Welcome to the Spetsnaz Shkola an unofficial TAK guide. I have heard many comrades having troubles playing TAK at 300 points without limited insertion, so I have made this guide to help players to succeed or at least try my methods. This guide is based in my experience, is not the only way to play TAK just the most successful one to me at this moment. Consider it a work in progress, in the future I will add more methods but by now lets check this one. The core of this strategy is to have 2 equally capable groups with 8 orders each ala vanilla style. But, but... comrade instructor... how I'm going to fit all my elite troops with 16 orders? You don't. Just because onyx has 3 tags it doesn't mean they must play them all at the same time. As a TAK player in this format you should avoid taking profiles just because they have T2 or other cool weapons. Analyze the profile, understand what value adds to your list and don't overlap roles. Having this explained lets see how to reach those 16 orders, in group 1 you should take a defensive line kazak core, and in group 2 the dozer with 5 point tracktor muls. Ok now you should add one killer in each group. We have plenty of good options, the spetsnaz hmg, veteran hmg and ratnik molotock are good for this role. (The ratnik is a bit harder to fit) We have orders, we have a couple of killers, now we need a plan B, the back up if things go bad, for this role tank hunters are cheap and reliable, but you can use other hard hitting units. If you chose 2 hmg spetsnaz as killers I recommend you to have something with AP as your plan B to deal with armored targets. To finish the list we just have to add shotgun streloks as our specialists. But if the mission doesn't require specialists you should chose the smg ones, they are cheaper, they have chaincolt and can make supresive fire. Also take them in consideration if the match is going badly for you, because with AP and Shock ammunition they can manage enemy elite troops or even tags. If you have room left you can fit any useful troop for the mission. If possible I recommend a mobile troop, TAK is not particularly agile navigating the table, so adding a biker or a paratrooper adds flexibility to the mix. Now we have the list, lets see some detailed recommendations. Line kazak core: I use them with snipers, usually the missile launcher is more situational and expensive. I don't like the hmg because you can field far superior hmg platforms. Usually it's a good idea to deploy them with line of sight to important corridors avoiding visible areas where the enemy killers can hunt them down with long range weapons. (not always) Line kazaks with vet kazaks: Adding the veteran kazak to the link is really powerful but situational and your enemy is going to hide his troops to avoid the burst 5 AP hmg and generally is not a good idea to advance the 4 lines across the table. If you use this core make sure to brake and remake the link team as needed, and don't be afraid to advance just with the vet, or with him and 2 lines if the other 2 are dead. The frontovik sniper is your friend: Usually you are not going to have spare points for him but if you have troubles with TO or ODD long range troops, try to use him with your lines. Having visor, mimetism and a 120cm range in a link he is the optimal choice to deal with this troops. To haris or not to haris: Our haris options are powerful, I prefer to reserve them for specific missions because usually they end up unbalancing the 2 groups. To make one, go for the frontovcik haris if you don't need the flamethrower of the veteran, also he is missing the X visor (that hurts corvus). You can add Voronin to the haris, he has a t2 shotgun, sensor and it's cheaper than a frontovick. Just be careful with the huge miniature base. The heavy rocket launcher is cheap and adds fire to your list. In my opinion adding a veteran is super powerful, but not really worth it in this format. Usually you want to spread your firepower to avoid wasting orders moving your haris more than needed. Also the haris is a must for hunting party. Burst 2 adhesive launcher with mimetism is always a good idea. The 112 biker can save your life (really): In TAK you have plenty of deadly stuff without swc cost, you can take one of those deadly profiles to compensate the addition of the 1swc 112 biker. In exchange you receive something really valuable for this faction, A mobile specialist troop with smoke under 24 points. It's not a must have, but it can help you to fit things in the 16 order list, while being super useful and adding flexibility. We have the list, we have the tips. Now how we should use it? Crush your enemy. Usually it's a good idea to go first, and cripple the enemy with a strong blow, if your adversary is not able to recover you will be free to accomplish the objectives. TAK has good options for making supresive fire, make sure to use it in cover with mimetism or return to the camo state after finishing a successful attack. Be smart with your camo markers, people is going to guess where is your spetsnaz if he is alone. If your streloks don't have favorable deployment zones you can put the decoy closer to the spetsnaz to hide him. Remember, decoys can not go prone. sometimes is a good idea to deploy camo troops standing up so your enemy can't tell wich one is the decoy. Don't reveal your camos if it's not necessary. (in active and reactive) let the enemy waste orders maneuvering around them or trying to discover them. If you don’t go first the camo markers are going to be your defense line. Be smart and don’t waste them. Your opening in the first turn is quite important and also one of the most dangerous situations for TAK. TAK has some good 80+cm weapons but there is also some strong oposition in that range band. You can find yourself loosing your killers if they get cougth before reaching their range bands. Be careful with hidden deployment troops, a TO with missile launcher can ruin your day. A strong linked sniper with visor can pin you down for good. If you get in this situation don't try to use brute force, check your alternatives. Don't try to kill this guys with your line kazaks if you have less risky options. Even in a core they will strugle against a TO HI in cover. Use your smoke (if you have), your camo or cautious movement to aproach your target. And if the threat is too overwelming just try to ignore it. If you deploy spreading your troops you will have alternative routes to the less powerful enemy troops and the order pool of your rival. Now for the troop profiles Light Infantry -Line kazaks As mentioned your go to cheap defensive link team. If you have spare points the specialist options are dirt cheap. -112, emergency service This dude has stolen the faction, the friends, the bike, the girlfriend and the wallet of the kazak doctor. Luckily for you, he is better in a link team thanks to his lower price in points and his shotgun. In many cases you should avoid the on foot profile, because line kazaks don’t have shock immunity, and usually you will end up spending many orders to reach the unconscious troops, but he can help you to reach the 16 orders as he is cheap. The biker profile is a valuable addition and I recommend you to learn how to use it properly. Definitely not a must have, but he can win you matches in the last turn while helping your initial advance with smoke. -Colonel Voronin His new profiles are quite good, he is a wild card and has a T2 shotgun, It’s cheaper than a frontovick so he is excellent to complete a haris, or to support a duo with close range weaponry. -Kazak doktor Sadly you should avoid this guy, you could want to use it if you need suppression fire in a specific mission but that’s it. poor poor little kazak doctor. -Wardriver If you need a hacker, here you have it. I don’t use it unless it’s strictly necessary. -Warcor Pulse flash for 3 points. -Dynamo You can not be a kazak without a horse, and even better if the horse shoots mines. The molotok and the submachinegun are good, the specialists are a bit expensive but they can be good in some missions. You can make a duo if you are in to that stuff but I rarelly use it. Feel free to dismount them and gain cover to engage targets or make supresive fire if you can aford the orders. -Dozer He takes traktor muls! And that’s it. Remember if the enemy gets in your deployment zone he has a rifle, and in infinity bs 11 with a rifle can kill things too. The akrilat cannone profile is situational. -Spetsnaz La creme de la creme, one of the best killers of the game, master them, know everything about them. They are excellent against soft targets, and they can kill things in CC if you are in a pinch. That being said, don’t relay on them more than necessary, If you have followed part of my instructions for your list you should have multiple ways to deal with specific situations. You should avoid the sniper profile, he can work wonders once in a while if the rival is used to the hmgs, specially if you are smart with the deploy. But usually the scout sniper and the tank hunter missile launcher are cheaper and more disposable. It’s a bad idea to use more than 2, 3 if you take the paratrooper. Learn to use the paratroopers, I prefer the shotgun profile, but overall you can clean the order pull of your enemy with just one of this guys. The shotgun can deal AP damage to bigger targets, and the rifle can make supresive fire with mimetism. Both of them have grenades. They are nice for hunting party. Be a good VDV and make this guy proud! -Frontoviks, assault battalion Excellent link troops, with excellent profiles and link options. Everyone has mimetism, everyone has assault pistols with burst 5 if linked. The sniper has visor lvl1 making him you best way to deal with ODD and TO (even up close with the assault pistol) The engineer profiles are also excellent for objectives, or fixing your veterans if they are inmobilized. They have fire weaponry not common in TAK. Overall the only “less good” profile is the molotock. Just because you can cover all the range bands with a mix of Hrocket launcher, T2 rifle and assault pistol. Be careful with templates, they don’t have standard ariadna PH Medium Infantry -Tankhunter regiment Your anti tank support. They are amazing since MIs can make forward deployment, they can reach rooftops and be in good range to fire their weapons. My favourite is the autocannon, he is amazing and people starts sweating when you reveal one of this guys. He can be an ARO piece if you are in a pinch but, overall you should try to keep him as a marker. Additionally he is a must in the mission where you need to destroy antennas. The ap hmg is also a solid option, and can make supresive fire. The missile launcher is a cheap ARO piece but don’t rely on him, all aro pieces can die easily. Also be careful with the deployment since the range bands can be a bit tricky. In top of all that it’s a fantastic lieutenant for missions where the LT is public, cheaper than a scout lieutenant but with swc cost. The chain of command option should be avoided if you follow the 16 order list because he is too expensive for that. The ap rifle should be avoided too if the mission doesn’t require him. You see dimitry? this is how you remove pilot from tag... -Vassily Plushenko Once again an excelent profile, just be careful if you play it as LT, usually he doesn't fit in the 16 order lists but in specific missions he can be quite useful. Also try to not use him as ARO, Vasily is at his best as a big game hunter and it’s risky to leave that many points in the open. And remember T2 supresive fire with mimetism and cover is deadly once you are done with him. The akrilat cannone is a good solution for enemy tags. Heavy Infantry -Veteran kazaks One of the most reliable HIs of the game, and my favorite troop ever. Master them, learn all the cheeky stuff you can do with six sense L2, experiment with all the profiles. They can link with everyone with awesome results. The Hmg is a notable spear head able to shoot to bits everything except ODD troops. It also works well as a solo piece or as LT with COC and the 1swc cost reduction. Sadly he has no longer the doktor option, only paramedic. And the haris is missing the X visor (Why!!?? this is cruel and immoral) Be aware of the CA EVO they can expell your vet out of link teams! The X-visor is on of the best suppression fire platforms in the game, with a flamethrower on top of that just in case. The shotgun is the cheapest and can stack link bonuses with the +6 of the shotgun and the mimetism. If you shoot somebody in a corner while in a core you will need 22s with 3 dice! The mk12 is a swc 0 alternative for playing aggressive, with shorter range bands and flamethrower. It has duo for some reason, you can also mix them with voronin a dynamo or a ratnick. -Armata-2 Ratnik The RM100 pocket edition. The shotgun profile is truly situational but quite cheap. The molotock is difficult to fit, but it can be done, and the burst 5 is amazing. If you use this profile keep him going until he dies or there is nobody near him to retaliate. Usually the veteran is a cheaper alternative, but they don’t fit the exact same role. The trench hammer is a strange situational gimmick only useful in limited situations like ARO against mutly wound models in a close call. Or as anti-material asset. The minesweeper skill is nice to have. Also he looks like a tag but you have all the advantages of an HI. Go prone, dodge with his amazing fis etc Don’t be afraid of making a suicide run if he allows you to make a huge amount of damage, study the profile and be smart with it. Once you try the blyatnik there is no coming back. Skirmishers -Scouts Good infiltrators, but they are quite hard to master, if you learn to use the range bands of the ojotnick they can be deadly. You will almost always be at +3, in the best case scenario you just need to shoot with surprise attack when your pray is at -3 or at least at +3 with a weaker weapon. This is not always possible but you should try at least. Scouts are all about positioning and range beneficial range bands. They are hard to fit in the 16 order lists, but it can be done if you really want one. Also the shock shotgun and the emauler minelayer are pure gold, and you should familiarize yourself with them. The sniper is a cheap option for ARO support. And the lieutenant is a good alternative for the tank hunter lieutenant if the mission requires it. Be aware, the enemy can recognize your scouts for their deployment as they are your only infiltrators. -Streloks This troops are the cheaki cheap camos of the list. They are just dudes with a camo pijama, they don’t exercise that much so they have just PH 11 in exchange they have a good set of profiles. The smg and the shotgun specialist profiles are going to be in almost all your lists. They are not foxtrots or chasseurs but have some unike tools like: T2 marksman rifle, expensive and situational but if you play it in right moment he can be deadly, just don’t over stretch it with his BS11, The AP version is not that atractive, but cheaper. k9 An amazing sensor platform with antimaterial and good CC, he can deal with aggressive pricy units. Minelayer, because there is always place for more camos, just be careful and don’t waste too much swc. Be aware the specialist and ap marksman rifle have no mines! Remember this or you will end up making unallowed actions by mistake. -Pavel Aleksei McMannus Expensive but deadly profile. He is not easy to use but adds some interesting skills to the faction. You can use him as CC mine in missions like show of force, were juicy targets are going to approach a predetermined location. If the table is not favorable for that you can always put him in a rooftop and use the ojotnick to hunt troops as the scouts. Remotes -Traktor mul I expected this: And I got this: Just use the cheap mine sweepers, avoid the uragan and katyusha they are not worth it right now. Use the baggage to control zones, they count as 20 extra points each in those missions, and allow you to control the rest of the table with your other troops. And remember, they have electric pulse and can engage enemies in CC with it. - Kuryer The biggest disappointment of the faction, a wasted profile slot. Once again i expected this: And I got this: You can use the total reaction with the mine to cover a link team, but IDK just put a kazak doctor or a line in supressive fire instead. Your life will be less painful this way. Warbands -Dog-warriors Good warbands, but they work better in vanilla ariadna. You can be successful with them but usually irmandinhos are going to be cheaper and more reliable. (at least for the twin 16 order lists) -Antipodes A unique and interesting profile. They are good deterrence against aggressive opponents, but in general you should not open your match with them as they are order hungry and there is plenty of things to do in your first turn, try to keep them until juicy targets are exposed or closer to you. In some situations they can grab objectives, and they are good at it with camo and 15-15 movement. Go for the stick, doggy! Also use and abuse the smoke launcher of the controller. -Irmandinhos Excellent warband with a useful set of tools like d-charges, scavanger, smoke, good cc, excellent fis, boty L1 and specialist on top of that. The chain rifle profile is the most recomended. -Carmen A good profile for specific missions, overall I prefer to use the K9 of the strelok but she fits some useful specific niches, just be careful not compromising your order pool with her, and consider the group composition because she is quite order hungry. Sensor is always sweet to have. The DA can destroy power packs and heating units like the k9. Here you can check some examples, feel free to swap things arround and experiment. Obj ────────────────────────────────────────────────── GROUP 1 8 LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Sniper Rifle / Pistol, Knife. (0.5 | 16) LINE KAZAK Sniper Rifle / Pistol, Knife. (0.5 | 16) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) 112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20) GROUP 2 8 1 TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) SPETSNAZ (CH: Mimetism, AD: Parachutist) Boarding Shotgun, Grenades / Pistol, AP CCW, Knife. (0 | 33) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) STRELOK Submachine Gun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (0 | 16) SCOUT AP Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1 | 29) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army Hunting party ────────────────────────────────────────────────── GROUP 1 8 SPETSNAZ (CH: Mimetism, AD: Parachutist) Boarding Shotgun, Grenades / Pistol, AP CCW, Knife. (0 | 33) STRELOK (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 20) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 11) LINE KAZAK Sniper Rifle / Pistol, Knife. (0.5 | 16) FRONTOVIK (Multiespectral Visor L1) AP Sniper / Assault Pistol, Knife. (1 | 31) GROUP 2 8 TANKHUNTER Lieutenant AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife. (1 | 25) STRELOK Submachine Gun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (0 | 16) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) FRONTOVIK Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23) FRONTOVIK (Fireteam: Haris) T2 Rifle / Assault Pistol, Knife. (0.5 | 24) COLONEL VORONIN (Sensor) T2 Boarding Shotgun / Pistol, AP CCW. (0 | 21) 6 SWC | 300 Points Open in Infinity Army Generic Ratnik list ────────────────────────────────────────────────── GROUP 1 8 LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Lieutenant Rifle / Pistol, Knife. (0 | 9) LINE KAZAK Sniper Rifle / Pistol, Knife. (0.5 | 16) LINE KAZAK Sniper Rifle / Pistol, Knife. (0.5 | 16) STRELOK Submachine Gun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (0 | 16) STRELOK K-9 Submachine Gun, Chain-colt, Antipersonnel Mines + 1 K-9 Antipode / Pistol, Knife. (0 | 24) K-9 ANTIPODE Trench-hammer, AP CC Weapon. (8) RATNIK 2 Molotoks, 2 Panzerfausts / Heavy Pistol, Trench-hammer, Knife. (2 | 54) GROUP 2 8 DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) STRELOK Submachine Gun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (0 | 16) SPETSNAZ (CH: Ambush Camouflage) HMG / Pistol, CCW, Knife. (1.5 | 38) TANKHUNTER Portable Autocannon, D-Charges / Pistol, Knife. (1.5 | 34) DYNAMO Submachine Gun, D.E.P. / Pistol, CC Weapon. (0 | 23) 112 Light Shotgun / Pistol, CCW. (0 | 12) 6 SWC | 300 Points Open in Infinity Army As you see if you follow the steps you can end up with a solid list that gives you some flexibility and a good set of tools. You don't have room for all the great profiles at the same time but you will use the ones you have chosen supporting them with the rest of the list. Just pick the right tool for the job! I hope this guide has helped you with TAK. In the future I will extend it to cover Limited insertion and one big 10 order group with a small secondary group. Now go out there and win your spetsnaz berret.