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==Hints and Tactics== '''Camo Spam:''' Foxtrots are dirt cheap, and so are Hardcases. Use them to play a shell game with your opponent. This also helps mask for hidden AD troopers. '''Grunt Infiltrator:''' Grunt Inferior Infiltrators are very good. If you fail the inferior infiltration roll, then they are forced to deploy at your deployment edge, which isn't bad because then they can watch the rear of the army and continue generating regular orders. If you've put them in a good spot and they do land their roll, then they can cause a lot of damage to your opponent. Then they'll have to deal with an ARM3 (6 in cover) basic trooper with a Light Shotgun and HFT. Bring democracy directly to your enemies. Perfect against fireteams, closely packed groups, and fire sensitive units. Players often take multiple and even use them in reserve. '''Guided Missile Strikes:''' Your list and tactics should NOT be centered around the Traktor Mul MRL (generally this goes for every other army). However, if you find the opportunity to mark a target for guided strikes, go for it. USARF has plenty of Forwards Observers. Don't forget though that while you are limited to 5 Guided attacks per turn, you are not limited to any number of Speculative Fire shots. A Traktor Mul using Speculative Fire with a Targeted model somewhere under the template will hit on 10's, and need not be centered, so you can use it to hit a lot more enemies at once. *Alternative Perspective: Ariadna, can get massive amounts of orders, making Speculative and Guided fire more viable than in other armies. Using Traktor Mul to fire speculative and guided shots into the enemy can cause horrendous amounts of damage. Make good use of Foxtrot Forward Observers using Surprise Shot with their Forward Observe skill, coming from another order pool, then dump pie plates on your enemy's army. '''Biker Army:''' Don't. Mavericks are AVA5 and Desperadoes are AVA6, so it's very tempting to play a list with maxed bikers. Unless you're very experienced or it's a friendly match, don't play a list with maxed out bikes. You need to allocate enough points to the rest of your list, make sure you have enough Regular orders, and also having so many Impetuous Orders slow the game to a crawl. That being said there's nothing wrong with either units, and there's nothing wrong with having multiple bikers. Just make sure there is enough for at least a fireteam and a bunch of specialists. '''I lead. You follow:''' <s>An interesting but expensive combo involves Roger Van Zant with Executive Order and the Unknown Ranger with Chain of Command. You can freely use a LT (like a Marauder) aggressively, with the Unknown Ranger as a safety net for when he dies. RVZ can then jump in this or next turn, become the LT, and wreak havoc in the opponent's backside. Then when he inevitably dies, the Unknown Ranger becomes the LT again. It's a bit gimmicky, but ensures the army never drops into Loss of Lieutenant and the LT can be as aggressive as it wants; Also RVZ would get an extra LT order to play with. </s> Executive Order troops cannot use Lieutenant orders that they did not generate themselves, per the July 2019 FAQ. Still, you can push hard with a Marauder, and then either bring Van Zant on to the board as a 'hidden COC'-like troop that wasn't previously there, or you can just have UKR on the board as your standard (albeit overpriced) COC piece. '''Slow and steady:''' The USARF is a bit slower in MOV than other armies. However, they make up for it is firepower and ARM. Be aggressive but stay in cover for the Cover MOD for those high ARM units. '''Sniper Tower''' Take several (at least 4) Grunt snipers. Read the rule entry on Marksmanship: LX and Coordinated Orders. Use said coordinated orders to put 4 sniper shots at that pesky Avatar with a +6 modifier, and ignoring the benefits of cover. Laugh. [[Category: Infinity Tactics|Ariadna]]
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