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===Light Infantry=== *'''Line Kazaks:''' Total availability makes these your bread and butter line troopers in vanilla. They have an lieutenant at 0 SWC so they can make a good place to hide your Lt. and have a few cheer leaders for the rest of the team. *'''1er Regiment de Para-Commandos:''' Mimetisim and AD: Parachutist. Take the Forward Observer version if you have a Traktor Mul to launch some guided missiles. If not they are still good on objectives. Don't forget you can deploy all AD: Parachutist at once as a combined order to help them infiltrate a hot area. *'''Kazak Spetsnaz:''' Take the HMG and Ambush Camouflage version, so long as you don't lose him to dice he is likely to win you the game against most other infantry. *'''Kazak Doktor:''' One of the two Doctor options for Ariadna. He's just a basic Line Kazak with the Doctor skill. Ariadna has no G:Servants so keep him safe until you need him. *'''Caledonian Volunteers Corps:''' Line troopers for Caledonia. They have Multiterrain for Jungle and Mountain only. Low BS, low PH, low WIP. Has some good tricky options still, and 6 point chain rifles are always a worthy investment. **'''Volunteer Intel Isobel McGregor:''' A defensive hacker with a lot of other options. Tool box unit that can play a lot of sides of the field. She's far better in a Volunteer team in CHA, however, Ariadnan Hackers are rare. *'''Troupes Metropolitaines:''' Technically worse than Line Kazaks, but they have access to Multiterrain. Good point filler or cheer leader if you play with a lot of other types of terrain. **'''Brigadier Jacques Bruant, Sous-officier des Metros:'''You can hide your Lt. behind limited camouflage. He also has access to a Molotok (with an X Visor to help with range) and Multiterrain. *'''Loup-Garou, Groupe Mobile d'Action Speciale:''' Two words. Viral Rifle. *'''Highlander Caterans:''' Irregular, but has an interesting combination of skills (Mimetism, Ltd. Camo, Climbing Plus). T2 sniper can really mess up your opponents day. *'''Zouaves, Regiment Special d'Intervention:''' Mech. Deploy and a good assortment of load out choices make these guys a fun choice. Unfortunately they are the only Mech. Depoloy in the entire army so getting a large group of troopers up the field with this skill isn't likely. *'''112, Emergency Service:''' The other basic Doctor option. Ariadna has no G:Servants, so keep your Doctor well hidden until you need him. 112s trade in his Rifle and a point of ARM for a Light Shotgun, a point of PH, and V:Courage. *'''Dozers, Field Engineers:'''Gatekeeper of the Traktor Mul. If you aren't feeling that sort of game then they have the Akrylat-Kanone, an adhesive gun with bonkers range. *'''Wardrivers, Mercenary Hackers:'''Do you feel the need to get a hacker in your list. Here is you option. Don't forget that there are a few models they can assist with their hacking. The only real reason to take them is to fulfill classified objectives in ITS. *'''Authorized Bounty Hunters:''' **'''Miranda Ashcroft, Authorized Bounty Hunter:''' *'''Warcors, War Correspondents:''' A nice little ARO Flash Pulse piece. Take one if you have a few points left over. *'''6th Airborne Rangers Reg.:''' The Para-Commandos bring more long ranged weapon options, the 6th Airborne offer more short-mid ranged weapons with Martial Arts L2 with much higher CC values. They have a Forward Observer as their specialist option. AD:Parachutists take some practice to use. **'''Roger Vant Zant, Captain of the 6th Airborne Ranger Reg. 'Oklahoma':''' Van Zant is one of the most notorious characters in the game. He has a skill unique to only him, AD:Tactical Jump, that allows him to walk in on ANY board edge including the opponent's deployment edges. He easily catch opponents off guard (and out of cover) often getting unopposed rear shots into unsuspecting troopers. He can even maneuver without detection thanks to the Stealth from Martial Arts L2. His deployment options will isolate him from the rest of the army, but his attack runs are often suicidal runs to destroy the opponent's order pool, and thanks to V:Dogged he will keep going after taking a wound. Van Zant costs as much as higher tech HIs, but the general inexpensiveness of the army can easily accommodate the points sink. ***Ignore the Executive Order profile - It's a 1pt tax that's dead in the water. Lieutenants cannot spend orders that they did not generate themselves, even with Executive order, per the July 2019 FAQ. The only other use for EO is as a niche Chain of Command gimmick- but in Vanilla, you have better and cheaper options for CoC. *'''Krakot Renegades, Morat Fugitives:''' Cheap regular orders with a roll on Metachemistry, with the likely potential of granting good mobility skills. Consider these for some heavy skirmishing, but they're competing with all your other cheap troops. *'''Col. Yevgueni Voronin, Cossack Diplomatic Corps:''' Voronin is a solid Lieutenant Option. His purpose is to simply hide as best as possible, and generate 2 orders from Strategos L1. This makes him the very obvious Lieutenant, and his large silhouette may make him a wider target. He's a perfect LT for Limited Insertion. *'''The Unknown Ranger:''' COC profile is absurdly expensive. *'''Knauf, Outlaw Sniper:''' One of the only MSRs available in the army. For 31pts and 1.5SWC, you get Mimetism, MSV1, BS13, and Multi Sniper Rifle. Compared to your other sniper options, most of them are cheaper and hit almost as hard, are more survivable, and/or have camouflage. Compare to the Cateran, Blackjack, Scouts (Ojotniks are amazing), Vassily, Zouaves, and Grunt snipers. He's not horrible, you just need to ask yourself why MSV1 is more important than a cheaper camo-sniper.
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