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USARF Favorite Fireteam

Discussion in 'Ariadna' started by shokeyshah, Jul 3, 2021.

  1. shokeyshah

    shokeyshah Active Member

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    I'm mentoring a new player for the InfiNity Global League in July and they are interested in this faction, but I don't know much about it yet.

    What are the most common fireteams you bring?
     
  2. Cthulhu Fhtagn!

    Cthulhu Fhtagn! Active Member

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    Fireteams in USARF are not as flexible as in other sectorials. Only 2 Wildcards and up to 1 Minuteman in a Grunt link... so Grunts and Marauders are basically your to go option with some special cases for Minutemans.

    Down below is one version of a basic Grunt-Link i want to try out... You can put your Ltd in it (Grunt GL has a Ltd option or swap the HFT for it) and you could spice it up with Rosie or Wild Bill.


    ──────────────────────────────────────────────────

    [​IMG]5
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0 | 10)
    GRUNT (Paramedic) Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12)
    GRUNT (Paramedic) Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12)
    GRUNT Rifle, Grenade Launcher / Pistol, CC Weapon. (1 | 14)
    MINUTEMAN (NCO) AP Heavy Machine Gun / Heavy Pistol, AP CC Weapon. (1.5 | 35)

    2.5 SWC | 83 Points

    Open in Infinity Army
     
  3. Kreslack

    Kreslack Unknown Ranger lead the way!

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    I really wish Wild Bill could join more than just Grunts.

    I'm a big fan of a heavy Marauder team lead by the Unknown Ranger.

    gTAJdXNhcmlhZG5hAIEsAQEFAYMJAQMAAoPeAQEAA4LVAQMABILVAQUABYLVAQQA

    You can cover all ranges, leave mines down when needed. And have some fake extra wounds to keep your fireteam up during a push



    The rainbow grunt team is my other go to.

    gTAJdXNhcmlhZG5hAIEsAQEFAYMJAQMAAoDoAQcAA4XKAQEABIDmAQUABYDmAQQA

    Might sub Rosie in fir the sniper if I need another specialist and the board doesn't have need of a sniper.

    These guys can tear down armor really well and once they close in Bill and the UR are monsters.
     
  4. Tanan

    Tanan Well-Known Member

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    Local player used Marauder fireteam with HRL, Sniper, Medic and two Rifles with great effect.
    - Doesn’t use any deployment space
    - ARM3 Burst2 dogged heavy flamethrowers are excellent short range attack and ARO pieces.
    - MSV1 sniper and HRL are excellent long range attack and ARO pieces
    - Burst2 medic makes dogged an option, not mandatory. Medic also can easily heal high PH warbands, which you will take plenty.
     
  5. AkiPL

    AkiPL Active Member

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    umm... according to Wiki it will not work:
    > Once activated, Dogged prevents the Trooper from being healed (by Special Skills or Equipment such as Doctor, MediKit, Regeneration...).

    or I didn't get something here...
     
  6. Cthulhu Fhtagn!

    Cthulhu Fhtagn! Active Member

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    I think Tanan meant, that you can simply go unconscious rather than Dogged.
     
    McKaptain and Tanan like this.
  7. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    USAriadna is pretty familiar to players of other miniatures games. We didn't go totally bats@$t with the mixed fireteams. So it tends to look like a squad of ______. That said, we have .5 swc snipers or snipers with MSV1 on the marauders. Think of what job you want your fireteam to do, and save yourself the time by just looking at a profile of X. Our fireteams tend to do 1 job, but they do it for a steal of a price compared to other factions. USAriadna can dig in like a tick with some half decent cover and be really difficult to remove for their price.

    Offensive cores in USAriadna tend to not work as well, offensive cores being an acquired taste to begin with. On ARO our cores also won't outshoot some of the nastier combos in other factions too. Varuna comes to mind as the Kamu snipers were a particular nasty customer in this regard. That said, our core tends to come at a faction of the cost, and can have multiple special weapons without draining the rest of your list. So you can still flood firing lines with multiple sniper. If your opponent struggles to slice your pie, you'll be forcing them to hemmorage orders and/or take risky gambles. You can do this and still make sure your army has AP spitfires to go around!

    Why I've had mixed results with the minuteman in the grunt core, pure grunt cores are just such a cheap way to make a flank a no go zone.
     
  8. LankyOgreBP

    LankyOgreBP Well-Known Member

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    I'd like to play around with UKR.
    How does this look for a basic/generic USARF list?
    gTAJdXNhcmlhZG5hCFVTIEJhc2ljgSwCAQgBgOYBBQACgOYBBQADgOYBBQAEgOYBBQAFgOYBCQAGgwkBAwAHgtUBBgAIg94BAQACBwGA6wEIAAKDBwGLLgADgtQBiZwABILrAQUABYLwAYoLAAaC8AGKCwAHgOYBBgA=
     
  9. Kreslack

    Kreslack Unknown Ranger lead the way!

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    I'm not a huge fan of the giant grunt sniper team. Though I will say if you are going to do it, then a Minuteman with missile launcher adds alot of extra punch to it.
    Also since they are going to die as reactive pieces, you should really have your secondary pieces tied more to them for combat groups. That might be a better place for the Airborne Ranger and the Deperados. move the haris in with the rest.
    I really think the paramedic in the haris is a bad idea. He won't ever actually use that skill to help either Rosie or the UR, and the other two are already specialists. Swap him for a boarding shogun Marauder. Makes him a better close reactive piece, or aggressive sacrifice. But most importantly once your in the mid field he can start dropping AP mines to help cover the teams back and hold objectives.

    US Basic
    ──────────────────────────────────────────────────
    GROUP 1[​IMG] [​IMG] [​IMG]6 [​IMG]2 [​IMG]2
    GRUNT (BS Attack [Shock]) AP Sniper Rifle(+1 Dam) / Pistol, CC Weapon. (0.5 | 20)
    GRUNT (BS Attack [Shock]) AP Sniper Rifle(+1 Dam) / Pistol, CC Weapon. (0.5 | 20)
    GRUNT (BS Attack [Shock]) AP Sniper Rifle(+1 Dam) / Pistol, CC Weapon. (0.5 | 20)
    GRUNT (Lieutenant) Rifle / Pistol, CC Weapon. (0 | 10)
    MINUTEMAN Missile Launcher, Light Flamethrower / Heavy Pistol, AP CC Weapon. (1.5 | 29)
    AIRBORNE RANGER (Forward Observer) Submachine Gun, Flash Pulse / Pistol, AP CC Weapon. (0 | 20)
    DESPERADO Chain Rifle, Smoke Grenades / Assault Pistol(+1B), Shock CC Weapon. (0 | 6)
    DESPERADO Chain Rifle, Smoke Grenades / Assault Pistol(+1B), Shock CC Weapon. (0 | 6)
    GROUP 2[​IMG] [​IMG] [​IMG]7 [​IMG]1
    FOXTROT (Forward Observer) Rifle, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 18)
    BLACKJACK AP Heavy Machine Gun, Chest Mines, Panzerfaust / Heavy Pistol, CC Weapon. (1.5 | 38)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0 | 10)
    GRUNT Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0 | 10)
    UNKNOWN RANGER AP Spitfire, Chain-colt / Heavy Pistol, T2 CC Weapon. (1 | 47)
    ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, CC Weapon. (0 | 22)
    MARAUDER Boarding Shotgun, AP Mines / Heavy Pistol, CC Weapon. (0 | 24)
    5.5 SWC | 300 Points
    Open in Infinity Army

    Hide your Foxtrot and Blackjack, both are mid and late game cleanup and button pushing. [though you can use the foxtrot to claim a quick one if the scenario requires it and you have first turn.]

    The turn one be extremely aggressive with the Desperados, place smoke and charge in to take down a few key pieces with their dual pistols. Use the Airborne Ranger on turn one if they've left an opening, otherwise hold him to charge in turn 2, or go for a late game button push. You can also swap the blackjack into this group with a command token if the other pieces all die.
     
  10. Tanan

    Tanan Well-Known Member

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    @Kreslack I completely disagree with paramedic statement. Ariadna sectorals are all about taking double shot of that sweet nano-drug they put in those mediKits. Fullcore or Haris paramedic is autoinclude because we have so many high PH troopers. I regularly take two paramedics in my core team.
     
  11. Kreslack

    Kreslack Unknown Ranger lead the way!

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    Oh I mostly agree with you. Paramedics are fantastic in Ariadna. But not in that haris and not on the UR or Rosie. You should really only be using it on unconscious models. Since they are out of the fight and a failed roll does not change that. Where as hitting and NWI troop with a medkit might get their wound back or it might kill a still perfectly good trooper. You don't get any rerolls either so there are no second chances. If the UR was in a core you might find a time it was worth the risk. But you have to dart him twice and his Mimetism works against you for medkit attacks since he won't be unconscious.

    If Minutemen actually has a paramedic option their link would be a tiny bit more solid, and if they got NWI i think they would actually be a surprisingly durable unit for being able to get them back to full from NWI. (But that's all dreamland wishful thinking)

    So I'm still stongly on my point of you don't need a paramedic in an attack haris with the Unknown Ranger and Rosie. One you can't fix and the other is way too risky to try. Stick with the mines the will either proactively keep them both safe or make a push past them too dangerous should they fall.



    I'll make another note here about why I prefer the UR in a full core. Getting him Sixth Sense allows him to not only utilize smoke much better. It lets him use his dodge much more agressively and reliably to engage in CC in the reactive turn around corners, where very few have any chance of defeating him.
     
    #11 Kreslack, Jul 11, 2021
    Last edited: Jul 12, 2021
    Sergei Simonov likes this.
  12. Tanan

    Tanan Well-Known Member

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    Medikit rules are wonky.
    - Mimetism works only against enemy attacks. It can’t be used against friendly nano-juice.
    - Partial cover works against friendly attacks.
    - Impetuous troopers can’t benefit from partial cover. Unfortunately Impetuous is an automatic skill, so it’s turned off by unconscious state.
    - Total immunity can’t be affected by ranged medikit. Fortunately, immunity is also an automatic skill, which means that unconscious doge-warriors can be healed by ranged medikit. Saddly, NWI doesn’t remove total immunity. Therefore Volkolak in NWI state can’t be targeted by ranged medikit.
     
  13. Tanan

    Tanan Well-Known Member

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    Medkit is usually used heal non-fireteam WB dudemen.
     
  14. McKaptain

    McKaptain Well-Known Member

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    I have more of a middle ground stance on Medics in USARF.

    I would not run one in the Haris. I think a Rosie UKR BS Marauder is a great Haris team and I would also probably never use the medic in that team.

    But in the core Fireteam, I would always bring one. I think having more than two Grunt Snipers is a waste. After you lose the +3 BS and Sixth sense, it’s too easy to kill the third. I would bring two snipers, a paramedic, and then the Minutemen or Wild Bill.

    I’d keep the last three with their heads down so that once the two snipers are dead, they can move up the field as an offensive three man core team. The paramedic gives them a specialist and if the MM goes down, the chance to bring him back up.

    The fifth model of the team I would keep as the grunt Lt.
     
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