With the new fireteam updates to US what are some of your favorite new teams? It's certainly less imaginitive than other possibilities but I had some success last night with a two sniper, one MM missile defensive core supporting a HRL+Rosie marauder haris in the midfield. I thought about including Bill as a solo piece in the same list but felt I didn't have the smoke coverage to get him upfield safely. Has anyone tried out a mobile full grunt core with Bill in there? Or better yet, the one grunt core with all the characters?
It's definitely the Marauder Haris with Rosie. Haris, Rosie, and the Shotgun (with mines) or Molotok can deal a lot of damage and dominate the mid-field. As far as Core goes, I usually stick to defensive, because I hate moving around 5 guys at once, too finicky, but I've been liking the idea of putting an Ohio missile into the sniper tower.
Only used the Minutemen + Grunts one so far and guessed wrong on range vs. a Tanko missile launcher at about 32.5" and got blowned up. More testing is needed.
Right now I'm a big fan of Bill, UR mk12, Rosie, minuteman AP HMG, and spec ops grunt. Though I've tried a sniper grunt just to get some more range. I wanna give the boarding shotgun minuteman a shot in this link too sometime.
I can never decide between the Molotok or the HRL. Why do you lean Molotok for the Haris link? I’ve mostly been running the HRL, but with the update I’m going to try the MM ML in the Grunt link and may switch to the Molotok in the Haris.
I prefer the Molotok because B5 makes it more likely to win F2F rolls than a B3 HRL. Since the team has forward deployment you also start well within good range for the Molotok.
Yeah. I like the B5. But I also like the MSV1 on the HRL for those midfield skirmishers. I also get lucky with the blast template catching clumped models and fire damage is so nice... That assault pistol is also mean. I suppose with Rosie joiningbthe team and her ability to punish clumped models, it would be worth diversifing into the Molotok. If only the Molotok was the same points, it would make this much easier. For all the HRL brings for 2pts cheaper, it’s tuff. I’ll try out the Molotok and see what I think. Being able to put the Molotok and the Haris model into suppressive fire is pretty nice.
This is the deciding factor for me too. Considering the Haris role it's pretty likely one goes down somewhat quickly. Being able to maintain some level of midfield harassment with two of the three members of the team is super useful.
I get a warm fuzzy feeling when looking at the good range bands for HRL Marauder Haris + Rosie. Regardless of the combo you take, it's pretty spicy for the point cost.
I'm also playing Rosie+Marauder Haris+BS with mines, quite good midfielders, just played them in supplies and they defended the center quite nicely.
I used with good results the tough as nails grunt castle link : with 3 or 4 grunt snipers and the ML Minuteman. Usually they also have 1 or 2 HF/Rifle grunts as bodyguards from close range infiltrators and the 112 for resurrects :). But I didn't use any haris up to now since I experimented with Van Zant and 2x airborne rangers. A haris that I though might be good as toolbox and mid range firepower is Marauder(Haris) + Rosie + Unknown ranger. I thought it might work even if UKR doesn't have AD since he has 4-4 move to 4-2 of the other two and could compensate in the active turn. Or maybe use Wild Bill instead of UKR and use the points on other specialists. Edit: ooops, I meant Rosie but wrote Uxia, :(
UKR, Wild Bill + Grunt Core Fireteam + Grunt Sniper CO (UKR DT) ────────────────────────────────────────────────── GROUP 1 9 1 1 UNKNOWN RANGER (Specialist Operative) Mk12 / Heavy Pistol, T2 CCW, Knife. (0 | 45) WILD BILL Rifle / 2 MULTI Pistols, Knife. (0 | 27) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) DESPERADO Chain Rifle, Smoke Grenades / 2 Heavy Pistols, AP CC Weapon. (0 | 11) GROUP 2 8 FOXTROT Lieutenant Rifle, Antipersonnel Mines / Pistol, Knife. (2 | 17) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) 6 SWC | 300 Points Open in Infinity Army List concept perhaps worth a burn. The UKR has a new lease on life b/c he's 0 SWC and can link. I find USARF uses SWC really quickly (Camo Lt, endless hordes of Inferior Inflitrating Grunts) so the ability to have a decent 0 SWC ranged gun on a fairly tough visual mods platform like the UKR is very good. Could make the argument that in a bubble, the Minuteman AP HMG hits harder (no visual mods on this fella), but for me at least - it's not really a competition between the 0 SWC UKR vs the AP HMG Minuteman. It's more - do you value the AP HMG more than a Mk12 backed up by 3x 0.5 SWC Inf Grunts? No meant as a challenging statement - but just how I see SWC usage in USARF. I'm positive both can own - just personally value the 0 SWC allowing me to leverage 3 inf grunts more than an AP HMG. Wild Bill in a link f*cking owns - especially with his 3B DA pistols. Gross. The 4x Grunt Snipers aren't for traditional ARO duty and are meant to be unlinked (though if you were feeling tricky you could I guess swap around the Core Fireteam designation between the UKR, Wild Bill, 3x Grunts vs. the Grunt Sniper castle). The Grunt snipers are just meant for the Coordinated Order Marksmenship LX strike that takes out the inevitable wildcard ARO piece. 4 dices on 17s that ignore ALL cover bonuses definitely catches people who think their Kamau MSV bae is invincible out. Would have liked to include some hardcases, though honestly I think camo shell games are the worst in USARF just because there is no variety/minelayer option or even big guns that can be camoed (thinking Tankhunters, etc). In USARF - each marker is just a dude with a rifle/shotgun or a 'you're pretty good' ambush token. So frankly - I just dispense with the camo shell games and get a bunch of Inf Grunts with a Desperado for smoke. Edit: just minor elaboration on 0 SWC UKR Molotok vs AP HMG Minuteman.