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New Guy here.

Discussion in 'Ariadna' started by goat90, Aug 3, 2018.

  1. goat90

    goat90 New Member

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    Picked up a Sectoral box and the big box for US Ariadna. Love the idea of the low tech, fight dirty underdog type of air I get from this faction

    In terms of game play I am struggling to really bring a cohesive grunt team together.

    Also how are you guys effectively using your Minutemen and Mauraders?

    Any resources that I can look into that could help?

    Excuse the bad set up doing this from a phone right now
     
  2. Stiopa

    Stiopa Trust The Fuckhead

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    Káosz Brigodéros likes this.
  3. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    Grunt teams are best used defensively, with 2 or more snipers in a high place.

    Marauders are great in a haris, get them a heavy weapon and a specialist and they will do their thing

    As for minutemen, if you're looking for an aggressive full link or are playing limited insertion (10 order limit) they can be pretty useful, since they have good BS and some really interesting gear.

    For more info, follow the link @Stiopa posted.

    Welcome to Infinity!
     
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  4. Yvain

    Yvain Well-Known Member

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    The Dice Abides is your man. That link has a lot of good answers. Differ to his logic.

    My opinions differ on some things, I think USA has some gaps, but there are a lot of great options.

    Minutemen are viewed as subpar except for a few profiles. Only the AP rifle version in suppression is great to me. Sometimes AP HMG Lt is nice to take. Marauders just outshine them in nearly every case.

    Marauders are a star in the sectorial. The haris team with Rocket sniper flamer is a great option. Full core as well.

    Grunts are amazing. Very solid as both cheerleaders and bullet sponges when you put them in cover. A link with a bunch of snipers in a tower is a great ARO machine. Adding in Rosie also makes things fun. The HMG offensive version is also good. Infiltrating grunts are awesome as well. They don't usually hit but when they do a 11 point model can completely ruin your opponents plan. They are just so cheap and effective that often times they make up a lot of your list.

    Desperado dual assault pistols and hardcases are great killers. Both can punch way above their weight. In my last game a 13 point desperado ended up killing 84 points in models before his rampage ended.

    Blackjacks are solid and fun units. AP HMG is a good rambo, and T2 sniper will tank a ton of shots before dying in ARO.

    Foxtrot FOs are your break and butter specialists. I don't think I ever leave home without at least 2. They are cheap and get the job done.

    Maverick Rocket and Maverick FO are great choices. The BSG is solid too. Their speed and smoke launchers pair well with Desperadoes and doggos.

    Airborne rangers SMG FOs are solid. They do the job they need to do for few points. Van Zant is amazing. Pairing him with a ranger is a good power combo to sandwich tough models in.

    The Devil Dog is a little disappointing. He is a undoubtably the weakest of the dogs. He is over expensive and honestly a lot of times a Desperado is just a better choice. However, dogs overall are sitll really powerful. If there is a clear window, they can be in a devestating running into your opponents backline and just cleaning house. The issue is that the puppy he comes with is only helpful sometimes. He has sensor, which in certain cases in an amazing ability to have. In other cases its dead weight. He helps in CC, but that isn't a frequent. He isn't cheap enough for me to want to put him against any serious CC. Still they are very fun units.

    Aim for building lists with around 15-18 orders. Links are great use them. Make sure you have enough specialists. Ensure your opponent always faces your 3 Arm units with a cover bonus.

    General Tips:

    High burst is king.
    Play to the objective. If you cant killed a monster unit, just cover him with smoke and walk past. 100 point tag is worthless if your 17 point foxtrot is holding the objective.
    If you aren't going to get cover, make sure you are doing what you can to eliminate theirs. A lot of US units have no cover bonus, but high speed. If you point blank your maverick BSG from smoke and go behind his cover you equal the math out.

    Good Luck
     
  5. macfergusson

    macfergusson Van Zant is my spirit animal.

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  6. geo67

    geo67 Well-Known Member

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  7. macfergusson

    macfergusson Van Zant is my spirit animal.

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    Looks fine to me, try it again/refresh?
     
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  8. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    Worked for me fine.
    Regarding the Grunt fireteam I suggest you to take 7 of them. 2 sniper, 2 HMG and 3 additional Grunts (Rosie Munroe, FO or Paramedic to get specialists and 1-2 Grunts with Heavy Flamethrower). You can reorganise the fireteam using a comamnd token. The snipers should be in the fireteam during your reactive turn, and the HMG Grunts should be in your fireteam during your active turn.
    Nice dirty little trick.
     
  9. JohnnyH5

    JohnnyH5 Member

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    Don't forget that a Dozer, Traktor Mul (MRL) and a well place FO can ruin any opponent's day and with the amount of orders that Ariadna can pump out, that's five shots at a supposedly hidden enemy fire team, support element etc... I have done it numerous times that my opponents have come to fear my FO's (Foxtrots, 6th Airborne Rangers, Mavericks and Grunts) more than anything else in my army...
     
  10. JohnnyH5

    JohnnyH5 Member

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    Sorry forget to mention Van Zant, dropping him in your opponent's back field is enough to give them a fit. Having him move around and killing off enemy cheerleaders will also ruin your opponent's plans. There have been a lot of games that I have won through killing off my opponent's cheerleaders leaving them with no orders to implement their game plan....
     
  11. Cypherkk

    Cypherkk Member

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    yvain covered it pretty much.
     
  12. Randomcallsign

    Randomcallsign Well-Known Member

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    One trick I love with Van Zant is to drop him on a weak point of the back line, maybe kill one or two cheerleaders then find cover and enter supressive fire. The AP rifle in their deployment zone with often hamstring your opponent on their turn and force them to spend orders getting rid of him.
     
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