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Current state of USARF and general advice

Discussion in 'Ariadna' started by Knauf, Aug 5, 2020.

  1. Knauf

    Knauf Transhumanist

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    After our last session, I've been asked a lot about USARF by some potential new players, but I'm not very familiar with Ariadna in general and USARF in particular, so I wanted to ask you guys about it.

    What would you say are its strengths and weaknesses?

    Which fireteam(s) do you generally prefer?

    Have the implementation of wildcards, Wild Bill and the 0 SWC Marauder Haris changed the way you see and play this sectorial?

    How do you deal with enemy Smoke/Camo with only MSV1 on select pieces and which MSV loadouts do you prefer?

    Do you ever bring multiple Blackjacks?


    Any input would be greatly appreciated, as this sectorial seems to draw a lot of attention.
     
  2. Cabaray

    Cabaray Well-Known Member
    Warcor

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    Relative cheap troops that have a tenacity to start outside of your deployment zone. Arm everywhere. Van Zant is a fun surprise. You bring your force in bulk. Decent army. Fav units are marauders, foxtrots, grunts with inferior infiltration and hardcases.

    Verstuurd vanaf mijn SM-G930F met Tapatalk
     
  3. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    USAriadna is full of minis that can potentially punch well above their weight class at bargain bin prices. Our profiles may look a bit bland, especially in the rambo department. We don't have incredible one man armies like TAK or other nations.

    However, our bread and butter is the best bread and butter in the inner sphere. Grunts are phenomenal line troops, like seriously people can't understand how that profile is 10 points. They're priced to move and you can really feel the armor 3 on a grunt. Grunt snipers are just plain mean if you run a link of 4 of them and a flamethrower for safe keeping. For a whopping 2 swc that link can shut down chunks of the board through sheer volume of sniper fire. Inferior infiltrating flamethrower grunts are 10 pt war crimes to anyone getting bold with advanced deployment, and yet again can shut down sections of the board.

    Marauders are the unit you're going to hear people sing the praises of. They can forward deploy, they're tough, they have flamethrowers. They can yet again claim pieces of the board from the get go and dare your opponent to take it back from them. Molotok marauders are there to get the killing done.

    I'm pretty biased, but the blackjack was love at first sight for how it plays and how it looks. They sniper one can be a menacing turret, a t2 sniper can red paste a lot of very valueable miniatures and he has the armor to make dealing with him a risky prospect. With N4 crit rules in effect soon, he'll be an even more difficult prospect to remove. The APHMG Blackjack is a pretty decent killer for if you're seeking your rambo, albeit he is slow.

    Bikes, if they like bikes USAriadna can bring a ton of bikes, they have cheap bikes and they have better bikes.

    All in all USAriadna doesn't have the most viscous rambo pieces in a head on gunfight, however they can turn the midfield into a miserable slog for your opponent as they can control the board. When they work, your opponent hemorrhages orders and star players to try and get things done.

    All in all, I think they're in a great state, just a bit different to play compared to lots of other factions in the game. But they're not too difficult to wrap your head around how they work. They feel very different to the rest of Ariadna I've played. Model range wise, you're also in a great state as they have a entirely new model range so no hunting down OOP miniatures, just their more spammy nature may require you to get creative to crank out the weapon loadouts they need in numbers if you want to go full WYSIWYG.
     
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  4. Hecaton

    Hecaton EI Anger Translator

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    Strengths: Bikes, Tactical Jump, and ARM 3

    Weaknesses: No MSV2 and not *amazing* long-range shooting.

    Marauder core + Rosie spare tire, cheapo Grunt team with HMG, sniper rifle, and three mooks with a spare tire, or Grunt +1 Minuteman team. Sometimes in Limited Insertion I'll run 5-strong Minuteman teams.

    Rosie, very much so, because she lets me put a spare tire on a fireteam that's FDL2. Wild Bill and the Marauder haris? Not so much.

    Put mines where they want to go; mines don't care about LoF. Now, you don't have minelayer, so defending against them turn 1 can be hard. You have to have disposable ARO/defensive pieces to force the opponent to spend orders (Primarily Grunt snipers in core fireteams and Hardcase scarecrows)

    Yes, in Limited Insertion. My list for Frostbyte included a Minuteman core and 2 Blackjacks so I didn't have to worry about the heaters.
     
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  5. Teleute

    Teleute RM100 Pilot

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    Any particular units that standout as either missing essential loadouts or in need of more sculpts of a particular loadout? I found the "Closing up TAK releases" thread useful for that sectorial and have similar questions about USARF.
     
  6. McKaptain

    McKaptain Well-Known Member

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    The 0 SWC Haris on the Marauder allowed me to upgrade the 112 to motorized. That has been a great piece for fast moving late game objective capping.

    I also run now run a Marauder Haris with the Molotok and Rosie. I swapped Rosie in, taking out the BS profile. This gave me more firepower, a specialist, and D-Charges for no additional cost. That was a fantastic upgrade.
     
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  7. MoragTong

    MoragTong Member

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    I have always been a big fan of Grunts w/Grenade Launchers. Especially when there's potential for lots of smoke/camo. With Spec. Fire, no need to target a model, just a location. Super cheap and can really slow down those fast moving/stealth units.
     
  8. colbrook

    colbrook Grenade Delivery Specialist

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    Can also be an Lt that doesn't mind being hidden for no extra SWC
     
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  9. MoragTong

    MoragTong Member

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    Definitely!
     
  10. Barrogh

    Barrogh Well-Known Member

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    Okay, I'm super rusty with rules, so correct me if I'm wrong...

    Speculative Fire still requires a Target unless the weapon has Targetless trait, which Grenade Launchers don't have. If I remember rules correctly, markers aren't valid Target for BS Attack and there's no special clause in the rules of SF to ignore that rule. IIRC you can still hit units under markers, but to declare such attack you need a proper Target (so, not a marker) within that template's area which you will use to declare Speculative Fire against.

    Also your line about slowing down stuff with smoke and camo compels me to say, just in case, that aside from what I've said above, SF is an Entire Order skill and cannot be used in ARO, although I think you've actually meant something else.
     
  11. MoragTong

    MoragTong Member

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    "This Common Skill allows the user to execute a BS Attack against a target outside LoF or, if he has a suitable weapon, to choose a location other than the target as the center of the attack."

    Per the Wiki: "You can use Speculative Fire to attack enemy troopers with CH: Camouflage, TO or ODD who are behind a Partial Cover. By placing the center of the Template behind the enemy, you can bypass all MODs from Partial Cover (-3) and TO or ODD (-6)..."

    These are troops that you can't physically see anyway...so any camo states or otherwise are irrelevant. Also, if the enemy is Targeted, you don't have to pay the -6 MOD for Spec Fire and actually receive a +3 MOD for it instead due to the trooper being in a Targeted State.
     
    #11 MoragTong, Aug 12, 2020
    Last edited: Aug 12, 2020
  12. colbrook

    colbrook Grenade Delivery Specialist

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    You need a target to declare a BS Attack, Speculative Fire removes the LoF requirement and lets you place the template off-centre, but you still require a target (unless the weapon has the targetless trait, which most Spec Fire Weapons do not.)

    Remember that you cannot target the ground or a scenery element if it would also hit an enemy.

    Troopers in the Camouflaged state cannot be the target of attacks, so they cannot be the target of a Speculative Fire.
     
  13. Bellyflop

    Bellyflop Well-Known Member

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    Speculative fire requires you to target a model, marker state makes you immune to being targeted. You cannot target a camo marker with a grenade.
     
  14. MoragTong

    MoragTong Member

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    Not sure I agree with that. "You can use Speculative Fire to attack enemy troopers with CH: Camouflage, TO or ODD ..."

    Help me out.
     
  15. colbrook

    colbrook Grenade Delivery Specialist

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    Those are skills that apply penalties to BS Attacks.

    It does not say you may attack a trooper in the Camouflaged State or TO Camouflaged State.

    This is why Camouflage and Mimetism have been split up into separate skills with different names in N4/C1.
     
  16. MoragTong

    MoragTong Member

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    If the enemy was Targeted, you would get a +3 MOD instead of the -6 for Spec Fire. Where does it say that you can't target a camo marker with Spec Fire? Not trying to argue, just want to be correct in how the rule is implemented, as I use it somewhat often. The -6MOD is pretty steep already.
     
  17. MoragTong

    MoragTong Member

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    Lol...then why does it mention it at all? If the trooper with Camoflauge isn't in a Camouflaged State...they are just like any other trooper and you would target as normal. The whole point of the skill is to shoot something that you literally can't see. Hence the hefty -6 MOD
     
  18. MoragTong

    MoragTong Member

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    The Wiki states: "Speculative Fire with Template weapons can avoid MODs by Partial Cover, the CH Special Skill, ODD... by placing the Template so it is not centered on the target."

    Seems pretty clear RAW. If the Target isn't in a Camouflaged State there is no MOD. So what are we avoiding?
     
  19. colbrook

    colbrook Grenade Delivery Specialist

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    Because the Camouflage & Hiding skill applies a -3 or -6 penalty to BS Attacks depending on level, the rule you quoted allows Speculative Fire to ignore that penalty.
     
  20. Bellyflop

    Bellyflop Well-Known Member

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    1) Spend order to declare entire order skill speculative fire
    2) Per effects of speculative fire skill, you may now declare a BS attack against a target outside LoF (first bullet point in spec fire)
    http://wiki.infinitythegame.com/en/Speculative_Fire
    3) Camo marker state prevents that marker from being chosen as the target of an attack (third bullet point in camouflaged state)
    http://wiki.infinitythegame.com/en/Camouflaged
     
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