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Playing FRRM in an Escalation League - Help?!

Discussion in 'Ariadna' started by neoclown, Mar 20, 2018.

  1. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    I normally field two Boarding Shotgun Loup Garous in order to cover this range band. B2 AP shots with +6 range modifier is more rthan formidable.
    Looking forward your batrep!
     
  2. neoclown

    neoclown Artichoke

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    Here is my mini-report from Facebook Ariadna group...


    Short Battle Report: FRRM vs. Bakunin, Escalation League Night One. 200 points, Limited Insertion, no TAGs.

    First and foremost, thank you to everyone here who helped me get a list ready for the first night of league. I was, of course, the only FRRM player, but one of three Ariadna players (two USARF faced off against each other!).

    The player I was opposing was very experienced, so I wasn't expecting to pull out a surprise at all. In fact, I had it in my head that I would lose, so my goal was to try some things I hadn't before and see how it went. I won the Lt. WIP roll and chose to play first so I could get my Zouave Sapper HMG into suppression. I had to deploy first.

    I deployed pretty standardly. My HVT was in a corner so I guarded him with a Chasseur Minelayer and mine (both in camo). These markers were also near the center line, which is important for FRONTLINE since I'm trying to dominate areas. My other Chasseur Minelayer and mine were a little ways a way making the center of the table a dangerous place to be. Bruant, my Lt. was watching the HVT as well, but really he was guarding a firing lane with his Molotok.

    First turn, first order I put my Zouave Sapper HMG into suppression. He's on a roof and two ARO immediately send him to his grave. I don't know how I feel about that. The way the board was set up, there wasn't a good alternative place for him to be an actually shut down a shooting lane. I thought maybe his Mimetism and cover would outlast a round of ARO, but I was super wrong.

    My Loup-Garou link advanced up the right hand side, immediately running into a TR Bot and taking it out. I won't lie, my Loup-Garou stayed on the right side all game and were stupid-resilient thanks to amazingly lucky Armor rolls. I don't think I failed a single of my first fifteen armor rolls. Over the next two rounds, I brought down a TSYKLON Sputnik that decimated my link on that side, but again, lucky rolls.

    RESULTS: 4-4 Tie.

    My won the zone closest to my opponent with a single Loup-Garou and my INTELICOM card (worth 34 points!) against three members of his link team. I lost the middle zone after he clogged it with models in the last round. No one won the zone closest to me because both my Lieutenant and his TSYKLON were unconscious.

    I won't get into the nitty gritty of everything since I only wanted to write a short recap. The most important stuff is what I learned in a game I thought I would lose but ended up tying.

    1. I made a deployment mistake with the Zouave Sapper HMG. I don't know where I should have placed it, but not there. Placing first hurt my chances of really getting him into a good spot.

    2. Playing a Loup-Garou link in FRONTLINE is a mistake. Despite their X-Visors, needing to move forward in that mission means you get in their 0-8 range Rifle range. Also, against this particular opponent, Viral was pretty useless.

    3. Chasseurs are great deterrents. I knew this already, but now that fact is cemented. The issue is that I haven't had to use one in combat yet because people have tended to stay away.

    4. 200pt Limited Insertion, and Limited Insertion in general is very hard for FRRM. Not having a well armored bot or something to do damage from afar really hurt against Bakunin.

    CONCLUSION: I'm happy I got to play FRRM, but I wasn't overly happy with my results. Yes, I got a tie, but that was due almost exclusively to god-like rolls. At 200 points, there just wasn't enough moving pieces to use all of my orders effectively each round. I need to re-think my build for next week's Limited Insertion (250 pts).
     
  3. neoclown

    neoclown Artichoke

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    Yes, I would love assistance with my next list!

    250 pts, 5 swc, Limited Insertion, Mission: FIREFIGHT
     
  4. neoclown

    neoclown Artichoke

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    I threw together a 250pts list that would have been nice for FRONTLINE and I'm proud of it, but then I went and read up on FIREFIGHT and it has special rules for Airborne Deployment, so the whole table is a designated landing area and I can even land in enemy deployment zones, etc. So yeah, I won't be using the below list, but I'm proud of it regardless. Just wanted to share...

    THE LIST I WON'T BE PLAYING, but I'm proud of for FIREFIGHT:
    [​IMG] 250pts Briscard/Anaconda/Traktor
    ──────────────────────────────────────────────────

    [​IMG]10
    [​IMG] BRISCARD Lieutenant Marksman Rifle / Assault Pistol, Knife. (0 | 24)
    [​IMG] BRISCARD Paramedic (Medikit) Marksman Rifle / Assault Pistol, Knife. (0 | 26)
    [​IMG] BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (0 | 25)
    [​IMG] BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (0 | 25)
    [​IMG] BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)
    [​IMG] ANACONDA Spitfire + Light Flamethrower, Panzerfaust / CCW. (2 | 62)
    [​IMG] [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    [​IMG] DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
    [​IMG] TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11)

    5 SWC | 250 Points

    Open in Infinity Army
     
    Contaminator likes this.
  5. Contaminator

    Contaminator Brigadier of Baguette Brigade

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    Ok how do you feel about this? You said you played against a lot of REMs. Dunno if that is prevalent in your meta or with your escalation league, or just with the one person you played. So I chucked in some E/Maulers. On the infiltrating Moblots you can create a hazardous midfield for REMS/Tags/HI or any unit that would suffer greatly from being isolated. I went with the Zouave Sniper sappers because you can play them in the better ranges than the HMG. Remember you don't have to follow the Mechanized Deployment rules if you are deploying them regularly. Briscards are meant to be a defensive link. I contemplated doing a 5 man but I think that always ends up focusing your firepower in too small an area and tying up too many of your points. I also had to go light on the Chasseurs since with LI you gotta spend big get in under the point limit.


    [​IMG] Force de Réponse Rapide Merovingienne
    ──────────────────────────────────────────────────

    [​IMG]10
    [​IMG] ZOUAVE (Sapper) Sniper Rifle / Pistol, Knife. (0.5 | 25)
    [​IMG] ZOUAVE (Sapper) Sniper Rifle / Pistol, Knife. (0.5 | 25)
    [​IMG] MOBLOT (Infiltration) Rifle, Light Shotgun E/Mauler / Pistol, Knife. (0 | 26)
    [​IMG] MOBLOT (Infiltration) Rifle, Light Shotgun E/Mauler / Pistol, Knife. (0 | 26)
    [​IMG] MOBLOT (Infiltration) Rifle, Light Shotgun E/Mauler / Pistol, Knife. (0 | 26)
    [​IMG] BRISCARD Lieutenant Marksman Rifle / Assault Pistol, Knife. (0 | 24)
    [​IMG] BRISCARD Paramedic (Medikit) Marksman Rifle / Assault Pistol, Knife. (0 | 26)
    [​IMG] BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23)
    [​IMG] MOBLOT (Infiltration) AP Rifle, Light Shotgun, D.E.P. / Pistol, Knife. (0 | 29)
    [​IMG] CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)

    2.5 SWC | 250 Points

    Open in Infinity Army


    But hey You can do some fun things with AD troops too! How about this list that has zero open info after deployment.

    [​IMG] Force de Réponse Rapide Merovingienne
    ──────────────────────────────────────────────────

    [​IMG]9 [​IMG]1 [​IMG]1
    [​IMG] EQUIPE MIRAGE-5 . (2 | 69)
    [​IMG] [​IMG] MARGOT AP Rifle + Light Grenade Launcher / Pistol, Knife. (37)
    [​IMG] [​IMG] DUROC 2 Chain Rifles, Grenades, Smoke Grenades / AP CC Weapon. (32)
    [​IMG] BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
    [​IMG] PARA-COMMANDO Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 24)
    [​IMG] PARA-COMMANDO Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 24)
    [​IMG] PARA-COMMANDO Boarding Shotgun / Pistol, Knife. (0 | 22)
    [​IMG] PARA-COMMANDO Boarding Shotgun / Pistol, Knife. (0 | 22)
    [​IMG] CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)
    [​IMG] CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)
    [​IMG] CHASSEUR (Forward Observer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 20)

    5 SWC | 249 Points

    Open in Infinity Army
     
  6. neoclown

    neoclown Artichoke

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    I like both of those lists, especially the second one. It seems like it would be a lot of fun to play. I'm not super familiar with playing a lot of camo as people rarely bother my markers when they're on the table. If someone wants to shoot one of my markers, do they have to discover it first?

    Here are the scoring rules for FIREFIGHT:

    » To kill more Specialist Troops than the adversary (1 Objective Point).
    » To kill more Lieutenants than the adversary (2 Objective Points).
    » To kill more Army Points than the adversary (3 Objective Points).
    » Acquire more weapons or items from the Panoplies than the adversary at the end of the game (1 Objective Point).
    » To kill the enemy DataTracker (1 Objective Point).
    » Two Classified Objectives (1 Objective Point each).

    And so, the panoplies are worth the least points, but I can only assume my opponent will go for them since they give out booty. Can they use that booty during the game?

    Most of the scoring opportunities are in killing. It seems to me that I need to bring a list capable of eliminating enemy threats. I don't know who I will be playing this coming week, but if I had to guess there will likely be an enemy TAG or a good amount of firepower involved. Last week's league night had a "No TAG" rule, so I imagine some people will be thinking about bringing one. A couple thoughts...

    1. "Kill more Specialist Troops than the adversary" - This seems like a game-y scoring objective. In other words, if I bring less specialists than my opponent, he/she is unlikely to score this point. It's an interesting idea, but I don't know if it actually makes sense to do. Obviously, Forward Observers and Parademics are pretty important to most lists. Depending on what kind of list I decide to bring, having Forward Observers may be more and more important.

    2. Killing more "Lieutenants" really just means killing a Lieutenant and keeping yours alive. I'm not sure how Chain of Command characters work with this, but I don't have access to any regardless and there's only a single Tohaa player in the league (where it will most likely be seen). It seems that my best bet here would be a BRIGIDIER BRUANT Lt. out of the way with his Limited Camo active.

    3. Killing more Army Points than the adversary isn't going to be easy. The French certainly have their heavier hitters, but depending on who I run across this could be increasingly more difficult. I played a seasoned Nomad player last week and I definitely would not have been able to do that against him. I'll probably struggle about the same against Onyx or vanilla Combined Army. There is a Morat player and if I play him it might be okay. There is also a Haqq, ISS, and a couple USARF players. I worry that Duroc and Margot will be necessary for this reason alone, but if they die that's 69 points worth of models I'm handing my opponent. For this reason, I wonder if Briscards make sense for the main link since they are pretty defensive in nature.

    General Thoughts:

    Going with a AD heavy list seems like a solid way to catch opponents off-guard and hopefully get a few kills in that they weren't expecting. Since I'm able to deploy even in the enemy's deployment zone in this mission, I can see this being super deadly. Lots of Para-Commandos and Mirage-5 would do the trick and maybe I'd even lock down the enemy on their half of the board so I'm able to raid the Panoplies easier. The downside to an AD list is a lack of efficient links because I'd probably go Chasseur over Briscards for Forward Observers.

    I'd rather go Minelayers than Forward Observers (I think) because it's more about killing than raiding the Panoplies, but that depends greatly on the rest of my list. Obviously, if I end up going up against someone using camo, I'll wish I had the FOs, but I didn't see much Camo in use last week and I'm playing FRRM, so I probably have more than you anyway.

    The Katusha MRL Traktor Mul looks more and more enticing the more I think about it. If I'm already going to flood my list with Forward Observers, I can use the guided attack for +3 MOD without LOS needed from my Mul. I haven't used these before though, so I'm not sure if they're actually that good. A single die on Dmg 14 isn't brilliant, but I dunno... help me with this, please.
     
  7. Contaminator

    Contaminator Brigadier of Baguette Brigade

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    Quick answer: Yes.
    Long Answer: Discover Wiki

    IIRC, yes they can use the booty gained. They roll twice on a chart and can pick only one. If they dig for more weapons they have to drop what they grabbed first.

    1. Yep those tend to be my thoughts. I flip flop between taking very few specialists and taking a bunch. I think its best to shoot for the fewest possible while still being able to get what you need done. As for Paramedics, in this mission I am tempted to say don't use them. Its another specialist that is killable that gives you at best a 50-50 chance of picking someone up. I think it ends up being an order sink that just doesn't really pay off (at least in this mission and at this point level. I use them religiously in others) I am not a huge fan of Firefight as a mission and my local group tends to dislike it as well so I dont play it as often as others.

    2. Yep. Or if yours gets killed kill the enemies and it negates it. However, if you nominate another LT. and he gets killed that is two LT deaths so good luck.

    3. Yea thats the struggle right there. Mirage-5 is really a gamble. It's success depends on board layout, opponent, deployment, and ultimately, luck. However, it can pay itself off and there are things you can do to mitigate the risk. You are right though, its a large point gamble.

    In terms of AD remember you can get them on the board with a coordinated order. Para-comandos can be great for getting into a supressive fire spot or sitting in cover with good ARO zones. Mimetism helps a lot in these cases. I am not sure how the skill Parachutist works with these odd deployment rules. You might have to read up on that.

    Unfortunately with LI using the Dozer and Muls is basically not possible. You just dont have the point density to make up for the disparity. Remember if you are taking all 10 orders in your list you need to average 25 points a model. This is very hard to do for the FRRM. We don't have a lot of low or no cost SWC high point models.

    Back to the Muls. That Katyusha is tempting but I think only really works when you have a large number of orders (i.e. at least two combat groups with FOs and Muls in seperate groups) Because assuming you are already in position: FO succeeds at least one roll - 1 order, Mul Fires spec and hits -1 order. A total of two orders. Not bad, but in an LI list that already 1/5th of your orders.
    Worst of the best case scenario: FO has to move into position and has to use the whole order to do so. FO the target. Shoot the mul. miss or enemy armor saves. Shoot again enemy dead. So thats 4 orders. Now you start to see the order sink the mul can be.

    If you are set on trying to take a Mul, take the Uragan. It can be used as a shooter (though bad) and thanks to its Total Reaction it isn't horrific but most of the time you are hitting on 7 which is 35% on a single dice. On three dice from the TR its not a bad chance to get at least one hit. On top of that if you are taking a large number of FOs you can still target and use Guided ammo type. Best of both worlds for 7 more points. Not bad.

    Hope this wall of text helps in some way.
     
  8. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    In this mission your primary objective is simple: kill. If you kill more army poits, than your opponent, you scored 3 points. That is a pretty nice advantage.
    The second most rewarding objective is killing your opponent's Lt. And then you can hunt enemy specialists (hint: there will not be too much of them if any) and the datatracker and try to keep your own alive.
    In this mission specialists are of little use. Everybody can use the panoplies; keep in mind you can swap one of the objective card for secure the HVT (and hope for extreme prejudice and the like).
    Consequently your goal is twofold: killling your opponent's troopers and keeping yours alive.
    The good news is: Merovingia is fairly good at the first one. The bad news: FRRM is really, really awful in the second part of the job. The Frenchies are a pretty much glass cannon faction, but there are a couple choices that can work in this mission.
    Regarding Mirage-5: I am a big-big fanboi but they really rarely survive the first turn (and almost neveer the whole game!) and you would hand over a huge chunk of poits to your opponent. They are a gamble.
    Regarding AD chances are pretty high, your opponents are expecting AD troopers (especially if you field only 5 troopers) and will be prepared to welcome your AD troopers in a not too friendly manner.
    I think you should play a list with a fairly tough Lt, a tough trooper for datatracker (and backup Lt), go heavy on camo (very order intensive to kill - especially in limited insertion format) and a formidable, killy fireteam.
    Something like this:
    [​IMG] FRRM
    ──────────────────────────────────────────────────

    [​IMG]10
    [​IMG] ANACONDA HMG + Chain-colt, Panzerfaust / CCW. (2 | 64)
    [​IMG] [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    [​IMG] BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
    [​IMG] LOUP-GAROU Sniper Rifle / Pistol, Knife. (0.5 | 21)
    [​IMG] LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (0 | 18)
    [​IMG] LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (0 | 18)
    [​IMG] LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21)
    [​IMG] LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)

    4.5 SWC | 250 Points

    Open in Infinity Army
    Bruant is as safe a lieutenant as you can get in Merovingia. (You can play around to shuffle in a couple Metros to get the burst bonus and two bodyguards. In this case you should switch back and forth between the fireteams. Fortunately this is the only reasonable use of command tokens if you go this way.)
    Chasseurs are great mid-field speedbumps and are very order-intensive to get rid of.
    Loup Garous are relatively cheap (especially SWC-vise) and lethal fireteam.
    Anaconda is the toughest unit FRRM can get. Your ideal datatracker.
    I hope this helps.
     
  9. neoclown

    neoclown Artichoke

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    I've been going back and forth between these three lists and I just don't know what to do.

    I know that AD troops can be something another player can plan for, but honestly I had such a hard time advancing a link team of Loup-Garou against an onslaught of bots and I don't think that's going to change. It's going to be bots or snipers, etc. People are bringing their most deadly pieces. Having a group specialized in AD gets me around some of those problems I suppose.

    At the same time, I think the Anaconda is the way to go over the Mirage-5 option. Mirage-5 complicates things with the different orders, plus Duroc always dies quickly, despite taking out others.

    The thing is, how do I play the Anaconda? I've never used a TAG outside of a demo game once. Should I keep it well protected and use it as a ARO piece? Should I bring a Dozer to heal it up with? A Dozer is a specialist, so they'll likely go after him, but otherwise I'm bringing the Anaconda without support. Thoughts?
     
  10. Contaminator

    Contaminator Brigadier of Baguette Brigade

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    I would avoid the Dozer. If you need to take an engineer take the Moblot engineer profile. Compared to the Dozer its better at everything, better shooter, better CC, better armor. Especially in this mission if you have a choice between two specialists take the more durable one.

    Depends on the rest of the list and depends on deployment and opponent. If you are taking primarily an AD list a bunch of your orders will be tied up in them until the turn after they deploy, and assuming they all survive. So first turn you would have to play defensive becuase you don't have enough orders to take advantage of it. But second turn maybe you can start the rampage. In general though I think keeping it at a reasonably safe distance and somewhat supported is best. Especially since you don't have any hacking support. I think I would take the HMG over the spitfire to further these purposes.

    Also read up on the different things that you might face in terms of E/M and hacking based on the people you think you might be playing. It sounds trite but knowledge is power.
     
  11. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    I second Contaminatror for avoiding the Dozer. The main problem is not even the lowish WIP, but lack of servant bots. Once the Anaconda goes down you will have to move a trooper upfields (in all likelyhood crossing firelanes) in order to take your chances on a two-in-three roll. Not bad but not a sure thing, either.
    Regarding gamplan I suggest to hide the Anaconda as best as you can during the first turn (assuming you go second) and cover the TAG with the Loup Garou link. The Chasseurs will be deployed midfield and act as a first line of defense. Loup Garous will take care of AD troopers. B2 ARO is nothing to sniff at. Bruant should not be too far away, either. Three Chasseurs and a full Loup Garou fireteam is a fairly strong ARO contingent; given that your opponent is also limited to 10 troopers, they should be enough to keep your enemy at bay.
    Once you are past the first turn (assuming you go second) you should try to identify threats to your TAG. Generally speaking this is AP HMG and hacking. You should kill enemy hackers (and repeaters) with the rest of your army, because the TAG is your only hackable target. You should try to avoid AP HMGs because these are lethal to all your troopers.
    Your TAG is fairly resilient but not bulletproof!
    Preferably spend the last order for putting the Anaconda in Suppressive Fire. Obviously do not overextend the TAG! That is do not send the TAG way upfields, support it with the fireteam and the Chasseurs. This way your TAG is relatively well protected.
    Actually if you want to, you can field both engineers in a list like this:
    [​IMG] FRRM
    ──────────────────────────────────────────────────

    [​IMG]10
    [​IMG] ANACONDA HMG + Chain-colt, Panzerfaust / CCW. (2 | 64)
    [​IMG] [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    [​IMG] BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
    [​IMG] LOUP-GAROU Sniper Rifle / Pistol, Knife. (0.5 | 21)
    [​IMG] LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (0 | 18)
    [​IMG] LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. (0 | 18)
    [​IMG] LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21)
    [​IMG] LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife. (0 | 21)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] MOBLOT Engineer Rifle, Light Shotgun, D-Charges / Pistol, Knife. (0 | 25)
    [​IMG] DOZER Rifle, Akrylat-Kanone / Pistol, Knife. (0 | 14)

    4 SWC | 250 Points

    Open in Infinity Army
    Alternatively you can field a 112 instead of the Dozer. (If you field the Dozer you can use a coordinated order to put four units in suppressive fire!)
    Now the problem is you are fielding two very squishy specialists that can net 1 Vp for your opponent. The upside is you might be able to keep your troopers up and fighting, but be warned: my docs killed more uncounscious troopers than they healed, and I am not the only one reporting such experience!
    I hope this helps.
     
  12. neoclown

    neoclown Artichoke

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    I'm considering a link of Moblots instead of Briscards or Loup-Garou. The higher BS, ARM, and Shock Immunity make them pretty solid and considering I had 1-2 units die from shock last week it might come in handy. Also, the BS boost helps make up for lack of x-visor.

    The thing is, I don't know what a good Moblot link looks like traditionally. Here's what I'm considering... taking two with Mimetism for the extra staying power. Thoughts?

    [​IMG] FRRM Moblot 250
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]9
    [​IMG] ANACONDA HMG + Chain-colt, Panzerfaust / CCW. (2 | 64)
    [​IMG] [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    [​IMG] BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT HMG / Pistol, Knife. (1.5 | 29)
    [​IMG] MOBLOT Rifle, Light Shotgun / Pistol, Knife. (0 | 21)
    [​IMG] MOBLOT AP Rifle, Light Shotgun / Pistol, Knife. (0 | 23)

    5 SWC | 250 Points

    Open in Infinity Army


    MY OBVIOUS ISSUE with this list = 9 orders.

    Also, you'll notice that this list is void of Specialists. I like all but guaranteeing myself that one point. As long as I can kill one of their specialists, I'll get that point. It will hurt a tad at the panoplies, but maybe it will be okay. Thoughts?
     
    #32 neoclown, Apr 12, 2018
    Last edited: Apr 12, 2018
  13. neoclown

    neoclown Artichoke

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    How about this?


    [​IMG] FRRM Moblot 250
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10
    [​IMG] KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32)
    [​IMG] BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT HMG / Pistol, Knife. (1.5 | 29)
    [​IMG] MOBLOT AP Rifle, Light Shotgun / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT AP Rifle, Light Shotgun / Pistol, Knife. (0 | 23)

    5 SWC | 240 Points

    Open in Infinity Army
     
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  14. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    Lokks solid to me!
    Any trooper can use the panoplies. The lack of specialists will not hinder you.
    I think the best thing about Moblots are the Sapper profile and the (SWC-wise) budget HMG option as Lt. The only problem is your opponent will know (in case he does the calculation) who your Lt is... So this is kinda risky tactic. This list is I believe a viable option:
    [​IMG] FRRM Moblot 250
    ──────────────────────────────────────────────────

    [​IMG]10
    [​IMG] ANACONDA HMG + Chain-colt, Panzerfaust / CCW. (2 | 64)
    [​IMG] [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT AP Rifle, Light Shotgun / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT Lieutenant HMG / Pistol, Knife. (1 | 29)
    [​IMG] MOBLOT (Sapper) HMG / Pistol, Knife. (2 | 31)
    [​IMG] CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)
    [​IMG] CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)
    [​IMG] MÉTRO (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11)
    [​IMG] MÉTRO Rifle / Pistol, Knife. (0 | 8)

    5 SWC | 250 Points

    Open in Infinity Army

    Alternatively you can go for a 'Who is my Lt?' shell game and use the SWC to get minelayer for your Chasseurs.
    [​IMG] FRRM Moblot 250
    ──────────────────────────────────────────────────

    [​IMG]10
    [​IMG] ANACONDA HMG + Chain-colt, Panzerfaust / CCW. (2 | 64)
    [​IMG] [​IMG] OPERATOR Spitfire / Pistol, Knife. (- | 0)
    [​IMG] MOBLOT Boarding Shotgun, Panzerfaust / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT Rifle, Light Shotgun / Pistol, Knife. (0 | 21)
    [​IMG] MOBLOT Lieutenant Rifle, Light Shotgun / Pistol, Knife. (0 | 21)
    [​IMG] MOBLOT AP Rifle, Light Shotgun / Pistol, Knife. (0 | 23)
    [​IMG] MOBLOT (Sapper) HMG / Pistol, Knife. (2 | 31)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0.5 | 20)
    [​IMG] CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife. (0 | 19)
    [​IMG] MÉTRO Rifle / Pistol, Knife. (0 | 8)

    5 SWC | 250 Points

    Open in Infinity Army

    Three potential Lt, a tough and formidable fireteam covering all your range bands and 3 Chasseurs 2 of them Minelayers.
     
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  15. neoclown

    neoclown Artichoke

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    I like the shell game list! I'll let you know how it goes!

    Question, any ideas how I should run the Moblot link? Get it close and then drop the Sapper into a foxhole? Would that break the link?
     
  16. Golem2God

    Golem2God Just a Kooky Kumotail serving others.

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    Looks good but why not use the 10 extra points to upgrade some of the Moblots loadouts?
     
  17. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    You can deploy the Sapper in Foxhole. Being in Foxhole, he can be part of the link (as far as I know), but he cannot move with the link while being in the Foxhole. As soon as the trooper declares a move, the Foxhole state is simply cancelled. You can make the Sappper trooper the fireteam leader and have him dig the hole: he enters the Foxhole state as during deployment with an entire order.
    You can enter Suppressive Fire when you are in Foxhole. This does not cancel the Foxhole state but entering SF the trooper is expelled from the fireteam.
     
  18. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    My uneducated guess is the lack of spare SWC prevented adding more HMGs and the mission rules deterred adding specialists to the fireteam.
     
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  19. neoclown

    neoclown Artichoke

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    Precisely. FIREFIGHT deters use of specialists + the SWC limit was 5, not 6.

    I ended up winning with this list. 5-1 against USARF.
     
  20. Contaminator

    Contaminator Brigadier of Baguette Brigade

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    Hey thats great congratulations! USARF is definitely a good matchup for you. Ariadna can struggle to fight Ariadna. The lack of use for those last 10 points makes my eye twitch a little, but hey if it works it works and I will be quiet about it :stuck_out_tongue_closed_eyes:
     
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