Bit of a weird question. Patsy has haris and wildcard. Does it mean she can make a haris with any troop? Even for example fusiliers even if they don't have haris themselves? I feel the answer should be no. But right now I can't see exactly why. Edit: Also, whats with Orcs having 18 different loadouts?? Including winterfor orcs and everything. I think they should really cut it down to the profiles that are really useful in varuna. Or simply leave all varuna division orcs and get rid of the others.
Is Patsy swapping her Nimbus Grenades for regular frags better or worse? I just feel that the Fusilier LGL overlaps heavily with Patsy's frags, and the efficiency of Patsy's higher PH vs the Fusiler BS (10% increase?) is somewhat nullified since the LGL has good rangebands on 8-16 vs 0-8.
Check grenade launcher range bands again. Also, there's no such weapon in N4 as a light grenade launcher.
It's an upgrade. The Nimbus Grenades had some uses, but they were very situational. The Grenades are simply fantastic on her.
Just confirming that the Varuna Division Clipper is only 16 points now. In the old army builder there was the second option for Clipper (Varuna Division), but since that seems to be missing in Army Builder 7, I'm just assuming the two have just been merged.
The new Haris rule and massive pointdrops on our Orcs are huge. Also price drop on TAGs, Squalo gains NCO but Cutter looses stealth. Taking an Patsy all Orc Haris or a Squalo in a solid 15 order list is easier than ever. Also a pretty effective Haris of Patsy, Kamau HMG and Machinist is possible again. New 15 order limit makes taking AVA total on Helots less tempting. Also better don't take a look at the new White Company as an Varuna player...
I think Helots are dead except in dedicated TAG lists, where you're focusing on supporting one primary piece. The big problem with Helots is that they have no in-built active turn role. In N4, I don't think you can give a valuable spot to a unit whose entire role is dying, and does nothing in the active turn. Impetuous Warbands, at least, bring two Orders, can dispense smoke, and are usually valuable in close combat as well as area denial. Helots don't have any active turn role, so they're just waiting around to die. I wonder how much it would cost to make Helots into Total Reaction, rather than Neurocinetics. It would change their role into a disposable light skirmisher with poor skills but high firepower, who could attack in the active, and guard via ARO.
Hi, thanks for the wonderful topic. I'm eager to read the N4 updated version! I'm a noob player (or a collector that plays very little) and I would like to delve into the spec-ops feel of Varuna. From your post I understand that the 4 helots box isn't worth buying anymore, better buying ZuluCobras instead and proxy a fishman out of the Liberto freedom fighter? So the varuna starter and a few ZC would be a good start? (I can use akhalis as EB for the moment) Thanks
Helots are worth owning, mostly because they're great scifi alien miniatures. They're a purely defensive unit, and if you ever run an army list that contains a TAG (Cutter, Squalo) they'll definitely serve you well. If you're on a strict budget for miniature buying though, then consider using a Liberto. If you're interested in cool looking minis, buy the Helots. As we navigate the new edition change, some units are increasing in value and some units are decreasing in value. I used to take 2-3 Helots in every list. Now I take 0-1 in general purpose lists, 2-3 in lists that feature a TAG. In terms of starting with Varuna, it depends what interests you and draws your eye. If you like that Snake Eaters, special forces atmosphere of the sectorial, go with the following: -Varuna starter -3 to 5 rifle Fusiliers (the PanOceania starter box is a good place to look, try to avoid the new Fusiliers that have winter equipment because they'll look out of place.) -Zulu Cobras in whatever flavor you like -Dronbot box (there's an old one that Out of Production, and a new one... The new ones look great.) From there, you can get Echo Bravos, Patsy Garnett, ORCs, Croc Sniper. They can all find a use on the table. Consider expanding into a TAG eventually. TAGs are Special Forces in Varuna too.
Due too some problems I had to sell nearly all my miniatures. And many other stuff. That was sad. But this year friend gifted me new miniature to start. I feel myself better for sure. It was Cutter TAG. I thought, that it would stay on my shelf... And now I want it in the game. Going to continue sooner or later with Varuna starter, Patsy, support pack and fusilier boxes. Would be happy to read your thoughts about it.
Varuna is quite awesome, I think you can assemble a relatively cheap force, if you're on a budget, especially since you already have a Cutter.
@barakiel Is this guide updated for N4? I'm really interested in Varuna, and coming from Ariadna the high tech spec ops feel is nice compared to the modern/near future spec ops feel Ariadna has. I still have only gotten one game in with VIRD but that was back in N3. So it's been a while, but I enjoy the theory crafting and list building almost more than actually playing lol.
Hi all! So, I started getting units for VIRD to play against my freind and his Ariadna. I bought the Motorized Knights of Montesa as a rule of cool kind of thing. I was wondering what everyone thought of him in a VIRD list? I've been "playing" Infinity since 2018. However, I've probably played like 15 times throught that entire time. So I'm a noob when it comes down to it, and I'm the one that got my freind into it. He's running Ariadna. We mostly play homebrewd missions, and neither of us have ever played ITS. Most of our missions are escort hvt to DZ, push butten on counsel, take and hold this objective, ect. So, I was thinking maybe having a fast specialist that hopefully can take a few hits would be useful. So this is the list I was thinking of: Group 1 Core: Orc Varuna Div.: Multi-Rifle Kamau: HRL Fusilier: LT Fusilier: FO Fusilier: Paramedic Haris: Kamau: Multi-Sniper Rifle Kamau: FO Kamau: Paramedic Zulu Cobra: FO Motorized Knight of Montesa: Paramedic Group 2 Croc Man: Minelayer Clipper Drone Bot Helot: Camo LRL Helot: Camo LRL Helot: Shock Marksman Rifle 299pts/6swc Also, what is everyone's opinion on the other versions of the Motorized Knights of Montesa? Specifically the Red Fury option. As for minis I have, the pano set from operation Icestorm, pano set from operation kaldstrom, the VIRD starter, Squalo, Cutter, and the Helot set. Any advice is welcome.
I'm just coming back to Code One with some local friends but I've leaned my purchases towards Varuna (VIRD starter, Zulu Cobras as Croc Men proxies etc), hoping to play N4 by the end of the year. So far it seems like the sniper Kamau is a must in VIRD as a cheap anchor, but should we be running two 3-man fire teams to save on points and then put more of our camo options down? Also has there been anyone trying to update the forum guide, or any other super secret doc that reflects the Fireteam changes + modern N4 environment? I'm a bit of a noob but I'd like to contribute if there isn't much going on.
Going below 4 in a Core that you want to seriously deny ground with isn't usually a good play; Sixth Sense is critical to denying your enemies several bonuses that could tip the odds against a Kamau. That said, designing a list that can split its Core and leave a sniper behind while the Specialists and active gunners win the mission is a fairly common list archetype these days, you just need to learn when a less-well-supported sniper can be effective.
Hello. With the new fireteam rules, our orc will never be again +3 BS ? Now fire team consisting of: 4 fusilier + 1 orc = compostition fire team without +3 BS ? and 3 fusilier + 1 bipandra + 1 richard quinn = with all five fireteam bonus +1 b +3 Bs?