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questions about the various dogfaces

Discussion in 'Ariadna' started by dhellfox, Sep 23, 2019.

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  1. dhellfox

    dhellfox The keeper of the Forgotten

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    I recently got back into infinity and have built up an Ariadna and an Aleph army.
    Got the gist of most models but unsure the pros and cons of each dog-warrior, mainly second irregulars vs dog warrior.

    Outside of sectorial armies limits why would you pick one over another.
     
  2. Kreslack

    Kreslack See you Space Cowboy...

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    Cameronian Irregulars start in dog warrior form.

    Dog Warriors start in human form and need to take one wound before turning into its dog warrior form. (It gives them one more wound but they are more vulnerable while in human form and any wounds taken after the first carry over to their transformed state.)
     
  3. dhellfox

    dhellfox The keeper of the Forgotten

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    thank you for the clarification. so its just a choice if you want to risk an extra wound in a dogface form or just just start off in full rage, nothing else?
     
  4. fari

    fari CRISTASOL, EL LIQUIDO DE LOS DIOSES

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    No, you have 3 wounds instead of 2 but you must start in human form. The other dogs start the battle already transformed, but only have 2 wounds.
     
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  5. reaper64

    reaper64 New Member

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    Kazak Dog Warriors also get grenades, which are handy for dealing with situations in a way 2nd Irregulars can't.
     
  6. dhellfox

    dhellfox The keeper of the Forgotten

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    oh i didn't notice the frag grenades.

    so going back to the top you would take a 2nd irregulars for a minor cheaper option and not risk being one shot at ARM 1 for the sake of an extra wound?
     
  7. Kreslack

    Kreslack See you Space Cowboy...

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    Starting in the human form gives the Kazak Dog Warrior a great active turn advantage. Since you have alot of control of when you transform him as you can force single ARO's knowing your Dogface won't be one shot thanks to total immunity.
     
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  8. fari

    fari CRISTASOL, EL LIQUIDO DE LOS DIOSES

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    Cameronians also have frag grenades. Devil Dogs dont. In fact, all dogos have grenades except the american
     
  9. TheRedZealot

    TheRedZealot Well-Known Member
    Warcor

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    Used them all already to see what would happen to that big rock on the way to the battlefield.
     
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  10. Foxep

    Foxep Tropical Vet
    Warcor

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    I used the Devil-Dogs, Dog-warriors and Duroc. I never played a Cameronian, but only because i didnt like the model to be old and i dont like to proxy (Now i finaly got it and will play it).

    For me the differences are:
    Dog warriors are easier to handle in your active turn because of S2. They have an extra wound and if you time them well it gets to be hard to take down. In weapons, double chain rifle can be very useful if you get many enemies together or to intuitive camos, also the grenades to do speculative fire at 13 when in dog form. The problem is they dont really do face to face well, as the grenades is 1 dice at 19, usually i even go CC because going at 20 but doing dmg 16AP, but only against cc15-16 models and under. In active chain rifles can be order expensive if the enemy dodges well, but you can go cc, to make your enemy dodge or attack and you cc or chain rifle to make sure the strike. So i would say that unless you get hit by viral ammo in human form this one is the more durable.

    Devil-Dogs are great for me because of the weapons and antipode. I use them a lot and people dont like the weapons normally as they prefer the chain rifle, but being able to do face to face somewhat better (because of 2 dices instead of 1, not because of better atribute) is nice for me. The pistol+chain rifle is a great combo, you get closer, the enemy dodges? 2 shots, the enemy attacks? Chain rifle. Marvelous. You also have the k9, so the devildog turns into a camo hunter easily, revealing hidden deployment enemies as you go on. It also makes cc a bit better getting to do 2 attacks instead of 1, or even sacrificing the antipode to move through a bad line of fire with the devildog. The shotgun is also nice, because its 2 shots at 16s while you get closer to do 2 hits in cc, or even 2 hits at 10s against odd, that its not bad at all having total immunity and ARM4, so you can gamble with it while closing the gap for cc. I killed many crocmen and cobras with Devildogs.

    I know Duroc is not a normal Dog but it would be the Merovingian option, he has his own role with the AD, and as he has martial arts he can do cc better, putting a -3 on the enemy so you hit easier and with dmg17ap. As he comes with Margot you can really use him to break the open and then use Margot to keep harassing with CD14, or opening more room for Duroc to go on. The duo really helps well each other, and i did a lot of harm using them like valuable assets and with patience more than expendable impetuous dogs that you throw the enemy chain rifling everything in the way.

    Once i use the Cameronian ill be back!
    Hope my personal experience helps.
     
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  11. Spinnaker

    Spinnaker Vanguard Officer

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    Also note that the antipode is immune to isolation now that g:sync units are no longer counted as comms equipment - they're excellent for countering jammer units, especially hecklers and ZCs due to that sensor
     
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  12. Yvain

    Yvain Well-Known Member

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    I am confused about this. You have to keep the antipode in ZOC and ZOC is the range of the jammer. You would basically have about an inch of wiggle room or your antipode becomes disconnected or your DD is in range of he jammer. That is pretty risky, unless there is something im missing.
     
  13. colbrook

    colbrook Black Fryer

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    Coherency is only checked at the start and end of an order, so you can fling out the K9, have it attack, let it go disconnected, then go and pick it up in a subsequent order.
     
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  14. PappaChu

    PappaChu Member

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    one thing to be said for cameronians over dog warriors is cameronians get to start with their 6-4 move instead of 4-4, which lets them get up the board quite a bit faster, saving you some orders to spend elsewhere (or on letting them go murder rampage)

    the trade off between the two is you get an extra wound at the cost of 4 points and and a hit to your speed pre-transformation
     
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  15. Yvain

    Yvain Well-Known Member

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    Got it, I didn't know that is how it worked. Thanks for the tip!