Merovingia have had an interesting few years. From being totally ignored, they've had a bit of a tweak with HSN3 and then a full revamp as their production has been mothballed. Whilst not as up-to-date as other ariadnan factions such as TAK (in terms of new rules and skills) they've been brought up to the bar of other factions in terms of mixed links and some new profile tweaks have helped too The aim is to split things down to see who gained and who lost from the changes and to be able to make recommendations based on that. Disclaimer: Even if I write something up as "avoidable" it doesn't necessarily mean its the worst thing ever, merely that there may be "better" alternatives or perhaps that profile is meta dependent or requires a certain synergy to work. I'm firm in the belief that anything can work in infinity, given the right situation and tactical application and i'll endeavour to explain why I label something up as avoidable. Overview: The French are a nice and compact sectoral that haven't lost too much or gained that much with the switch to N3 but gained a lot with the release of several mercenaries and profile tweaks since HSN3 and their final mothballing overhaul. Light infantry remain strong and our heavy infantry received a lovely points drop and AVA boost to bring them back online for us. On top of this, our Moblots have been given the highlander grey treatment in that they benefit from super cheap power ups from metro links. A spate of haris options gives us the ability to get the most out of those loup and briscard teams too. Although we're not exactly overwhelmed with unit profiles and options, what we do have is solid, though we tend to be on the lighter side when it comes to big guns and armour plating. None of our stuff is particularly expensive however, and it is pretty standard to find an MRRF force clocking in with around 14-16 orders with the flexibility of cheap and powerful link teams. So why play Merovingia? We trade off the big guns and armour plates of the Kazaks, dump the tartan and the broadswords of the scots and come out fighting with our flexible and dependable LI. We gain a few techy bits like MSV1, a pair of actual real hackers (squee!! Yes I know, Isobel. but she's only got a defensive device ) and a freakin' TAG!! If you're coming here for solid Heavy Infantry and missile launchers, you're in the wrong place, but we do have one of the best skirmishers in the game and multiple excellent link team choices to support them with. Pros +Good specialist coverage through Hackers/FO/Paramedic/Doctor/Engineer vs other Ariadnan forces +a real life TAG in ariadna!! +MSV1 in abundance +Deadly link teams +Largely cheap units means big order pools +Extremely competent and well costed skirmisher +Good selection of units with advanced deployment rules +Good selection of Merc units +Cheap Sappers for ARO +Multiple unit options for D-Charges +Tend to run SWC-lite Cons -Lacking in "big guns" -Limited access to smoke -Compact sectoral with few unit choices -Largely poor in CC -Few durable units -Difficult to build under limited insertion rules -Now out of production for most of the range Light infantry: Metros: At first glance these guys seem totally uninspiring; crappy stats, redheaded step-child versions of CH skills and a measly solitary specialist profile. That said, 8 pts for a rifle and an order is nothing to be sniffed at, and you can very easily fill your order pool to fuel your big hitters with these guys. The camo infil options add depth to the profiles, but represent a bit of a gamble in terms of effectiveness. Where they shine though is in a link team, either led by Jaques Bruant or not, they provide a cheap source of efficient orders and a very cost effective HMG to place in a defensive position. They'll often win out against many unlinked troopers however as fully linked, they get boosted to bs13 before range modifiers and tend to chuck large amounts of dice thanks to their link bonuses. Spec fire and HMG options with a paramedic make them a decent light infantry choice for getting work done and you can literally get a full link team with specialist, two weapons and a lieutenant for less than 60 points. The new mixed-link ability allows an alguacile hacker, bruant and 3 Moblots to join the core link, kicking out as many metros as needed to form the link whilst staying legal: Force de Réponse Rapide Merovingienne ────────────────────────────────────────────────── 5 MÉTRO Lieutenant Rifle / Pistol, Knife. (0 | 8) MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10) MÉTRO Rifle / Pistol, Knife. (0 | 8) MÉTRO HMG / Pistol, Knife. (0.5 | 19) MÉTRO Rifle, Light Grenade Launcher / Pistol, Knife. (0.5 | 12) 1 SWC | 57 Points Standout profiles: -Rifle 8pts -Paramedic, Rifle 10pts -LT, rifle 8pts -HMG, 19pts 0.5SWC -LGL + Rifle 12pts 0.5SWC The rifleman represents the cheapest regular gun-armed order we can get on the board and makes for a reasonable DZ guard to discourage AD troopers from arriving in your backfield. Aside from this, filling out a link on the cheap and playing "guess the LT" is great for these guys. The aforementioned LT is great because it doesn't cost much in terms of pts, is free in SWC and is easily hidden amongst plenty of cheap duplicates. The paramedic is a straight 2 point upgrade over the rifleman and brings a specialist profile that can cap objectives (sometimes gaining +3wip for objectives dependent on missions), can achieve experimental drug and HVT:Innoculation. Whilst paramedics aren't great at healing, this guy is likely to get a nice tow up the board with his metro teammates and is therefore more efficient than running a 112 up the board. A late game heal can sometimes swing games, especially in zone controlling or annihilation missions so always worth having at least one in your link! The HMG is a stellar profile for link teams. cheap in both pts and SWC, a couple of these can give a defensive link a lot of punch and even a solo gunner makes for a decent roadblock when put on suppressive fire. Speculative fire has become a solid way of killing exposed designated targets and is a great answer to REM fireteams and such that have proliferated with Onyx and OSS that have poor dodge stats. For the cost, its well worth having the option, even if you don't use it. Situationally clearing mines, suppressive fire and incidentally hitting camo markers by targetting nearby models or unconcious enemies is extremely useful! Avoidable Profiles: All the others really... The camo infil profiles are interesting and have actually got a bit better now that failed infil rolls no longer scatter, giving your opponent easy kills. They now appear in your DZ, touching a table edge which makes them a lot safer to use than previously. Unfortunately though, outside of a link, their stats really let them down, though the buff to the DEP's range bands makes it much more worth considering if it fits your style of play. Paracommandos: Our airdrop specialists have seen a few minor points tweaks here and there but largely remain the same in terms of power and utility. The biggest change for these guys though comes in terms of their weapon ranges. The HMG profile was the out and out winner, given how amazing the HMG was in nearly every situation. This is no longer the case and has opened up the choice of which one to bring significantly for me. Mimetism, strong WIP and being able to start well up the board in many situations makes them a strong choice for a specialist profile for ITS players and there's plenty of utility in a BS12(18) boarding shotgun that can outflank your enemies when you need it. Standout profiles: -HMG 31pts 1swc. Still a bloody good gun, but will require a bit more though in terms of where the fire lanes are and where its gonna shine once it rocks up. Don't be afraid to switch to your pistol for close up work! Nothing forces you to AD, so sticking him in a strong position in the deployment phase isn't a bad choice per se, he also makes for a great data-tracker as he's a solid gunfighter with that mimetism and clocks in at over 30pts for zone scoring missions where its relevant. -Rifle/Forward Observer 21pts. WIP14 specialist with AD: parachutist and mimetism? bargain. Flash pulse gives her a nice longer ranged ARO option and FO status opens up telemetry and HVT designation classifieds. -Boarding Shotgun 22pts. Outflank someone and empty both barrels into them. perfectly capable of getting into +6 range and has mimetism to help Avoidable profiles: Everything else. In an ITS game, take the FO everytime over the vanilla rifle loadout. totally worth the extra point The sniper rifle is a nice idea, but doesn't mesh well with an AD trooper's skillset. Use the long range of the rifle and you waste AD, use AD and end up in your -3 range bands. Can't really see what the point is here tbh. LGL is a nice bit of utility again and is certainly more useful on a BS12 model that starts potentially in its +3 band for spec firing on 9's. Its solid, especially for clearing supressive fire off nasty models or hitting REM/mixed REM teams. 1 full swc is quite an asking price however and the changes to dodging templates out of LOS means its less likely to rack up kills than before. Loup Garou: Ever the deadly link team, their viral rifles tore through light troopers and those with low BTS. Changes to the rifle range banding combines with their X-visor to make them a really huge threat at much longer range now, especially with the +3BS from a full link. This benefits all profiles really apart from the sniper rifle. A few minor tweaks on points leaves these guys looking just as strong as before though their lack of Specialist profiles needs to be accounted for in list-building. They do make excellent datatrackers (the viral rifle especially) given their high lethality and their plentiful ADHL rounds are great problem-solvers when the big nasties turn up. Watch out for bioimmunity toting units though, Bolts become like tags to shift with viral rifles in cover!!! Loup Garou should be auto-include for Hunting party if nothing else (but really at least one should be in your lists regardless!) The biggest new addition for the Loup Garou is the 22point/0.5swc Haris option. No longer being tied to a core-only option is vastly more helpful for the faction as a whole as these make excellent gun slingers. Standout profiles: Viral rifle/flash grenades 21pts Boarding shotgun/ADHL 18pts Sniper rifle 21pts 0.5SWC Between these profiles you can deal with nearly any threat. Low BTS? hit it with viral. Immune to viral or high BTS? glue it or hit it with AP shotgun slugs. The X-visor really helps give these guys a long reach and they are the core of any link team imho. The sniper rifle obviously gives you some nice long-range and high damage options and is thankfully low enough in SWC cost that it doesn't break the bank. The X-visor helps with its close range bands too if you don't want to resort to pistols or need the high damage code. Avoidable profiles: Viral Rifle/Stun LGL 22pts 1.5SWC Far too expensive in SWC, I can't really justify this profile at all. The ammunition is kinda nifty in extreme circumstances, but is too unreliable and too niche to recommend at that cost. My standard core link load out is as follows: Force de Réponse Rapide Merovingienne ────────────────────────────────────────────────── 5 LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21) LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21) LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (0 | 18) LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (0 | 18) LOUP-GAROU Sniper Rifle / Pistol, Knife. (0.5 | 21) 0.5 SWC | 99 Points Zouaves: Ok, so I have to say, I'm a bit of a fan-boi for zouaves as they always seem to perform really well for me. They have a really diverse profile but all end up costing SWC which is about the only negative. Mech deployment sees them getting up the board efficiently but in ITS they'll come under pressure from the ever popular Chasseur FO for a slot in your combat group. One major boon the have over the chasseurs is they lose no marker state by being assigned the datatracker, so can make a really good reserve drop for hunting down designated targets with their assault pistol or skulking on rooftops for zone control games. Standout profiles: -Forward Observer Rifle/Assault Pistol/DEP 21pts 0.5swc -Sapper Sniper rifle 25pts 0.5swc -Sapper HMG 30pts 1.5swc -Rifle/DEP/Emauler/Assault Pistol 21pts 1swc First of all, the FO is a great little profile. Yes you'd probably rather have the Chasseur for her camo if you could only choose one. but you don't have to only choose one, you can have both! This guy brings the DEP, a nice bit of AT weaponry that can blow holes in walls, objectives, TAGS and HI alike and has received a substantial boost in range. The assault pistol gives him a really good option for close up gunfighting where his rifle lets him down and the changes to the Chasseur's combat camo with LFT come into play. With courage, ARM2 and WIP 13 he makes for a decent specialist too Sapper is still an odd mix of skills and weapon loadouts, but for me, the low cost of entry, free cover and mimetism make both of these profiles well worth a go. The HMG is a good one to move forwards and get into suppressive fire covering a good killzone. Cover, mimetism and suppressive fire give him a whopping -9 to be hit before range mods are taken into account and he can deploy in a great spot to save on orders. Finally, the Emaulers have become vastly more useful in N3, making a forward operating model like this great for adding to your Chasseur's minefields and helping choke off the enemy's safe lines of advance and is especially lethal to big nasties like HI links, TAGs and lieutenants thanks to E/M's isolation effect. Avoidable profiles: -LT -Paramedic -LGL -Rifle The LT isn't a terrible choice per se, but you'll waste his mech deploy if you skulk him and risking LOL isn't a great idea if you do want to use him aggressively. Paramedic isn't fantastic, but the mech deploy at least gets him near to the action to save orders on a 112 to go and heal. The ability to heal at range is a bonus too, but I'd rather have the FO as i see more utility in it. It is a good pick for ITS missions where paramedics receive a +3WIP bonus however. Again, the LGL is a nice bit of utility and the mech deploy gets him into the range bands where he can forseeably utilise it with a decent chance of hitting something, but a full SWC is a high asking price and speculative fire is now a dodgeable attack, lowering its damage output. It is nifty for lifting enemies out of supressive fire by forcing a dodge ARO however, but the metro does it similarly and cheaper in points/swc. In ITS, you're going to take the FO for a point over the basic rifle profile. Outside of ITS, take the EMauler profile if you can spare the SWC. 112 The 112 is our only "true" doctor but lacks the army-wide support most other factions get that actually makes doctors useful (on the infantry profile). Without an army full of cubed profiles, we can't often make use of the command token re-roll and the WIP13 is likely to "off" your un-cubed patients rather than help them rather frequently. The other main issue is the lack of G:synced bots, which means he's got to spend a lot of orders to get upfield to try and heal. The medikit is a nice touch, being able to shoot healing syringes so as not to expose your doc to the gun that killed his patient, but his pretty average BS means you might waste orders trying it and a linked paramedic at least gets higher burst and BS bonuses to enable that tactic. Thankfully, he is the price most people pay for their line trooper paramedics, so he doesn't exactly break the bank. Worth a pop I suppose if you've got a strong defensive link team he can lay prone behind or as a cheap specialist. Being armed with a light shotgun, fairly low BS and no way to get up the board but to footslog means he is not going to be a great gunfighter, but hey, he's cheap! Several missions also reward doctors with a situational +3WIP for objectives purposes and surviving army point scoring missions obviously favour those that can heal. Again, recent changes to a profile have added the motorised version of the 112 into the force now. Whilst he retains the shotgun, he gains a bike for speed and a smoke light grenade launcher attached to it! This increases his silhoutte sizeably but he then becomes 8-4 MOV, enabling early game smoke and late game objective dashes or zone scoring. He's not impetuous either, meaning when he dismounts, he gets cover. the 1SWC appears eye-watering at first but he's only 20pts, we have 0.5swc linked HMGs and he brings a smoke LGL to the table, which for us, is huge. Dozer The Dozer is one of two engineer profiles available to us in Merovingia and is the generic engineer for Ariadna as a whole. They haven't got a huge amount to fix compared to our allies and enemies but they don't break the bank and are rifle armed so are effective at greater ranges than their medical compadres. WIP 13 isn't fantastic but they are necessary if you want to unlock our REM choice, the Traktor Mul or repair our TAG choice, the Anaconda. A reasonable points drop helps get them into your forces too, they're not going to break the bank at any rate. Being able to complete Test Run should be enough to get them into many ITS lists with a Mul or two as classified objectives are often the difference in placings over the course of a couple of games! They can also remove ADHL and isolated effects from friendlies so are essential for missions like hunting party too. Standout profiles: All of them! -Rifle/D-charges 13pts -Rifle/D-charges/Traktor mul device 14pts -Rifle/Akrylat Kanone 14pts All of these profiles allow for engineering of damaged kit, REMS and TAGs and the akrylat kanone isn't a bad call for some long range ARO potential or a bit of glueing when you don't need the traktor mul device, plus the 1pt upgrade is pretty manageable though you do lose the charges. The other profiles do keep their D-charges, and these allow you to blow holes in walls, objectives and models as well as grab a secret objective too. Medium Infantry Briscards: Not quite true MI, in that they retain their 4-4 mov profile (at the benefit of only getting ARM2), but these guys are the other strong contender for your link team slot. Generally these lose out to loup garou for most people, the pure raw damage of the viral ammo seeing more usage than the meagre benefit of the briscards MSV1 and marksman rifle combination. Nowadays though, MSV1 works on a lot more targets, helping against TO and ODD as well. These guys have also seen some points drops on their heavy weapon profiles and also pack specialist and lieutenant profiles in on top of the vastly more useful MSV1 and I really think that these are now very much level-pegging with the loups for attention as a link. I can see an argument for using these as solo models too, especially their heavy weapon profiles. They trade the boarding shotgun/adhl combo for close up defense for much longer range firepower with the HRL and sniper, gaining the excellent assault pistol for any close-up work they need to do. As a sweetener, they are also Veteran troops, giving them the benefit of free situational kit in some ITS missions and eligibility to complete the HVT:Kidnapping classified objective. Alongside all of the great stuff they had to start with, the marksman rifle has now got a Haris fireteam option for 0.5swc meaning loups and briscards are not an either/or choice anymore!! core loup/haris briscards and have best of both worlds!! Standout profiles: -Forward Observer; Marksman rifle/Assault Pistol 25pts -Paramedic; Marksman rifle/Assault Pistol 25pts -Heavy rocket launcher/Assault Pistol 25pts 1.5swc -Sniper Rifle 25pts 1swc Can't go wrong with these tbh, the FO or paramedic is a great specialist for your link (paramedics sometimes gain +3 WIP for objectives depending on mission and the FO gets the ever useful flash pulse ARO) and the heavy rocket launcher packs DAM15 Fire ammo for dealing with big nasties, TO/ODD or DAM14 templates for dealing with grouped up links. The sniper rifle profile is great for dealing with camo markers at range, spotting minefields and clearing them safely or simply just providing some DAM15+shock support for a defensive link of 5. The heavy rocket launcher is a decent pick for a datatracker in ITS9 given that he has MSV1 and an excellent gun with template modes. He's one of the better solo models in the faction at range and is no slouch up close with the assault pistol too. Avoidable profiles: To be honest, none of the others are bad, certainly in a link they are all very useful. As solo units, the LT is more expensive than you want for someone who's going to skulk and do very little. The vanilla rifle is fine for filling out a link, but i'd take a solo FO over the rifle profile in ITS anyday A 5 man core link tends to look like this for many of my ITS games, the sniper rifle tending to compete with the HRL too much for my tastes with that SWC generally going on the MSR on Knauf instead. Force de Réponse Rapide Merovingienne ────────────────────────────────────────────────── 5 BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (0 | 25) BRISCARD Paramedic (Medikit) Marksman Rifle / Assault Pistol, Knife. (0 | 26) BRISCARD Marksman Rifle / Assault Pistol, Knife. (0 | 24) BRISCARD Lieutenant Marksman Rifle / Assault Pistol, Knife. (0 | 24) 1.5 SWC | 122 Points Heavy Infantry: Not what this faction is about at all, but the moblots are blessed with a very flexible loadout of profiles and can form a link which gains decent specialists and decent guns. The increased base cost over the standard lighter troops is handy for limited insertion events as well, given you need to hit an average cost of 30pts per-model in list-building. In the new changes, Moblots have gained the ability to hijack a Metro core team with up to 3 of them joining up to 2 metros (bolded for clarity) which means you can legally take 3 moblots, an alguacile hacker and bruant, therefore running a metro team without any metros! With cheap metros (+/- an alguacile) backing up an engineer, paramedic and HMG moblot you get a cheap and capable link team that brings almost all classified objective capability in one package, plus sports BS16 in a 5man team for the HMGs or the shotguns they tote before you get to range and cover modifiers. They significantly "up" the firepower of the faction now and give a fantasticly flexible team for ITS useage. Moblots: These guys are probably the biggest winners from the changeover to N3. Sizeable points reductions across the board and an AVA boost to 5 mean that it is now feasible and possible to run a 5 man link. Outside of links, a broad variety of profiles including infiltrators make them worth considering as a solo unit. They also fall under the category of veteran troops, so can complete HVT:kidnapping and receive free situational kit in some ITS missions. Standout profiles: -AP rifle/LSG 23pts. This is your go-to guy for your link team. AP helps deal with big nasties and gives them a bit more hitting power which HI needs to really justify taking it over our excellent LI. -Engineer Rifle/LSG/D-charges 25pts. A good specialist for making your link team cap objectives and dealing with isolated status -Infiltrator AP rifle/LSG/DEP 30pts. Starts up the field with a good gun, a decent AT weapon and an LSG for close up work in that +6 band and as such makes a modestly good datatracker for zone scoring or killing designated targets. -Infiltrator Rifle/LSG/Emauler 26pts. Not as strong as the above but the emaulers can really get on people's nerves and choke off lanes of approach. Synergises well with Chasseur minelayers and Zouave emaulers. He makes a solid datatracker as per the above profile. -HMG 29pts 1.5swc/LT HMG 1 SWC. Great for giving the link some punch and a decent way to get an aggressive LT if you're that way inclined (i'm not!) -Boarding Shotgun/Panzerfaust 23pts. Fills out a link, giving it both long range EXP ARO potential and close up +6 range threat too. Avoidable profiles: -Sapper HMG 31pts 2swc Unfortunately the extra SWC and cost don't really give this profile any benefit over the Zouave who simply just does it better with his mech deploy combined with suppressive fire. -Rifle/Light shotgun 21pts Unless you use him for filling out links, I wouldn't really bother. Take a Loup-Garou, Briscard or a more interesting Moblot profile instead. All the others are situational (paramedic-ok in a link for example, mimetism) or return limited benefits for the investment. A 5 man link for many ITS missions could look like this; being competent at a spread of range bands with a variety of weaponry. The baording shotgun can also be swapped out for a lieutenant profile at null cost. Force de Réponse Rapide Merovingienne ────────────────────────────────────────────────── 5 MOBLOT HMG / Pistol, Knife. (1.5 | 29) MOBLOT Engineer Rifle, Light Shotgun, D-Charges / Pistol, Knife. (0 | 25) MOBLOT Paramedic (MediKit) Rifle, Light Shotgun / Pistol, Knife. (0 | 23) MOBLOT AP Rifle, Light Shotgun / Pistol, Knife. (0 | 23) MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23) 1.5 SWC | 123 Points Mirage 5 A bit of an odd mix, a moblot and a werewolf, but it seems to work very well indeed. Duroc is now extremely impetuous and will need to deploy in turn one with Airborne Infiltration unless you burn orders to hold him back, revealing that you've got AD troops in the process. He still packs a bevvy of useful tools; smoke grenades and frag grenades both benefiting from a boost in effective range though his double chain rifles now suffering slightly from the easier dodge ARO enemies receive. Grenades enable speculative fire and on such a high base PH, Duroc makes for a great clearer of suppressive fire and can hunt REM teams/bikes and other troops with low dodge ability or splash living troopers with grenade templates by hitting their downed compadres' corpses! MA lvl2 confers stealth though and a whole host of CC changes mean he's probably benefited more than he's lost in the transfer to N3, though the lack of cover due to impetiousness and S6 means he's definitely going to need to make the most of his superjump and stealth on the active turn and get out of sight or into combat for the reactive phase. As for his partner, she's still rock solid with her super-Moblot profile, rocking an impressive BS14, AP rifle and LGL. A slight points reduction overall keeps these guys looking competitive, but you'll definitely have to rethink the duroc rambo routine. There's some argument for holding them out of AD mode as well if you need the smoke cover from Duroc, especially if you end up on an over-sparse terrain layout or want to use Margot as a datatracker. Given they also fall under the blanket of Elite Troops, they are also eligible for completing HVT:Kidnapping and receive situational free kit in some ITS missions. Skirmishers: Chasseurs: Ah the chasseur, single handedly won me so many games in N2. Cheap, deadly, efficient. N3 overhauled combat camo and they are less glass-cannon than previously, being able to now rely on enemies dodging or engaging in more safe FTF than unopposed reactions than previously. The FO profile almost criminally became cheaper, making it as near to an auto-include as you can get in infinity. The profiles remain strong in HSN3 with camo, infiltration, multi-terrain and sixth sense L1 and a versatile loadout of equipment. If only there were more models available!! The only thing these guys aren't great at is being the data tracker as it is forbidden to be in marker state. Standout Profiles: -Forward observer. Rifle/LFT/Mines 20pts. You cannot go wrong with this profile. Other armies would kill for such a cheap toolbox. -Minelayer. Rifle/LFT/Mines 20pts 0.5swc. Again, brilliant profile. great for choking up lines of attack with mines, slowing your enemy down. Starts with a mine in play from deployment, allowing you to play a shell game of guess-the-mine on his first turn. Asbolutely priceless when going second for choking off lines of advance and burning your foe's order pool. -Rifle/ADHL/D-charges 19pts 0.5swc. Toolbox profile, great for sneaking past some big nasty and shooting it in the bag to glue it in place before planting some explosives on it. Good for popping crates/doors/walls with the D-charges and grabbing the sabotage secret objective too! Also really earns her keep in Hunting Party thanks to camo and that ADHL. -AP Sniper rifle 26pts 1swc. A points drop of 5pts makes this much easier to recommend, especially as cover, camo and suprise attack stack some serious mods on those she targets. The AP sniper rifle is a boon to a sectoral that struggles for the big guns too, giving a reasonable platform for putting down HI and other well armoured opponents in the active turn. Avoidable profiles: -Rifle/LFT/mines 19pts. In ITS just take the FO/minelayer profiles for the tiny upgrade price. REMs: Traktor Mul Previously a slightly complex mishmash of firing modes, circular template shenanigans and non-hackable guided munitions, they've been streamlined and stripped back a bit now. Minesweeper: 5 pts Super cheap regular order, brings baggage (for reloading disposable/deployable weapons) and can help counter your opponent's crazy koala/minelayer frenzy. Not often worth the orders to make use of either strategy but if you're taking a dozer anyway, this opens up a cheaper order than a metro. Being unarmed it is poor for Test run as enemies just largely ignore it, but baggage confers enough bonuses for zone scoring and reloading deployables that you can't go wrong with it. Katyusha MRL: 11pts Cheap, but very short range DA ammo launcher. Capable of guided and speculative firing, this really needs the support of your forward observers if you're going to shoot at more than 16" away. It is easy to deliberately get killed by an ARO so can be a great one to achieve Test Run off by picking a crappy fight, losing it, then repairing it once it loses. Uragan MRL: 18pts A little more pricey, but picks up B3 and total reaction plus AP+Shock ammo effects in the mix. Good for defending a suspected drop zone or objective, but suffers from the same horrible range bands as its Katyusha cousin if you want to use it more aggressively. Can spec fire and do guided, but both really require FO support from elsewhere in the list and the guided mode is hackable now. This does make a good option for getting fragged to achieve Test run, opponents don't like TR bots and will target them. G: remote presence confers several unconscious levels which makes it overly durable too. Mercs: Alguacile Hacker This profile has so far seen a moderate points drop and a boost in hacking's utility throughout version changes but probably the biggest benefit it has gained is the ability to count as a metro for link team purposes. Being able to now get into the fray alongside his linked metro and moblot buddies mean he's less of a situational order hog and more utilitarian, especially for missions where you get a bonus for objective interaction as that often makes him wip16!. Its still a long way from an auto-include, but as a specialist she won't break the bank, comes with a combi rifle and a standard hacking device for helping to defend against guided munitions, cyber attacks and running supportware on your Traktor Muls. Moderate WIP is offset by moderate pricing and this choice has certainly become a little better, though lacks army wide support like repeaters, pitchers and such that other armies take for granted. It is however able to achieve 4 classifieds; telemetry, data scan, HVT:Espionage, HVT:Designation on its own and should see plenty of table-time because of that alone. It also has a cube and is relatively healable by the 112 because of it. This can be a boon if you draw the experimental drug classified objective. Sixth sense L2 in a 5 man link can really increase the utility of the hacking device against a few opponents trying to use stealth on you too so don't forget it! Anaconda This light tag has had a bit of an overhaul since the original NA2 overhaul and now has access to a second profile. The original profile remains the same, Spitfire/Light flamethrower/Panzerfaust for 62pts/2SWC. It only totes 2STR but its ejection system will deploy the operator on destruction who can keep on trucking and retains the full cost for victory point and zone scoring purposes. The spitfire has a more favourable range-band for many engagements and benefits from the Iron-Clad rule, being boosted to DAM15. The LFT and panzerfaust give ARO options for all range bands and suppressive fire remains the mode to end the turn in. He's also repairable by both our engineers, though as a piloted TAG, you're not getting any re-rolls with those command tokens so it can be risky. The new profile up-guns the main armament to a standard HMG, handily increasing its max-range bands and its damage to 16 though it does introduce a -3 band at 0-8. It downgrades the LFT to a chain colt which uses the same template size but is normal instead of fire ammo. It handily retains the panzerfaust and costs only a moderate 2pts for the upgrade. Again, park it in suppressive fire mode and cover off against warbands with mines to make sure it survives the reactive turn! The anaconda operator retains a spitfire on both profiles but gains no specialist profile like pilots do. She is cubed as well, so is well worth the risk of a 112 run in zone-scoring games. The anaconda makes one of the better data trackers in the MRRF forces given its damage output and resilience and is also a good candidate for towing the Xenotech up the board given you'll want something durable and hard-hitting. Warcor 3pts for a flash pulse toting model is ok. Not a lot to recommend here other than flash pulsing with its pretty decent WIP of 13 which is fine for a distraction/speed bump. Using its irregular order as a regular one with command tokens is pretty viable and its not a terrible way to spend 3 points, your opponent will deal with it, costing an order or maybe more if you get lucky. Wardriver The second hacker available to MRRF, these guys bring a choice of defensive hacking device at 0.5SWC or full hacking device for 1SWC. It is married up with a pretty standard LI profile, though it does tote some BTS for defensive usage and carries a boarding shotgun as its BS weapon. It also carries a cube, making it reliably healable, even by a 112! Given the Alguacile hacker costs less SWC and is linkable for safety and SSL2, this guy is a backup hacker if ever I saw one, but it is worth noting that you'll need to go for the full SWC to access the most out of this guy if you're wanting to do real hacking with him ("spotlight" on the full hacking device opens up telemetry and HVT:Designation as well). He does get Sixth sense L1 which gains some nice benefits with that boarding shotgun in close-up situations, but he's difficult to get up the board and suffers from a lack of repeater coverage in the faction. Useful in missions like highly classified given the enemy will ruthlessly target your alguacile hacker to deny you those points, but I'd always pick the alguacile first before a wardriver. Characters: Brigadier Jaques Bruant Well renown as a bit of a badass in N2, the molotok was a great little gun, being similar in real terms to a spitfire. That has changed somewhat now, taking on a rifle damage code but gaining B4 and AP rounds in the process. His X-visor gives him extra long reach, especially when combined with the +3BS from a full metro link team. In addition, he carries d-charges, allowing him to obtain the sabotage classified objective as well as blow up walls, doors and scenery which is pretty neat. He's not a bad datatracker either thanks to his good gun and loosing limited camo isnt too much of a dram given its a one-shot anyway. Standout profiles: -Lieutenant Molotok/D-charges 28pts 1swc -Molotok/D-charges 28pts 1swc Both of these make a fine addition to a link of metros, though i'd steer clear of running him solo as my LT as he's not all that durable with only 1W and ARM2 to keep him safe. Avoidable profiles: Inferior Infiltration Molotok/D-charges 31pts 1swc. Inferior infil isn't a great skill, though thankfully the price of failure is now much less than it was previously. Even still, he isn't cheap by merovingian standards and if you need a forward fighting heavy hitter, I'd look at paracommandos, zouaves and chasseurs for their far greater reliability. Knauf Knauf is one of the newest additions to the FRRM and by god does he plug some holes. MSV1, mimetism, multi-sniper on a BS13 profile that also has MML1 for +shock to your ammo choice? Amazing for us frenchies, literrally the big gun we were crying out for. He's also able to fall back on the very solid Heavy pistol side-arm for when things get too close for the sniper rifle, giving him potent damage output regardless of range bands. He's no slouch in CC either, I mean, he's not a dedicated specialist but CC19 with a heavy pistol means he'll have decent odds against all but dedicated killers like shinobu and oniwaban. 32 points is the asking price and in my opinion, well worth it. The key thing to do with him is not to use him as an ARO piece early in the game, as tempting as it might seem. He's still vulnerable to smoke 'n shoot tactics by your enemy and is also vulnerable to white-noise 'n shoot on top of it. Keep him hidden T1, use him in your active turn and then play AROs once your enemy is thinned out. He makes a solid datatracker if you can get a bead on designated targets, but tends to want to stay at the back so is a poor choice for missions where the datatracker needs to score zones up the board.