Its been months since I’ve gotten to play, but I’m looking to dust off my Ariadna. I think I’ve got a game lined up playing Firefight vs Tohaa. I’ve never faced Tohaa, so I’m not really sure what they can bring. Any advice?
Triads: Multiple 3 man link teams, so extra burst on everything. Symbiont armor: effectively multiple wounds on models you wouldn't expect. Symbiomates: totally OP BS ability to ignore all the non-critical wounds in a single order. (I might be a little biased.)
With all the pretend wounds, I’m guessing Shock won’t do much. Sounds like t2 ammo might be helpful. I’m not sure if there is anything specific to do about the triads, other than HMGs and try to stack mods. Stinks that they get the bonus on AROs as well.
First info : the scenario allow 2 very interesting things : deployment is 40 cm every AD can enter in the enemy DZ => Take at least one AD, if you have no hole to enter in your opponent DZ, keep your AD for turn 2. Van Zant is still quite good at taking down Tohaa defensive troops (snipers...) from the back and in their bad rangeband. At a lower price, a paracommando is also kick ass Also, Ttohaa means Many fireteams => templates are your friends : In active turn : Scout Boarding Shotgun and Uxia are quite efficient for bringing down a fireteam In reactive turn : chasseur and hardcase can shot a fireteam coming too close, often hitting 2 or 3 of them take time to look at each profile. Tohaa don't have that many possible lieutenant. By checking the weapon/specialist profile/position of every tohaa you should be able to find which one is the lieutenant and murder him/her with your AD trooper If your opponent has a Kaeltar and symbiomate, then the Kaeltar is a chain of command. If you kill the lieutenant, try to kill him during the same turn Finaly, try to recamo as much as possible (coordinated order is usefull). Fireteams means better burst but don't increase the chance to discover
T2 works fine on everything but the symbiomate. Anything with the symbiomate on is going to survive more than one order, but luckily we tend to bring a few more orders to the game than tohaa so you can afford to spend one chipping the mate away, and there's always a chance to get a crit that will bypass it anyway. Triad links can be taken apart by only allowing one of them to get ARO, when that isn't possible to do, spec fire grenades or smoke blind them, only the gao rael has msv2 so you'll be pretty safe with smoke. Once there's smoke cover, depending on what's available to you, you can intuitive attack with a chain rifle or better yet a flamethrower.
Tohaa don't have that much armor mostly so fire is still a nice choice, also breaking the important link teams should be your first goal if possible kill the weak unit in it (makaul, kamael, kaeltar)
I’m so rusty, I feel like I don’t even know how to make an army anymore now. If you would, take a look at this and tear it apart. I like the amount of camo that Ariadna can bring to the table, it’s been a pretty strong defense for me so far and it sounds like Tohaa struggles there, so I’ve got a decent number. The tankhunter and Spetsnaz are strong active turn pieces to pour orders into. I like camo as a defense for the -3 BS, seems like it goes a long way towards ensuring some survival. I want to test out the antipodes more, they are high damage and fast, so I feel like they can be disruptive. My plan is to send them running across the table as quickly as possible. The chasseur and foxtrots will be put near objectives or out of LOS near midfield. I’ll try to use them to discourage approach and the FO can grab panapolies. It sounds like the templates and mines will be helpful. I’ll put the scout somewhere to cover one of the HMGs. I think I’ve had decent luck with camo LTs. The line Kazaks are there for the orders and either an LT decoy. The blackjack and marauder are both good ARO pieces. The blackjack is high damage and seems like it can do pretty good holding a corner on its own. The marauder can take care of link teams. The irmies also have template weapons and smoke. Sounds like everyone loves them anyway. Ariadna - Christmas 2017 New test (300/300 | 6/6) Group #1 | 8 Models | 7 1 0 Blackjack Sniper | T2 Sniper Rifle, Submachine Gun, Chest Mines, Heavy Pistol / CCW (36) Scout Lieutenant | Lieutenant, Ojotnik, Antipersonnel Mines, Pistol, D-Charges / Knife (29) TankHunter AP HMG | AP HMG, Pistol, D-Charges / Knife (35) Foxtrot Rifle | Rifle, Antipersonnel Mines, Pistol / Knife (17) Airborne Ranger Forward Observer | Forward Observer, Submachine Gun, Pistol / Knife, AP CCW (21) Assault Pack Handler Assault Pack | Rifle, Smoke Light Grenade Launcher, Pistol / Knife (10) Antipode | AP CCW (5) Antipode | AP CCW (5) Antipode | AP CCW (5) Line Kazak Rifle | Rifle, Pistol / Knife (9) Group #2 | 7 Models | 5 2 2 Chasseur Minelayer | Minelayer, Rifle, Light Flamethrower, Antipersonnel Mines, Pistol / Knife (20) Foxtrot Boarding Shotgun | Boarding Shotgun, Antipersonnel Mines, Pistol / Knife (19) Kazak Spetsnaz HMG | CH: Ambush Camouflage, HMG, Pistol / Knife, CCW (38) Marauder Heavy Rocket Launcher | Multispectral Visor L1, Heavy Rocket Launcher, Assault Pistol / Knife (26) Line Kazak Rifle | Rifle, Pistol / Knife (9) Irmandinho Chain Rifle | Smoke Grenades, Chain Rifle, D-Charges, Pistol / AP CCW (8) Irmandinho Chain Rifle | Smoke Grenades, Chain Rifle, D-Charges, Pistol / AP CCW (8) Open in MayaNet
I get to play against tohaa regularly with my USRF. The sybiomates are the most irritating part of the list. As mentioned template weapons and copious amounts of firepower are your friend. The triads make them very order efficient. For the simbioarmor I use high burst or damage that deals multiple saves. DA, explosive, and fire. They don't typical have high armor values but AP does help a bit. With US, I typically do area denial with a grunt link team with snipers. Try to funnel them into higher powered weapons. They do get MSV 2 on a sniper profile so that make smoking your way up the board difficult. One of e best things you can do is taking one of the triad out. Which could force the use of command tokens to reform links.
I’m going to bump this one more time before the game this weekend. Anybody have any suggestions on the particular list. I appreciate all of the other help. I think the Airborne is going to put in some work hunting triads.
Blackjack and Marauder are good in ARO but I'm not sure they will survive long against tohaa (due to smike trick on sniper or B5 HMG). If your opponent deside to make a move on the midfield with shor ranged troop (makaul...), you won't likely be able to stop him with only one chasseur as a defensive midfield piece TH is good but unless your opponent play the TAG, a second spetsnaz will be better (ignoring cover on BS roll is better than AP ammo unless you face very high armor) Regarding your AD trooper, I would go with a paracommando instead : the rifle range will give you a better flexibility and mimetism will help you win face to face roll I would go with something like this : Ariadna ────────────────────────────────────────────────── GROUP 1 8 2 SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SCOUT Boarding Shotgun, D-Charges, Antipersonnel Mines / Pistol, Knife. (0 | 25) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38) GROUP 2 5 1 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26) UXÍA McNEILL (S.A.S. CP) (CH: Camouflage, Infiltration, Multispectral Visor L1) Boarding Shotgun, Grenades, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 28) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 5.5 SWC | 299 Points Open in Infinity Army Deployment : Use Vounteer and line kazak to protect your back line, use also spetsnaz if possible (camo marker have a 360° LOF), use mine, chasseur and hardcase to block the midfield Turn 1 : Active : Van Zant and Uxia go offensive. Van Zant shoot selected troop on the back (then hide and/or go suppresive) while Uxia clean one or two FT with her Boarding Shotgun (deployed in the middle line it should take her two order to move in position, leaving her two order to clean a FT and one to recamo) Reactive : stay hidden, force your opponent to discover. Only mine and ambush camo should be accessible. If possible, put your chasseur/hardcase/spetsnaz in full cover without needing to be prone : it make it harder for your opponent to guess who are the true troopers. Turn 2 : Use than Van Zant/Uxia/Scout to hunt specialist lieutenant and Spetsnaz to hunt any visible troop, recamo (with coordinated order if necessary) and go back in full cover at the end of the turn. If your opponent group some visible trooper => the marauder is there