Hi everyone, Been playing around with army builder as I'm looking to start a new army. At the moment I've looked at Nomads and Druze, but seem to be drawn to the Caledonians. I've come up with the following list and wondered if it's any good. Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 1 9 1 VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) ISOBEL McGREGOR Rifle, Flash Pulse, D-Charges, E/Mauler / Assault Pistol, Knife. (0.5 | 23) UXÍA McNEILL (S.A.S. CP) (CH: Camouflage, Infiltration, Multispectral Visor L1) Boarding Shotgun, Grenades, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 28) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) S.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21) CATERAN Sniper Rifle / Pistol, AP CCW. (0.5 | 21) 112 Light Shotgun / Pistol, CCW. (0 | 12) GROUP 2 5 SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) SCOT (1st Battalion) (Fireteam: Duo) Molotok / Pistol, Knife. (1.5 | 26) SCOT (1st Battalion) (Fireteam: Duo) Missile Launcher / Assault Pistol, Knife. (1.5 | 27) SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) AP Marksman Rifle / Pistol, Knife. (0 | 24) SCOT (1st Battalion) (Fireteam: Duo, Forward Observer) 2 Submachine guns, D.E.P., D-Charges / Pistol, Knife. (0 | 19) 5.5 SWC | 300 Points Open in Infinity Army Any help would be greatly accepted. Cheers
Welcome to the fray! The list looks more or less fine to me. You can give it a go! The core fireteam will see a lot of fighting. I am not sure this si the best place for the Lt. (See othe options later!) But the team is just fine as it is. Uxia is as close to being an autoinclude as possible in vanilla Ariadna and CHA all the same. Regarding SAS I suggest to take either the BS (Boarding Shotgun) or the CRAP (Chain Rifle + Assault Pistol) variant because for 1 point you get Assault Pistol and Grenades, too! The FO SAS is a bit pricey for my liking but an infiltrating camo specialist never hurts. The Cateran is nice but for a little bit more you can get the T2 sniper version. It very well worth teh investment! 112... Well, you do need specialists and a doctor. More often than not he will kill more troopers than your opponent, but still... OK, I'm fine with him. Mayhaps you could upgrade one of the Volunteers to a paramedic instead. I have mixed feelings regarding G2. This group brings decent firepower and quite a lot of specialists but these troopers are lacking in both aspects. They are not mobile enough (even with fireteam: duo) to push buttons and lack MODs to win firefights. I would swap this department for a haris fireteam consisting of an AP HMG Mormaer, a T2 Rifle Mormaer (Lt) and a T2 Boarding Shotgun Grey and stuff in two more CR Volunteer. This is roughly the same price tag and will do more heavy lifting. If you are into Scots Guard (Awesome troopers, indeed!) I suggest to take a look at the 2nd battalion troopers. CH: camouflage means they have access to marker state and surprise shot and a visual MOD to win gunfights. By the way: how about some good, old fashioned Galwegian rush? For a measly 24 points you can field 4 Galwegians to lay down smoke and cut opponents down. Any one of the shooty Scots Guardsman can be swapped for 4 of them...
Thanks for the in depth response @Káosz Brigodéros. I'll get back to the drawing board with your recommendations and make some other lists. Just a query as I like the models are the Wulvers any good and where would they fit in?
De nada. Wulvers are awesome. They are a first-class beating stick. There are three basic set-ups: 1) Full house: you take four Wulvers to form a core fireteam and add Wallace to get the BS bonus of the fireteam. Very nasty. Will kill anything they get nearby. That is 24' - not impossible given Wallace brings his own smoke grenades to the party! They are death incarnate. 2) Haris: you take three Wulvers one of a kind each (Heavy Shotgun, Mk12 and the T2 Rifle Haris profile) covering all your rangebands nicely. Some players (not me) add Wallace to this team. The great advantage of this set-up is your ability to field a core fireteam in addition to this beating stick. 3) Solo: you can field a lonely Wulver as a one-man army and he is relatively sturdy rocking ARM3 and 2 wounds. Their CC abilities are nothing to sniff at, and NBW gives stealth to sneak attack opponents. My go-to guy is the Mk12 setup. The Mk12 brings decent mid-range firepower and costing no SWC he makes a good choice in a sectorial loaded with SWC-wise costly troopers like Mormaers, Highlander Greys and Scots Guard.
My 2p as an alternative view. I'm never convinced about using Isobel; people seem to field her primarily for button-pushing, but it sounds too risky to me to put her near where hackers are likely to be. There's also her D-charges, but others can do that maybe even better, (looking at Uxia mostly). Personally, I'd drop the Cateran for now, and spend those points elsewhere; probably adding more Volunteers for when the fireteam takes losses. As for the 2nd group, it would also work as another core fireteam; either start with it, (using the various ranged weapons to remove certain pieces), or leave it as a reserve team, (e.g. if the Volunteers take too many casualties). Otherwise, the list has enough potential to give it a try!
So @Káosz Brigodéros and @mightymuffin I've taken your advice and come up with the following. This is one of many lists but I felt it incorporated most of what you guys gave me as advice. Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 1 10 VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) ISOBEL McGREGOR Rifle, Flash Pulse, D-Charges, E/Mauler / Assault Pistol, Knife. (0.5 | 23) UXÍA McNEILL (S.A.S. CP) (CH: Camouflage, Infiltration, Multispectral Visor L1) Boarding Shotgun, Grenades, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 28) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) WULVER Mk12, Grenades / Pistol, AP CCW. (0 | 37) VOLUNTEER HMG / Pistol, Knife. (0.5 | 19) VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10) GROUP 2 3 HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25) CALEDONIAN MORMAER (Fireteam: Haris) AP HMG / Pistol, Knife. (2.5 | 43) CALEDONIAN MORMAER Lieutenant (X Visor) T2 Rifle / Pistol, Knife. (0 | 33) 5.5 SWC | 300 Points Open in Infinity Army
I've got the core fireteam with a couple of volunteers spare in case of casualties. Just the one Wulver, to see how it gets on. Haris team of mormaers and grey. I've got a few other lists but didn't want to spam you with a load of lists.
I like the list as it is! brute_force@work.cha Perhaps you could downgrade the Rifle and the LGL Volunteer both to CR Volunteer and add another CR Volunteer to G2. You should/could experiment with replacing one or two of the Volunteers with Galwegians because they are able to lay down smoke very efficiently. (MOV+Smoke is a legal impetuous move!) I personally prefer the covert action version of Uxia chiefly for the twin-linked assault pistols, but the SAS version is solid, too! (You're however a little bit light on specialists currently.) Also digging for 3 points to upgrade Isobel to T2 is heavily recommended. (For example by downgrading the LGL Volunteer.) She is a very good toolkit on her own right, because she doubles as a specilaist able to solve hacking related classifieds and a decent gunfighter at the same time. Now for the latter you do need that special ammunition. Time to go playtesting, mate!
Last one I promise . Caledonian Highlander Army ────────────────────────────────────────────────── GROUP 1 10 VOLUNTEER Rifle / Pistol, Knife. (0 | 8) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34) ISOBEL McGREGOR Rifle, Flash Pulse, D-Charges, E/Mauler / Assault Pistol, Knife. (0.5 | 23) UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27) S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24) WULVER Mk12, Grenades / Pistol, AP CCW. (0 | 37) 112 Light Shotgun / Pistol, CCW. (0 | 12) VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6) GROUP 2 3 2 2 HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25) CALEDONIAN MORMAER (Fireteam: Haris) AP HMG / Pistol, Knife. (2.5 | 43) CALEDONIAN MORMAER Lieutenant (X Visor) T2 Rifle / Pistol, Knife. (0 | 33) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6) 4.5 SWC | 300 Points Open in Infinity Army A bit like this then? I suppose it just needs playtesting like you said. Thanks for all the help.
Not bad by any means, but I do not like the 112. The firefighter is just too eager to kill the patient instead of healing. (No cube in your list at all!) For the occasional healing here and there you already have the paramedic. For the same price you can take 2 Volunteers and / or Galwegians.
Cheers, I've taken out the 112 and replaced him with 2 more Galwegians with chain rifles. Finding it hard to find specialists though!
Indeed when it comes to specialists you are lacking in number but making up in quality. Except for engineer all the bases are covered. The core fireteam will be able to deliver two of the specilists where you need them and Uxia and the SAS will start the game upfield: where you need them. Raw firepower will augment nicely the specialist section! Give it a try and make adjustment!
My belated 2p; In my experience, if you time your advance right then all you need is a couple of specialists overall; as long as you can protect them until the time is right for button-pushing, then they can stay out of the fight - but nearby - and provide a few more orders for the killy stuff to, well, kill stuff. The specialists don't need to be particularly strong nor powerful, so Volunteer Paramedics could be enough. The biggest hurdle - IMHO - is making sure those specialists are able to reach their target. When combined with the non-specialist-orientated Classified options, (plus Secure the HVT), I've won games with 2 or 3, (out of 15+ models), and thus spent the rest of my points on even more Big-Guns.