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Arming Marauder Link Teams?

Discussion in 'Ariadna' started by Death By Monkeys, Sep 12, 2018.

  1. Death By Monkeys

    Death By Monkeys New Member

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    I've been playing USAriadna for about a year now but not nearly consistently to feel really proficient with the army yet. I've mainly relied on Grunt links in my lists up to now mainly because of the models I had and not feeling inspired by Marauders or Minutemen to try anything different.

    With ITS 10, though, I'm feeling like Marauder link teams may be a solid choice. As I don't have any experience with them other than running a couple as solo pieces occasionally, I'm curious as to how players have previously kitted them out and what they are doing with them now that ITS 10 has dropped.
     
  2. Zoccola

    Zoccola New Member

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    I am thinking the day of the Marauder Molotok has come. :) Same with the Boarding Shotgun AP Mines.

    I am also seriously considering changing up my go to list from a core link of 5 Grunts with a Haris of Marauders for that MSV1 Heavy Rocket Launcher to a core link of 5 Marauders tooled for close and dirty fighting.

    I am thinking the following:
    Marauder + Molotok
    Marauder + Boarding Shotgun
    Marauder + Rifle/HFlamer (Medic)
    Marauder + Heavy Rocket Launcher
    Marauder + Rifle/Flamer

    141 points and 2 SWC.

    Maybe supported by Rosie
     
    TheDiceAbide likes this.
  3. Brother Smoke

    Brother Smoke Contractor for the Tartary Army Korps

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    Considering they now start at least 20" up the board the Molotok is pretty much mandatory IMO

    This looks ideal, good range spread and a specialist up the board
     
  4. Zoccola

    Zoccola New Member

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    The only problem I find with traditional Marauder haris links was rampaging warbands, but that should be mitigated by smart placement of mines and bodies. Rifles and boarding shotties up front to double tap those flamer templates. And with sixth sense level 2, you can get cute with the ARO declaration.
     
  5. Randomcallsign

    Randomcallsign Active Member

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    This is also my go to marauder core group. You've got solid weapons for all range bands and when no enemy is in sight you can always drop a mine while moving to a better position. (you won't find yourself doing many move-moves with a 4-2)
    I also really like using the MSV marauders in a Haris as ARO pieces.
    Marauder + Haris
    Marauder + MSV/Sniper
    Marauder + MSV/Sniper
    Use the Haris unit as a defensive piece if anyone gets too close and then for 81 points and 2 SWC you've got two dogged, B2 in ARO snipers with MSV1s. The new ITS 10 rules really allow them to deploy up the board in excellent positions to shut down fire lanes.
    Alternatively, The HRL is great for this too and slightly cheaper points-wise but I find myself hamstrung by the 4 SWC total cost when list building.
     
  6. Yvain

    Yvain Well-Known Member

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    I am confused where you are getting those numbers? That comb0 is 120 points 3 SWC. That is my go to when I go core Marauders though.
     
  7. Zoccola

    Zoccola New Member

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    Lol You are right! :) I guess I was having a mini stroke when I posted. :) Hehehe

    Honestly I don't know how I got those numbers... I had the app open on my phone at the time.
     
  8. daboarder

    daboarder Force One Commander
    Warcor

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    HRL
    BS
    BS
    Paramedic
    paramedic


    OR

    HRL
    Haris
    Paramedic

    Those are the 2 I prefer, and wiht FD2 both are very good "Cores"
     
  9. Randomcallsign

    Randomcallsign Active Member

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    No love for the molotok? Is it because you prefer the MSV1?
     
  10. Yvain

    Yvain Well-Known Member

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    If I am going core, I think taking two weapons is pretty much required. The HRL version does work slightly better on camo targets and having templates is very useful. The molotok version is better everywhere else so on a core it is worth investing the 2 extra points in to add one. The advantage is also you can go dogged and switch

    In a haris with one option its HRL every time BSG, Rifle every time.
     
  11. Death

    Death Well-Known Member

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    The main down side to the Molotok is range. You want an HMG or two in your list to deal with long range AROs. While FD 2 helps, its also quite risky since its easier for your opponent to reach your link and break it.
     
  12. Yvain

    Yvain Well-Known Member

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    With FD2 you are starting 4 inches from the max range of weapon. If you picked deployment you will know where to go with your dudes to make sure they survive to ARO. With active you should be able to close the gap with your first move. So I don't think dual HRL (which is what I assume you mean) is worth it especially if you run into something heavy like a TAG.

    I certainly wouldn't take three weapons and I don't think Marauder core is there for an ARO link. You have blackjacks and grunt snipers for that. I could get behind 2 HRL Haris though.
     
  13. Yvain

    Yvain Well-Known Member

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    Accidentally posted twice
     
  14. Death By Monkeys

    Death By Monkeys New Member

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    I think it's interesting that no one has mentioned Marauder Lts. As one of only two 0 SWC Lts in USAriadna, I figured that profile would at least get a mention. Guess everyone just runs Grunt Lts instead?
     
  15. Cabaray

    Cabaray Well-Known Member
    Warcor

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    I run marauder lt in a haris with an HRL. Cause the haris guy has the same load out as the lt.

    In a 5 man link I mostly went sniper (cheap) and hrl as heavy weapons and Hardly a molotok. 3 burst hrl is pretty offensive and the assault pistol makes short work off anything close by.

    But now they go even closer. Standard guy has the perfect load out with a 2 burst heavy flamer. And I think a rifle is enough compared to the molotok. Before the buff I already got work done.

    2 HRLs, lt, regular and a paramedic can do gang busters I think