Francotirador / Pistola, Cuchillo. (0.5 | 18)
    [​IMG] VAN ZANT Fusil AP / Pistola Pesada, Arma CC AP. (0 | 38)
    [​IMG] FOXTROT (Observ. de Artillería) Fusil, Minas Antipersona / Pistola, Cuchillo. (0 | 18)
    [​IMG] FOXTROT (Observ. de Artillería) Fusil, Minas Antipersona / Pistola, Cuchillo. (0 | 18)
    [​IMG] HARDCASE FRONTIERSMAN Arco Táctico, Escopeta Ligera / Pistola, Cuchillo. (0 | 12)
    [​IMG] DEVIL DOG Chain Rifle, Granadas de Humo + 1 Antípoda K-9 / Pistola Pesada AP, Arma CC AP. (0 | 30)
    [​IMG] [​IMG] ANTÍPODA K-9 Arma CC AP. (7)

    GRUPO 2[​IMG] [​IMG] [​IMG]6 [​IMG]1 [​IMG]1
    [​IMG] BLACKJACK Ametralladora AP, Mina Pectoral, D.E.P. / Pistola Pesada, Arma CC. (2 | 36)
    [​IMG] GRUNT (Infiltración Inferior) Lanzallamas Pesado, Escopeta Lig. / Pistola, Cuchillo. (0.5 | 11)
    [​IMG] GRUNT (Infiltración Inferior) Lanzallamas Pesado, Escopeta Lig. / Pistola, Cuchillo. (0.5 | 11)
    [​IMG] GRUNT (Infiltración Inferior) Lanzallamas Pesado, Escopeta Lig. / Pistola, Cuchillo. (0.5 | 11)
    [​IMG] GRUNT (Infiltración Inferior) Lanzallamas Pesado, Escopeta Lig. / Pistola, Cuchillo. (0.5 | 11)
    [​IMG] 112 Escopeta Ligera / Pistola, Arma CC. (0 | 12)
    [​IMG] DESPERADO Chain Rifle, Granada de Humo / 2 Pistolas de Asalto, Arma CC. (0 | 13)

    6 CAP | 299 Puntos

    Abrir en Infinity Army
     
  11. Cypherkk

    Cypherkk Member

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    USAriadna Ranger Force
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]8
    ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
    GRUNT Lieutenant Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14)
    GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
    GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)
    GRUNT HMG / Pistol, Knife. (1 | 21)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]2 [​IMG]2
    MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
    MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (1 | 22)
    MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
    112 Light Shotgun / Pistol, CCW. (0 | 12)
    DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
    TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5)
    TRAKTOR MUL (Total Reaction) Uragan MRL / Electric Pulse. (1 | 18)
    DESPERADO Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. (0 | 13)
    DESPERADO Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. (0 | 13)
    5.5 SWC | 300 Points
    Open in Infinity Army
    Generick USArf list. Van Zant, desperados and Rangers can all be swapped out for something else. Also you could put the LT in Marauders for a change of pace, though you'd want to put the unkown ranger wi/ chain of comm. in instead, or somehow drop a random point and bring EC Van Zant.
     
  12. Randomcallsign

    Randomcallsign Well-Known Member

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    I'm assuming you're filling out an army with what you own so I'll try to not do any major add/drops and build up your shopping list.
    -Simple things first: I'd cut that Minuteman LT and make one of the naked fireteam grunts the LT. This adds some protection to him based on having the fireteam with him. In addition, USARF has very limited choices when it comes to LTs so the GL and minuteman, especially alone and with the base weapon loadout are a little too obvious. You've got the SWC to spare so pay the tax for a naked grunt and your LT should be pretty safe throughout the game.

    cutting the MM gets you under the cap with 8 points to spare that personally I would use to drop the HF grunt in group two for a foxtrot FO in group one.

    Ok. Now that we've discussed points it's time for order pool. Try to focus on what each group should be doing each turn and where your rambo, or order heavy units are.
    In your current list for example, you've got Van Zant and a devil dog in the same pool. These guys work excellently together as a force multiplier wreaking havoc with smoke support in game. But not if they're cannibalizing your orders.

    I've taken your list with the two changes I suggested and reorganized your groups for you.
    USAriadna Ranger Force
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]6 [​IMG]1 [​IMG]2
    DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
    [​IMG] K-9 ANTIPODE AP CCW. (7)
    MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)
    BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
    MARAUDER Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
    112 Light Shotgun / Pistol, CCW. (0 | 12)

    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]1
    VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
    AIRBORNE RANGER Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 20)
    GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
    GRUNT Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14)
    GRUNT HMG / Pistol, Knife. (1 | 21)
    GRUNT Rifle / Pistol, Knife. (0 | 10)
    GRUNT Lieutenant Rifle / Pistol, Knife. (1 | 10)
    HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12)

    5 SWC | 300 Points

    Open in Infinity Army

    Here's a bit of an explanation to try and help out a bit with the why of it all when it comes to group organization.
    ARO Pieces (Grunt sniper, Blackjack, maverick-occasionally) These guys will be mostly stationary and won't need their orders too much. Try to put them in groups with rambo pieces so that their order can be given to the rambo pieces. In a list like this one I'd focus on using the Mavericks impetuous order to get her in a good position and then enter suppressive fire to bog down a short fire lane. She can't gain cover but the -3 from suppressive coupled with her MSV can do wonders for harassing the midfield.

    Fireteam (grunts) again, these guys are extremely order efficient because of the wonders of fire team rules. You'll probably leave your sniper visible in cover for ARO shots with link bonuses, so use your active turn orders to pop your HMG in and out of total cover (like standing vs prone behind a barrier) to take B5 BS17 shots at things in the active turn and end the order back prone or concealed to avoid attacks back in their turn.The rest of their five orders make excellent fuel for a Rambo unit.

    Filler (Midfield/Specialists) In this case your Foxtrots, Marauder, and 112's order needs are going to vary wildly from mission to mission. Most of the time though try to deploy your foxtrots close to where you'll need them so they don't eat too many orders. The doctor shouldn't need many orders either, he'll either be with the link team or the blackjack freely handing out his order to more killy units until it comes time to try to save a life. (The Fray, anyone?)

    Rambo pieces (VZ, Devil Dog) -Try to think in terms of survivability and what you're going to ask from them. The devil dog, being on the table turn one and huge and scary is a giant target who will most likely die. Because of this, you want him in group one with your more fragile order generators. By the time your Marauder, Maverick, and foxtrots are gone, the Devil Dog most likely is too.
    VZ on the other hand, will come in later most likely once reactive pieces are dead and the Dog is in position. Because of this you'll need a more resiliant order battery in the form of the defensive fire team and in a pinch, the hardcases irregular + a command token.

    A few final tips: Try to always keep VZ and his airborne buddy in the same group. This will allow a coordinated order to walk them both on. VZ haa to downgrade to AD2 and walk in from only the sides to do this so it's a bit situational but as it's a coordinated order it can reduce the AROs back and save an order in a pinch.

    When you deploy keep in mind that you have nearly 60 points coming in later from AD you'll be at a disadvantage when it comes to retreat numbers if you have a truly awful first turn (lets hope not) but also, a smart opponent will be able to do some quick mental math and realize after looking at whats on the board that Van Zant is likely included. (the hardcases ambush camo helps to conceal this a bit so leave him camo'd for as long as you can.)

    During deployment you'll most likely want to hold back either the devil dog or the blackjack as your final piece to deploy as then you'll be able to react and put the dog on a weak flank or cover a firelane with the BJ. Just keep in mind if you hold back the blackjack your doctor will want to hang with the fireteam to avoid being left alone or predetermining where the BJ will go.

    Good luck and happy hunting.
     
  13. FrontierRanger

    FrontierRanger New Member

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    Holy crap. Thank you so so much for this, Randomcallsign. This is EXACTLY the advice I've been looking for... particular in regards with how to organise groups. Your explanation has been perfect, really clear, easy to understand and answered everything I wanted to know.

    I can't wait to put this together and try it out.

    Thank you so much again.

    And thank you to everyone else for your really helpful input! :-)
     
  14. Randomcallsign

    Randomcallsign Well-Known Member

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    Happy to help! My local gaming group and I all sort of stumbled into Infinity by accident 18 months ago or so and none of us had any prior experience with the system so these are the tips and tricks I wish someone had been able to impart on me from the get go.

    This forum is a treasure trove of knowledge and there's a couple great podcasts that cover strategy and the hobby in general if you're in to that sort of thing. Mayacast and White Noise are two of my favorites personally.
     
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  15. FrontierRanger

    FrontierRanger New Member

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    Dont suppose said gaming group happens to be in Nottingham at all? lol

    Seriously though, you advice in that reply should be stickied somewhere for noobies, cos it was so helpful. and while this forum really is full of knowledge, I haven't seen advice anywhere on strategies for organising groups!

    I was just thinking about looking into podcasts, thank you! I'll check those out once the missus is asleep!
     
  16. Randomcallsign

    Randomcallsign Well-Known Member

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    Unfortunately not, although that particular region has been on my travel bucket list for quite some time.
    We're up in FAAAR northern California in the US of A.
     
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  17. FrontierRanger

    FrontierRanger New Member

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    Hah, yeah that’s just a liiiiiiiitle too far to drive

    Having moved here from London, I can safely say that Nottingham is nothing like what I picture from all the Robin Hood movies. Very disappointing.

    Warhammer World is cool though.
     
  18. MoragTong

    MoragTong Member

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    Lots of good advice here. My stand on list building in Ariadna(USAriadna in particular) is how many dice can I bring? Meaning how many dice does each trooper potentially roll in the active/reactive turn. Obviously the more dice the better. Having a crappy stat or low percentage chance is heavily mitigated when you can roll 3 dice instead of 1 for example. Also, direct template weapons like flame throwers and chain rifles...you don't have to roll at all.
     
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