Infinity/N4 Tactics/Ariadna
The unit overview and tactica for Ariadna (STILL WIP) Please add to this, as N4 has invalidated much of the N3 tactics.
Why play Ariadna
Ariadnans are the descendants of a lost colony ship to colonize planet Dawn. The wormhole to Earth collapsed after their landing stranding them from the rest of humanity. Thinking they were abandoned by Earth, they had to survive the harsh environments of Dawn and constant Antipode offensives. After many years of isolation and bloodshed, the Hyperpowers of the Human Sphere, PanOceanian and Yu Jing, finally makes contact - to claim the planet for the rich levels of Teseum. Ariadna fought back, seeing them as invaders rather than saviors, and is a nation recognized by O-12.
Though the rest of the Human Sphere went through a burst of technological achievements, Ariadna's tech did not. However, the deadly environments their planet makes them tougher than any Human Sphere trooper. This faction boasts a high level of Physique, and a lot of Camouflage and Infiltration as well as heavy firepower. Ariadna has mainly Cossack, American, French, and Scottish troopers with a splash of werewolves. Play Ariadna if you want tough survivalists who don't take shit from anybody. Play them, because you didn't want friends anyway.
Faction Features
Due to the lower levels of technology, Ariadna has ZERO MSV2 or higher, TO Camo, very little hacking, etc etc. However, they have many ways to compensate for it.
Special Skills
- Camouflage/Infiltration: Ariadna is commonly known as a "Camo Spam" army, because of the higher number of troopers with a level of Camouflage, and Infiltration as well as other skills such as Ambush Camouflage and Minelayer.
- Swole: All troopers in this faction has higher than average PH values allowing them to Dodge and use Throwing Weapons better.
- Transmutation: After taking a wound, a Dog-Warrior can transform into a ferocious werewolf.
Equipment
- AP: Ariadna has plenty of guns with AP ammunition -Rifles, HMGs, Heavy Pistols, etc etc- to deal with heavier armored troopers.
- T2: The planet is rich in Teseum. Teseum is a valuable resource used for spaceship building. Ariadnans use them for ammunition and CCWs. T2 is a very deadly ammo type, and is exclusive to Ariadna (mostly Caledonians)
- Smoke Grenades: There are a LOT of Smoke Grenades in this army. However, zero MSV2 or higher. Use Smoke Grenades to cover your advance or Dodge.
- Hacking (Lack of): Ariadna has very little in the way of hacking, but it's there if you need it. Remember: Hackers are not required to bring Traktor Muls.
Units
Light Infantry
- Caledonian Volunteers: As cheap as line infantry gets. You 'lose' a lot, but get some amazing template access for 6pts. Limited AVA, sadly.
- Highlander Caterans: Caterans are irregular MIM (-3) camouflage troops with climbing plus for having a bit more flexibility in deployment. They come with either a Sniper Rifle or a T2 Sniper Rifle, enabling them to do some mean unexpected AROs.
- Aida Swanson, Submondo Smuggler: As a smuggler Booty is an obvious flavor thing, but still very nice from time to time. Forward deployment, MA L2 and Viral Mines, aswell as her SMG make her role of defending/taking the midfield obvious- she's not the cheapest choice for this role, but a competent one, especially if going first.
- Cube Jäger: Irregular parachutists, both profiles bring Paramedic, which seems to be their whole schtick. With WIP 13 they can do the button pressing quite well though and having a SMG and an e/mitter can be very useful to scare away the opponents units after a button is pushed.
- Wardrivers, Mercenary Hackers: The name describes them pretty well. Both profiles are cheap hackers, although you gotta pay 1 SWC and two more points to let the Wardriver have an actual HD.
- Monstruckers: SPAAAACEEE TRUUUCKIIING! Monstruckers are cheap irregular engineers with Climbing Plus and a bunch of nice weapon options. The cheapest loadout comes with an SMG and Drop Bears, making it ideal to push a button and turn their position into a foxhole afterwards. The other two loadouts are also quite useful, just pick the one supplementing your lists loadout the most.
- Knauf, Outlaw Sniper: While MSV1 snipers weren't that attractive in N3 the Outrage poster boy turned a whole lot hotter. BS (+1B) and Shock is nasty, and MIM (-3) makes using him a bit safer. Besides that he's not doing much, but that trait also keeps him at an affordable price.
- Warcors: 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it.
- Libertos Freedom Fighters: Are the highly popular irregular roadbump unit, coming with either a SMG or a light shotgun plus shock mines. They also get Camouflage and Forward Deployment (8"), dodge on a 16 and have Dogged!
Medium Infantry
- Grunts: Arm3, 10pts, basic as basic gets, but with more survivability.
Heavy Infantry
- Veteran Kazaks: Simply amazing.
Tactical Armored Gear
Hah. You wish. Unless...
Skirmishers
- Scouts:
- Chasseurs: Still great.
- Hardcases, 2nd Irregular Frontiersmen Battalion: Cheap irregular infiltrators with Decoy, which turns up the mindgame a notch. Tactical Bow is situational, but either the Rifle or the light Shotgun can do some work.
Warbands
- DogSoldiers:
- Desperadoes: Very cheap motorized units with Smoke Grenade Launchers and sixth sense. There's really not a lot more to them, but at 6 pts for their cheapest loadout you really don't need much else.
- Wolfgang Amadeus Wolff, Wulver Bounty Hunter: He's got a MULTI Rifle (+1B) which is nice, but he really wants to get up close; Berserk (+3), MA L3 and a PARA CC Weapon (-6) are probably among the meanest combination of things you can bring into CC. To finish the enemy unit off for good he's also bringing a DA CC Weapon.
- Irmandinhos: The cheap, irregular and impetuous engineers from Ariadna come in handy as both smoke throwers and specialists. Booty can give them a nice boost if you're lucky, but they're solid anyways.