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How does TAK play compared to CHA

Discussion in 'Ariadna' started by PappaChu, Feb 11, 2019.

  1. PappaChu

    PappaChu Member

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    Yo! My main army I play is Caledonia and I really enjoy them, though I’m not the greatest with them on the table. I’m thinking about picking up Coldfront to get some more variety and since I already have a small Steel Phalanx set, that seems the best choice. The only hangup I’m having is how differently TAK plays than Caledonia, I’ve seen threads comparing them to USAriadna but not CHA

    Anyway, what are the main similarities/ differences between the two? Do they play differently enough to warrant playing both sectorials?
     
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  2. Skaldur

    Skaldur Active Member

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    IMO Caledonia's two main strengths are the ability to take tons of cheap orders and have cheap units that are far more damaging than their price suggests. It's infinity's horde army.

    TAK pays more for it's units so you can't easily have a horde but ,in general, the units are stronger and more flexible
     
  3. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    Well looking at CHA, irmandinhos are going to look really familiar to you.Some examples include the spetznaz and the vets, with others such as scouts and frontiviks being some real standouts. TAK can hit incredibly hard with some nasty weapons. The update to a full sectoral did give us a healthy spoonful of T2 to rival CHA. Do you like Uxia? Well we have the shotgun spetznaz. There's some overlap here that you can find some comfort within.

    As for my experience with TAK. We get some terrifying attack pieces, usually with memetism or camouflage. If you enjoy the camo shellgame this is the sectoral for you. 16 points for ambush camo smg's, tank hunters, spetznaz, can flood the board with camo tokens. The Strelok can let us forward deploy a sensor on the board ensuring that only we get our fun with camouflage. Not to mention your opponents will learn that a strelok or a landmine is annoying, a scout or a spetznaz hmg can spell disaster for their forces. Games with TAK make your opponent feel like they're always the ones walking into an ambush. Alternatively Vets and Frontiviks allow for us to have a pretty durable fireteam by Ariadna standards, you'll feel like Dawn's proffessional army with a force heavy on these guys. However, like @Skaldur said, you pay for this. While Vets may feel stupid durable, overall we have extremely effective miniatures offensively but they'll go down when you hit back. Unlike CHA we don't have nearly as many bodies to spare. While the line kazaks can really help to give you extra orders, TAK's quality does begin to eat into Ariadna's sheer quantity of orders.

    However it'll also be nice to not have to worry about Wallace getting shot.
     
  4. SirGrumpyPants

    SirGrumpyPants A little grumpy

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    Calling @daboarder

    Agree with @holycannoli and @Skaldur, pretty much nails my experience with TAK.

    To reiterate how soft TAK guys and girls are - I tend to forget about guts rolls, since my stuff just flat out dies when something looks at it funny. Very much feels like a glass cannon army to me - hit hard, die hard, look cool doing it.
     
  5. mightymuffin

    mightymuffin Well-Known Member

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    I'm in exactly the same position - transitioning from CHA to TAK - so here's my thoughts on TAK;
    • TAK is much more elite: it has some cheap troops, but you're unlikely to take that many of them, (aside from as cheerleaders).
    • For the same reason, it doesn't do piece-trading that well, so don't bother trying. (If it happens then take advantage though!)
    • Whilst CHA can wreck face in CC, I wouldn't bother that much in TAK. (There are some CC-specialists, but don't concentrate on them).
    • It has *so* many more options; mainly with their fireteams, but we get different unit-types, more toys, (compared to CHA anyway!), and can offer some playing-style variety.
    • Chain-of-command means you can actually design lists around aggressive LTs; or use them as WIP14 specialists.
    • Camo, camo & more camo! Plus, TAK's camo options are much more varied than CHA; the latter is SAS, Caterans & Scots Guards, (maybe Volunteers but unlikely due to Inferior Inf), whereas in TAK they can be anything from decoys, mines, CC-specialists to long-range ARO pieces, or active-turn murder-machines.
    • Fireteams; you can really mix up the fireteams in TAK, not only in terms of what they can do, what guns they have, but - more importantly IMHO - what different specialists they bring.
    • Whilst most of CHA's units can feel rather squishy individually, TAK can feel like it has tougher units; however, I've recently been finding these tend to rely on defensive MODs rather than more staying power.
    • I've been using suppression fire a lot more in TAK than I ever did in CHA; units like Vet Kazaks, Tankhunters, Vassily, et al, really act like roadblocks when suppressing. Whilst you can do the same in CHA, you tend not to bother cos you'll likely have spent your orders on charging forward instead!
    That's based on my experiences with TAK since their release.
     
  6. barakiel

    barakiel Echo Bravo Master Sergeant
    Warcor

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    • TAK has mines, which is a big deal.
    • You can still get a lot of Chain Rifling done in TAK, but some of your Chain Rifles are also Specialists, so there will be situations where you'll want to use their Impetuous moves to help close with objectives and get the mission done. Dogfaces and Cameronians are fundamentally similar... Gain in Wounds, lose in starting speed.
    • TAK gets Sensor. Sensor is really cool.
    • TAK can't rely on Berserk (or CC in general) as a great equalizer, so you have to think more about gunfighting and how to maximize those visual mods.
    • There's a lot of ammunition variety in TAK. AP and T2 are familiar of course, but there's also some good platforms for Flash Pulsing, Fire, Shock that don't really have CHA counterparts. Give some thought to how to leverage that fun stuff.
     
  7. holycannoli

    holycannoli Dancing to Kazak Kalinka

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    @mightymuffin @barakiel

    Nicely bulleted lists, and these really do lay it out. I can't help but feel that some of these differences are because TAK came out last year whereas CHA did not. I do hope that CB does get around to doing more military orders style revamps, seeing as CHA is a prime contender for that needing a minimum of resculpts to be up to the current standard, and it seems like they could just use a small coat of polish to be up to the current standard. They already got wonderful flavor being the melee angry mob of the game.
     
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  8. barakiel

    barakiel Echo Bravo Master Sergeant
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    TAK's got strengths, but that doesn't make the old sectorials weak at all.

    One of the big strengths of past factions is that they have really abundant access to cheap Impetuous troops, Chain Rifles, Smoke, and Camo. The new Sectorials, except for TAK, do not have those things.

    CHA got a big revamp pretty recently... It's the same revamp that let you put a Grey into a Volunteer link... So I wouldn't count on too much for CHA any time soon. The presence of modern changes (mixed links) and oldschool tools (aforementioned smoke and Chain Rifles) does mean CHA gets some of the best of both worlds. I don't think they're operating with much of a disadvantage.
     
  9. RogueJello

    RogueJello Well-Known Member

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    Honestly, the biggest problem that CHA has right now is that ITS doesn't use death clocks. Almost every list I make for them has two full combat groups + 5-10 impetus, which means that I often can't finish a game if I run into somebody who's not really good at Infinity.
     
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  10. Barrogh

    Barrogh Well-Known Member

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    On a brighter side, at least it's not your opponent who's making ~ 30 order list while being new to / not really good at Infinity.
     
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  11. mightymuffin

    mightymuffin Well-Known Member

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    In my opinion, TAK "feels" like it's better than CHA but, after running the latter in a recent tournament, I'd say that's only really on paper.
    Whilst CHA does lose out on the fireteam flexibility that TAK has, (especially with what specialists can go in each one), it still offers a wide range of playing styles. (E.g. CC-orientated, long-range, close-range).

    It would be nice if we had a few more fireteam options in CHA, (mainly I reckon allowing 1 Mormaer in a Scots Guard link - and give Haris to the T2 Rifle profile as well, albeit for 1SWC), but CHA has the cheap troops that means it can field a lot of links & still have plenty of other stuff.
     
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