Any tips for playing against Haqq and/or Qapu Khalqi? I play in an area with few people, so I'm up against the same opponent quite often and am looking for some help. How can USAriadna handle impersonators like Fiday early turn 1, and moving up the board in general for objectives? I tend to get destroyed as I advance up the field by a Fireteam of Djanbazans with Hafzas so smoke doesn't quite help against the ARO models with MSV2. Viral weapons are a pain too, but there's only a few there. I know that we can have Forward Observer Foxtrots for objectives but the same fireteam is able to see right through their camo defense. Airborne Deployment can come in after they advance, but sixth sense 2 from fireteam prevents a lot of our stealth options. I figure 40% of my problems probably come from bad deployment, but for those times when i'm set up right I still have trouble advancing.
Johnny Bazaars should be outgunned. I recommend HMGs. Linked HMGs (even Grunts) should do the trick. Keep in mind that Djanbazans ignore camo and the like but lack all defensive skills themselves. If they are left out for ARO duty you should pick them one by one. Burst is king. Impersonators just hate template weapons and fireteams thanks to B2 return fire. Fireteams with Heavy Flamethrowers are pretty much a heavy counter to impersonators. Also keep in mind that impersonators are fairly expensive, as a result sending them up against cheap targets is a waste. Other than the fireteam(s) you should not field expensive units that are not in camo state. Camo troopers and AD units (Van Zant) will pay off nicely. Of course Johnny Bazaars can discover them, but 1) this will take orders and 2) they should be open to do so; as a result you should be able to fire at them. Alternatively put the camo markers in total cover from Djans. I hope this helps.
What are your long range options? I sometimes see people dismissing Minutemen links but a BS16 AP HMG will shred a Djanbazan ARO, and their 6th sense flamers will turn any attack from a Fiday into a suicide attempt. The support models are also really neat with the BSG/Grenades for CQB and spec fire, X-Visor/marksman AP Rifle for a neat close/midrange hunter, and FO being a decent specialist Blackjacks can also fill this role with their heavy firepower and resilience to unlucky crits. Marauders don't shoot as well as Minutemen, have less powerful weapons, and a poorer specialist (Paramedic) but make up for it by Deploying closer and being more resilient with Dogged. Their 4-2 Move makes them harder to redeploy to face different threats though. Once the Djanbazans have been mulched you can go to town with Desperados, Mavericks, Foxtrots, Devil Dogs, Airborne, and all the other tasty toys USARF gets.
Played a match last week of Transmission Matrix against Vanilla Haqq. In hindsight, I brought a poor team into the mission but I wanted to experiment with some of the toys I usually don't play with in USAr. USAr ────────────────────────────────────────────────── GROUP 1 8 MARAUDER (Multispectral Visor L1) Sniper / Heavy Pistol, Knife. (0.5 | 29) MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (1 | 22) MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21) FOXTROT Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 19) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18) BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36) GROUP 2 8 2 2 GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18) DESPERADO Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. (0 | 13) DESPERADO Submachine Gun, Smoke Grenades / 2 Heavy Pistols, CC Weapon. (0 | 13) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11) 112 Light Shotgun / Pistol, CCW. (0 | 12) DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14) TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11) TRAKTOR MUL (Minesweeper) Electric Pulse. (0 | 5) 5.5 SWC | 300 Points Open in Infinity Army Second Turn, First Deploy. I failed every attempt at infiltrating my Grunts onto his end of the table which would have taken care of 4/5 of the Djanbazan fireteam in one go because they were bunched up behind a wall. Other than that, In order to move my Desperados up the table they had to pass within Circular Impact Template of one of my infiltrated Foxtrots due to terrain. One ended up getting blasted by HRL Sekban and took a Foxtrot too. The other Desperado got gunned down to null state for the rest of the game. With only the Blackjack and the Marauder Link I had trouble pushing up the table. The Blackjack took care of an opposing Sniper the Desparado was able to discover, but he didn't have great advance opportunities, finally getting taken down by a pair of parachuting Bazouks with Boarding Shotguns. They died, but took the Blackjack with them. Marauder Link had been broken when the Haris Marauder took the initial shot from the fireteam on Reactive 1, dogged kept him around and stopped them from advancing though. The FO Foxtrot got a lucky crit on the Djanbazan fireteam and targeted it, giving my Traktor Mul 3 orders to Guided fire on the team clearing 3 of them off the table (Hit on 4, 2 missed dodges and a 2!). After that the remaining fireteam which was already on the center point went into Suppressive fire with Shock Marksman Rifles and I didn't have enough options left to take them down. We tend to pick the mission once we get together to play instead of knowing beforehand (Casual play, of course) but I had a few other lists that were probably more useful than the one I did end up playing. A Minuteman link would've helped push the board, and Zant or some AD troops for collecting the back transmitters would have been ideal.
As I suggested before, you're lacking any long range fire superiority. Sniper Rifles are great for their flexibility but not having an HMG or Molotok means you lack the tools to brute force past a link like the Djanbazan. The other thing I noticed with your list is that the Haris Marauder isn't doing anything as you can run them as a Core. If you want to refine that list I'd drop the Grunt Sniper and either swap the Haris Marauder for a Molotok or change the Blackjack to an AP HMG. Bringing the Marauders up to a full 5-man core would be ideal but that means dropping something else.
I see what you mean about the Haris. Still relatively new to some of the finer touches of the rules. Since they can run as a Core we don't need the Haris; the Haris is only if you're running a core of something else and want the Marauders in a fireteam.
If a Fiday is alpha striking your key models, take 2 Hardcases, and put them around the key model, with no space for a base. This way the Fiday cannot enter into CC with the key target.
Well, that still leaves him with an option to go for "lay mine - provoke an ARO" trick, but at least it'll likely become a suicide run for him.
Yea and you'll have to dislodge the mine with someone from afar. It's not a given they'll use the Mines Fiday - I always go for Al -Djabeel for example:)
Eh, I mostly meant things like "put mine, then immediately step out of cover and shoot with shotgun". So that target either has to Dodge against your B2 BS17 attack or shoot back and eat a mine. I have relied on my opponent triggering mines himself before, I will not make that mistake again :/ Sure, in this situation it's probably a one-off thing, but we're talking about some key model, so it's a possibility. The opponent could of course use some other profile, that is also true.
Been looking over some options and ran into a few list building concerns. I know that Minutemen are a touch squishy for HI (1 Wound); When building a list with them, what else do you pair along side them? I see that bringing the AP HMG Lieutenant seems like a good option, maybe with the Unknown Ranger CoC as well so you have a fallback commander. When would I want the Minutemen over the Marauders fireteam? I see that the Marauders only get the Molotok and have a slower move, but forward deployment. Colbrook brought up a bit of the benefits of each side, but I think I'm having trouble figuring out when each one should be used
QK has few 3+ ARM units, but you have access to AP high burst weapons. Minuteman link isn't something to sneeze at, because they have three AP weapons, so that's one way to chew trough Azrail, DJB or Janissaries. As the Haqq player, my biggest concerns with USAriadna were always Tenplate weapons that start the game in front of my DZ or run into it very quickly ( DDogs, Desperadoes and II Grunts 3ARM on almost everything, which is really unpleasant as apart from Azrail we dont focus on taking AP burst weapons. Especially in QK where we dont have my favourite Suicide Squads - Mutts, Daylamis and Kums. Also i find Alpha Striking with Fiday hard against Ariadna due to their general cheapness and pkenty of covered backs that comes from it.