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First N4 List - Supplies

Discussion in 'Ariadna' started by LankyOgreBP, Jul 7, 2021.

  1. LankyOgreBP

    LankyOgreBP Well-Known Member

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    It looks like I'll finally get a game of N4 in after a hiatus due to a baby and then Covid.

    I think I'll be playing Supplies and I threw together this list. Its not really taking advantage of new N4 options, but I want to see how the engine works before I start switching the tires, so to speak.


    Favorites - 5 specialists
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7 [​IMG]2 [​IMG]1
    VETERAN KAZAK (Lieutenant) AP Heavy Machine Gun / Heavy Pistol, CC Weapon. (1 | 46)
    VASSILY (Chain of Command) T2 Marksman Rifle, Akrylat-Kanone, D-Charges / Heavy Pistol, CC Weapon. (0 | 40)
    TANKHUNTER Missile Launcher, AP Mines / Pistol, CC Weapon. (1.5 | 33)
    HANDLER Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0 | 27)
    [​IMG] 3X ANTIPODE AP CC Weapon. (0 | 15)
    GRUNT (Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0.5 | 11)
    CHASSEUR (Minelayer) Rifle, Light Flamethrower, Shock Mines / Pistol, CC Weapon. (0.5 | 20)
    AIRBORNE RANGER (Forward Observer) Submachine Gun, Flash Pulse / Pistol, AP CC Weapon. (0 | 20)
    IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CC Weapon. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]4 [​IMG]1 [​IMG]1
    SPETSNAZ (Surprise Attack [-3], Camouflage, Mimetism [-3], Decoy [1]) Heavy Machine Gun / Pistol, AP CC Weapon. (1.5 | 38)
    CHASSEUR (Minelayer) Rifle, Light Flamethrower, Shock Mines / Pistol, CC Weapon. (0.5 | 20)
    GRUNT (Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0.5 | 11)
    FOXTROT (Forward Observer) Rifle, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 18)
    IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CC Weapon. (0 | 8)

    6 SWC | 300 Points

    Open in Infinity Army

    My thoughts are as follows.
    I can use the grunts and mines across the midfield to either protect tech coffins or route my opponent towards/away from specific objectives.
    I'll set up the spetsnaz and tankhunter to see one or two objectives each and hopefully control access as well that way.
    The vet kazak will most likely be my reserve.
    I've got the irmandhinos to run forward and possibly open the supply boxes, as well as the airborne ranger to come in and grab one of the flanking ones.

    Overall, a big part of the strategy is going to be getting in the way of the supply boxes and picking them up whenever is convenient for me.
     
  2. McKaptain

    McKaptain Well-Known Member

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    I’m a big fan of the Airborne Ranger, but for this mission you may be better served with one of the Dynamo specialists. they will still generate your regular order, even if you’re not using them. And if your opponent gets a box, they are fast and can chase it down. Additionally they generate the bonus impetuous order. Also, they are cheaper, have mine launcher, and smoke.
     
    LankyOgreBP likes this.
  3. LankyOgreBP

    LankyOgreBP Well-Known Member

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    I've never done the dynamo, though I've used the maverick a few times. In this case, I might bring the maverick actually. The dynamo has the mine launcher, but costs .5 SWC over the Maverick. The maverick also has MSV1 and Arm3 vs dogged.

    About the only thing to do with the extra 2 points though is change the foxtrot into a strelok.

    The other thought is drop the tankhunter down to a frontovik. They have the same BS and still have mimitism. They lose out on the camo tokens, but save 12 points. Then I can add in a rokot for another cheap order.
     
    #3 LankyOgreBP, Jul 8, 2021
    Last edited: Jul 8, 2021
  4. LankyOgreBP

    LankyOgreBP Well-Known Member

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    So, I poked at the list a bit more and made about 7 versions switching the last 50ish points. Different ARO and specialists.
    Favorites - mk6
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]7 [​IMG]2 [​IMG]2
    VETERAN KAZAK (Lieutenant) AP Heavy Machine Gun / Heavy Pistol, CC Weapon. (1 | 46)
    VASSILY (Chain of Command) T2 Marksman Rifle, Akrylat-Kanone, D-Charges / Heavy Pistol, CC Weapon. (0 | 40)
    FRONTOVIK Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 21)
    HANDLER Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0 | 27)
    [​IMG] 3X ANTIPODE AP CC Weapon. (0 | 15)
    PAVEL McMANNUS Ohotnik, Chain-colt, Shock Mines / Pistol, T2 CC Weapon. (0 | 32)
    GRUNT (Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0.5 | 11)
    MAVERICK (Forward Observer) Rifle, Flash Pulse / Pistol, AP CC Weapon. (0 | 18)
    IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CC Weapon. (0 | 8)

    GROUP 2[​IMG] [​IMG] [​IMG]4 [​IMG]1 [​IMG]1
    SPETSNAZ (Surprise Attack [-3], Camouflage, Mimetism [-3], Decoy [1]) Heavy Machine Gun / Pistol, AP CC Weapon. (1.5 | 38)
    CHASSEUR (Minelayer) Rifle, Light Flamethrower, Shock Mines / Pistol, CC Weapon. (0.5 | 20)
    CHASSEUR (Minelayer) Rifle, Light Flamethrower, Shock Mines / Pistol, CC Weapon. (0.5 | 20)
    GRUNT (Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, CC Weapon. (0.5 | 11)
    IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CC Weapon. (0 | 8)

    6 SWC | 300 Points

    Open in Infinity Army
     
  5. LankyOgreBP

    LankyOgreBP Well-Known Member

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    Update
    I got to play a game. It was against Ramah with Maggie and a Zhayaden sniper core. The marksmanship and sixth sense made it a difficult nut to crack. I completely forgot how to deal with a sniper with Ariadna and tried to just trade shots. My HMGs couldn't really move without getting shot by Maggie and rolling 12/13 with Burst 2 or 3 vs burst 2 on 15's is not a winning proposition.

    If I had just leaned into my camo and smoke and gotten within 16", it would have been a lot easier.

    I ended up winning on points. I took first turn, had the maverick run up to a tech coffin and grabbed a supply box, and then his HVT was right there and I had pulled Identify HVT.
    Maggie fell to a lucky shot from Vassily and the other two tech coffins were surrounded by mines and flamethrowers.

    It was a good refresher. Hopefully I didn't mess too much up.
     
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  6. McKaptain

    McKaptain Well-Known Member

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    I think bikes are 100% a good choice for supplies. Glad that worked out for you.

    Also, I know people rave about Antipode packs. I DO NOT LIKE them. I find them to be bulky, difficult to deploy well, and vulnerable to getting blasted by template weapons on the turn they engage. I own that it may be a lack of practice issue on my part. That said, I LOVE the dog-Warriors. I’ve gotten great use out of them. I find them to be a far more versatile profile and it’s easier to navigate the board with them. also, once they have one wound left, I just plop them somewhere and they turn into a hell of a speed bump.

    Also, another model that has quickly become an auto-include for me is the AP Rifle Spetsnaz. He can walk in and spec fire grenades onto those linked sniper teams. If he lives, drop him into suppressive fire to make a real headache for your opponent.
     
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  7. LankyOgreBP

    LankyOgreBP Well-Known Member

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    The specialist bike definitely paid off. It helped that the HVT was so close to the objective and I had MSV1. Couldn't have really planned that.

    I've had luck with the antipode pack in the past. This time, I just didn't put the orders into them. I've actually found that they do a little better during the second and third turns. There are usually a lot of well-positioned AROs and hidden models during the first turn, so running all the way across the board is just setting yourself up for getting discovered. Waiting for the second turn can help close the distance.
    Its silly, but the dog warriors are such a unique silhouette value, I haven't tried to proxy them yet. I don't own them and its been my own mental hangup.

    I really never looked at any other spetsnaz profile. For parachutist, I have had a lot of fun with different paracommando and ranger profiles.
     
  8. McKaptain

    McKaptain Well-Known Member

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    I think what makes the Spetsnaz such a great parachutist is his weapon kit. Being able to spec fire grenades is super handy. And don’t forget his base skill of BS shock and marksmanship applies to those grenades. Also, putting him into suppression, enemies have a -9 and he ignore their cover is really great.
     
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  9. Ghost87

    Ghost87 Well-Known Member

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    Marksmanship will not modify speculative grenades as those are already not affected by partial cover. For directly thrown grenades you are correct.
     
  10. Delta57Dash

    Delta57Dash Well-Known Member

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    I've had a game where this guy walked in from the board edge, shot Krit Kokram in the back, took out Shang Ji-sus, and then killed the rest of the fireteam with an ARO grenade.

    Not to mention he packs Stealth, Martial Arts, and D-Charges, which makes him perfect for sneaking up and blowing up an objective... or a TAG... or anything really.

    This dude can straight-up win you the game if your opponent isn't careful. And sometimes even when they are.
     
  11. McKaptain

    McKaptain Well-Known Member

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    I recently played a game where I got an Irmadhino up the board and spec fired smoke onto a Raicho. Spetsnaz then walked on and D charged it.
     
    Delta57Dash likes this.
  12. LankyOgreBP

    LankyOgreBP Well-Known Member

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    I love parachutists, but I think the only real success I've had with them is a paracommando HMG (N3) that walked on and had a view down the middle of the table.
    30 points is that breaking point where I start to want the order on the table from the beginning. I'll have to try it out some more.
     
  13. Delta57Dash

    Delta57Dash Well-Known Member

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    The key with big, expensive things that start in your sidebar is patience.

    For something like the Spetsnaz, unless you really NEED it to do something turn 1, you're oftentimes better off waiting until turn 2 or possibly even turn 3. As awesome as he is, he's got an B3 AP Rifle and no Link bonuses. Facing down Core-linked ARO pieces gets real scary.

    Wait until your opponent's good stuff is either dead or pushed up into the midfield to fight for the objective, THEN drop your scary AD troop behind him and start tearing into stuff. Good opponents will cover all the places you want to put a Parachutist on turn 1, but by turn 2 or 3 there's usually not enough models left to cover all the approaches.

    Now, if your opponent leaves a gaping hole on the side of the board where you can shoot a bunch of stuff in the back, go for it. But don't feel like you NEED to drop him as soon as you can.
     
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