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Thinking Sectoral...

Discussion in 'Ariadna' started by Douge, Jan 14, 2018.

  1. mightymuffin

    mightymuffin Well-Known Member

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    I describe CHA as being hit by 2-ton blocks dropped from space...you'll see them coming - and you'll know exactly what's coming! - but they'll really hurt if they hit.

    Trying to be subtle and/or sneaky with CHA, whilst doable, tends to hinder your options & tactics to the point of struggling.
    They do like taking first turn though.

    However, when you can put an AP:HMG HI model in a core fireteam for 58pts & 1.5SWC; take 4 Dog-warriors, backed by a horde of angry claymore-wielding Scots, and make all of them Regular; field an-all T2 army when facing things like NWI & Total Immunity...Fun times.

    My 2p.
     
  2. DAE

    DAE Member

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    Being hit by 2 ton blocks dropped from space... that's awesome :grin::grin::grin:

    However, you can't take Dog Warriors in the Caledonia sector. Those are only available in the vanilla list...which are part of the Kazaks. Did some checking on that part first. McMurrough and 2nd Cameronians are allowed though.

    I see what you're getting at with the Fireteam comment. Volunteers with a 3rd Grey with AP HMG. Burst 5 is alot of AP ammo being tossed out...that's definitely gonna hurt.
     
  3. Barrogh

    Barrogh Well-Known Member

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    Actually, it's 1 McMurrough and 3 Cameronians. Which is what was probably referred to by "4 Dog-warriors" comment.
     
  4. Contaminator

    Contaminator Brigadier of Baguette Brigade

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    I think he means the 9th Wulver Grenadiers? IIRC their background is some sort of Dog-Warrior Hybrid called Dog-Faces. Not quite full blown dog warriors but not quite human. you can have 4 of those.
     
  5. fari

    fari CRISTASOL, EL LIQUIDO DE LOS DIOSES

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    No, dog faces are the human form of dog warriors.

    Quick Dawn Biology class

    Antipode bites a pregnant woman. The child becomes a Dog Face. Very hairy human.

    When the dog faces get excited, they transform into a giant werewolf. This is the Dog Warrior form.

    If a dog face impregnates a woman, the child will be a Wulver. A human / beast hybrid that can not transform himself, but retains some feral characteristics, such as pointed ears, superhuman strength, etc
     
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  6. barakiel

    barakiel Echo Bravo Master Sergeant

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    I think it's even gnarlier than that. I believe Wulvers are born when a pregnant human woman gets bitten by an Antipode. So while Dogfaces aren't the most popular kids on the block, and still look fairly human when they aren't transformed, Wulvers are doubly shunned because they always look bestial, and are a reminder of Ariadnan society's failure to protect its civvies/noncombatants from harm. They're also fairly rare, since adult humans get injured and survive all the time (becoming Dogfaces) but it's pretty rare that a pregnant woman gets attacked and also survives.
     
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  7. Dabicho

    Dabicho Well-Known Member

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    Fary is Right, the wulvers are sons of Dog Warriors. The Wulvers are esteril by the way, so not a lot of Wulvers.
    The Cameronian count as Dog Warriors on generic, because they are the same, they just begin the game transformed on their "true form".

    3 Cameronian + McMurrough = 4 Dog Warriors (kind of)

    And yes, Caledonia hit hard, hit fast, we want the first turn always, we have smoke everywere to move safely, impetuous orders, cheap regular orders, cheaper irregular orders who become regular thanks to Wallace, grenades with high phisic troops (Speculatives on 13's!), some heavy CC troops and a lot of D-Charges, D-Charges everywere.
    We don't have thougth troops (only wulvers with 2 wounds) and not a lot of heavy ARO options, no mines (just Isobel's), so not very defensive options, but we dont need it if the enemy is on the ground already.

    For USAriadna, well, they are a little more defensive, the Core Grunt with snipers, or the BlackJack sniper are thougher options than any of Caledonian ones, the Smoke is not so present, but still some decent options for it. The D-Charges are other thing, but that's a minor problem. And they have mines, and still, cheap troops options. And Flamethrowers Flamethrowers everywere...
     
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  8. mightymuffin

    mightymuffin Well-Known Member

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    "Dog-warriors": My mistake, as I meant Cameronians + McMurrough, but didn't want to type all of that out - serves me right as I've had to type it anyway! (Although 4 Wulvers work just as well...with the benefit of ranged weapons & being linkable).

    As for the Fireteam comment, my preference is either Volunteers with a B5 AP:HMG - hopefully - hitting on 19s, or with a B3 T2 BSG hitting on 22s. Either of which will put down what it shoots at.
     
  9. Barrogh

    Barrogh Well-Known Member

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    Never noticed they have those.
    Then again, B4 LSGs look fun too.
     
  10. mightymuffin

    mightymuffin Well-Known Member

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    Hell yeah. But being able to run up to a TAG/HI and have a 15% chance to crit on each of my 3 dice, with each crit doing 2W, is just nasty.:angry:

    (The only thing my linked Greys haven't done is spec firing grenades on 13s).
     
  11. Barrogh

    Barrogh Well-Known Member

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    Wulvers can actually do that on 14s. But they require Wallace accompanying them to do that.
     
  12. Dabicho

    Dabicho Well-Known Member

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    The Cameronians can spec fire on 13's without any link, and for some heavy REM armys (i'm looking at you Onix with core Unidron) is a real mess. Better than a hacker.
     
  13. Barrogh

    Barrogh Well-Known Member

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    Man, I keep forgetting that smoke is not the only thing they can throw.
     
  14. Dabicho

    Dabicho Well-Known Member

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    Well, if you play USAriadna, the Devil Dog just have the smoke ones, so is easy to get confused.
     
  15. Mikes

    Mikes Well-Known Member

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    iMO this an entirely legitimate strategy. A swift, very likely link that excels up close is unerving to your opponent a and then downright off balancing when they start doing their thing at his / her backline, leaving your own specialists to do their own thing.

    I would say though that a silver link is better at take and hold than chaos spreading. If you want to mess up you opponants back line, Cameronians can do it quicker and more cheaply, and even have the choice of armour cracking with McMurrogh if required.
     
  16. Brawler

    Brawler Well-Known Member

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    @DAE Since I read a lot about the damn Scotsmen but not enough about the proud Americans I figure I would offer some thoughts.

    First of all, I'd like to agree with some earlier thoughts about USARF playing defensively. At least for me, that was something I learned over the course of games. The things I perceive as the strength of the sectorial are Armor goddamn 3! Yep, It actually took me a while to notice it, but we have at least armor 3 even on our line troopers! So, first of all, we're sturdy, but we're also the fraction of 0,5 SWC 18pts Snipers with Marksmanship LX.
    These things paired with cheap orders mean that USARF can hold their ground with loads of long-range ARO's paired with usually a link of marauders or minutemen for some even more terrifying ARO's. They might not have the BS or the tech, but they have the numbers.

    However, USARF has some strange personality issues as well. With both Grunts and Marauders having 4-2 means they're slow at gaining ground. But at the same time, we have infiltrating flamethrowers to harass opponents deployment, foxtrots with mines, and airborne to pop up from sides or even opponents deployment!(Van Zant) This, paired with crazy Devil Dogs, crazy bikers, means USARF can do most things depending on your list. We just haven't decided our mind on a single strategy yet.

    Regarding MRRF, which I haven't played in a while, they're an entirely different story. First things first, I completely do not recommend anyone going for MRRF at the current state of the game. This is simply due to zero releases, no upgrades(except Knauf) and the fact that Bostria has stated 2018 will not be MRRF's year either. Unless you want to play the underdog and wait for fresh sculpts and rules, this is probably not the faction for you.
    However, MRRF is at the same time a really cool, perhaps a bit limited sectorial. Strengths are the AVA 4 Chasseurs(that are pure magic), cheap order monkeys(metros) and the potentially game-breaking Mirage-5. However, many other units pale in comparison to what other armies can offer. While MRRF is still playable, it relies a lot on pushing your deployment further towards the middle of the table and claiming it, with chasseurs, mechanized deployment, cheap infiltrators, and camo.


    Well, this ended up as an unintended wall of text, which wasn't my plan at all. However, if you still feel you need more advice, consider some more specific questions, perhaps you enjoy loads of camo? Or close combat? Either way, writing up your preferences will probably get you an even better advice.

    Which brings me to the actual advice. I am playing USARF at the moment. If I would recommend anything, it would be simple. Play vanilla! I am 100% sure that Kazak sectorial is coming this year, and a bunch of the models that you probably want to play in vanilla will be from the sectorial. So once you're done painting them, the sectorial will have arrived with loads of cool new stuff.
    Either that, or go with USARF, and if you do, start with the battle pack. And go for the Minutemen link before the marauders, I sure wish I had (I really hate that 4-2 movement:()

    Either way, good luck!
     
  17. DAE

    DAE Member

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    All good stuff guys.
     
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