Showing posts with label Unit Reviews. Show all posts
Showing posts with label Unit Reviews. Show all posts

Wednesday, 31 May 2017

The Wulver Train


I heard people before to call a Fireteam of Nomad Mobile Brigada the "Pain Train", which in my humble opinion would make a Fireteam of Wulvers the "Freight Train of Pain". Chances are you saw me talk about the Wulvers before on this blog, I use them often and I keep promising to write a full article about the Fireteam. Well, I took my time but here it is!

So what makes Fireteam of the 9th Wulvers Grenadiers Regiment so good? Let me break it down for you.


First lets take a look at the Wulvers profile. Their stat line is what you would expect from a Heavy Infantry (HI) unit but they are classed as a War Band (WB). As part of Caledonia elite units, they have high CC 21 and also high PH 14. They come with BS 12 which is high in the army (but average in the game). Their WIP 13 is good, but standard among Caledonia. The Wulvers are quite survivable thanks to ARM 3 and 2 Wounds, yes you read that right. They are one of the few units in Caledonia (and in Ariadna) that come with 2 Wounds. They have no BTS but that is expected from Ariadna units.
What makes their stat line go from average/high to excellent are the Special Skills. Climbing Plus combined with 4-4 MOV allows them to get into position very quickly and it lets you attack from unexpected angles and take the high ground. They also get Kinematika Lv1 so their Dodge and Engage movement is 1" longer, it does make more difference than it might seem. The best part, however, is the combination of Berserk, Natural Born Warrior and CC 21. This makes them extremely brutal in Close Combat (CC). No matter which opponent they face in CC, you have something to deal with them. 

Natural Born Warrior gives you the choice of either denying any and all CC Special Skills of your opponent (Martial Arts, Berserk, i-Kohl, Surprise Attack, Protheion, Poison and Natural Born Warrior Mode A), or you can give yourself +3 CC and +1 Damage. Then you can also activate Berserk and get extra +6 CC and make the combat Normal Rolls instead of Face to Face. This guarantees you will hit your opponent, and the best art? You are at CC 30! So you need 10 or more for a Critical Hit. If you don't get Critical Hit, you are still at Damage 15 and thanks to the 2 Wounds you can often take a hit in return and still live.

Just a little side note, the Wulvers do have Frenzy which makes them Impetuous after they cause a Wound on an enemy unit. However, this does not affect them whilst their are in a Fireteam and so I won't go into detail about it.


The Wulvers have a good selection of weapons for very affordable points cost. You can have a T2 Rifle, a Mk12 or a Heavy Shotgun. All three options come with Grenades and AP CCW. This gives you a good mix of range bands: Shotguns for close range, Rifle for mid-range and Mk12 for mid to long range (up to 24"). With Wulver's mobility you shouldn't struggle getting into optimal range with either weapon. Both the Mk12 and Shotgun are Damage 15, and T2 Rifle has T2 ammunition (as the name would suggest), so they are all deadly. Especially the Heavy Shotgun in a full Fireteam and within 8", you'll go up to BS 21 with three templates!

The best part about the weapon options is that all of them are 0 SWC, so you still have plenty of room for other units with special weapons. There is also a fourth option, a T2 Rifle for 1 SWC that comes with Fireteam: Haris. This is handy if you want your Fireteam: Core to be made of different units (like Volunteers or Scots Guard).

You might have already notice that I keep talking about full Fireteam of Wulvers, which is 5 troops but Wulvers only have Availability (AVA) 4. So how can you make a full Fireteam? Well the key to make this freight train is William Wallace as the Lieutenant . He has the ability to join any Fireteam Core or Haris in Caledonia. And so with four Wulvers he can make a full Fireteam Core of five. Not only that but he makes the whole Fireteam so much better because of his Smoke Grenades. That way the Fireteam doesn't need to rely on other units for cover.

In my experience, I found it best to use the Wulvers Fireteam in missions where the objective is to kill enemy units or board control. Mainly because you might not have many Specialists, or even Orders, to do other Objectives based missions as most of your Orders will likely go into this Fireteam. The Fireteam I always take is one Mk12, two T2 Riles, one Heavy Shotgun and Wallace.

Now that you know why Wulvers are so awesome, here are some tactical tips on how I like to utilize them on the battlefield: 

Sledge Hammer

This is the most aggressive way I use the Wulvers but it makes for an excellent Alpha Strike and it can more or less end the game before your opponent even had a chance to have his turn. Simply put, use as many Orders as you need on this Fireteam to get into the enemy deployment zone and kill as many enemy units as possible in super close range using the Heavy Shotgun. This is especially devastating if you opponent deployed their units in groups because you will have three shots with a template at Damage 15 and potentially at BS 21.


I would recommend to only do this if you see a good path to the deployment zone and you actually can take out more than one unit at a time. Keep in mind that most likely you will have only 8 Regular Orders (and the Lt Order) as your opponent will probably take 2 Orders from you with their Command Token.

If you opponent set up well and you can't get the Shotgun to hit multiple units, it might be better off to attack from range with different weapons. This is high risk-high reward tactic. If you fail to do enough damage your Wulvers will be left far from your army and your opponent could destroy them, after which it might be game over for you as this Fireteam will be more than half your army.

For maximum effect, I also recommend use Uxia (or another Infiltrator) to kill the enemy Lt, if the Wulvers can't, so they are in Loss of Lt when they start their turn. That way they will really struggle to retaliate and your second turn will be just mopping up what is left and securing your victory.

Example game play here (Game 3).

Hold the line

It is not always possible to be super aggressive, in some games it is more important to take board sections and hold them at the end of the turn. It is always preferable to go second in those kind of missions but I played games where I went first too and Wulvers didn't let me down. They are good at holding ground when you need them to. In the Fireteam they will have Burst 2 in ARO and as long as there is five of them, you'll often be shooting at BS 15 or BS 12, which gives you good odds. The trick is to find good spots where your opponent can't easily engage your Wulvers in their bad range bands. For example, if your opponent can shoot at your T2 Rifle from over 16", the odds will not go in your favour.


I would recommend to always give them support from other ARO units, like Snipers. Though more often than not, even when I lose the face to face rolls for shooting, the Wulvers survive thanks to 2 Wound and ARM 6 in cover. Sometime your dice will be bad and there is nothing you can do about that, but most times my Wulvers came out on top from any firefight (where the odds were not heavily stacked against me by playing badly or just being outplayed).

This is something that I found to be very handy in board control missions. Thanks to the high cost of this Fireteam you can very easily dictate which sections you want to hold because three Wulvers in a section is almost 100 points that will be hard to shift. And that still gives you around 60-70 points to have in another zone. I try to always keep the Wulvers near the section borders so you don't have to spend much movement to move in and out of a zone, and you should be able to take 2 sections easily, sometime even 3.

Also, a useful thing I learned is to not have Wallace as the Link Leader by the end of your turn, unless he is really well hidden (but even then I tend to not do it anymore). He will be a big target for your opponent so chances are you might want to be Dodging with him while Wulvers would be better off shooting. As long as he is not the Link Leader, he can break out of the Fireteam and do a different ARO without breaking the Fireteam as a whole, so your Wulvers can still have some support bonuses.

Game play example here (Game 2) and here (Game 1).

Death from above

Sometime your opponent is too well entrenched down for a direct attack; such as a TAG on Supressive Fire, or you might see a group of enemy units but a Sniper is making it hard to reach them. Whatever the case might be, never forget that your Wulvers all have Grenades and high PH. This is a perfect combination for some Speculative Fire.

In the best case scenario, you want to get four Wulvers within 8 inches of your target. Then you can use Coordinated Order for all four of them to Speculative Fire. This will give you four attack on PH 11, so more than 50% chance to hit (-6 for Speculative, +3 for Range). If you are over 8 inches you will be hitting on PH 5, which I only recommend for desperate situations.

Few things to keep in mind: you only have to clip your target with the Grenade template, but they all have to go into the same place. Doing a Coordinated Order will also break the Wulvers from a Fireteam so to save Command Tokens you can use Wallace's Lr Order to do a Coordinated Order (thanks to Inspiring Leadership) with him and three Wulvers (he will throw Smoke Grenade as he doesn't have regular ones) and then use a Command Token to re-link the Fireteam if you need to.

High castle

This is something I would only recommend if you really want to win, because it is the sort of tactics you could call cheesy. I used it only once and whilst I won the game, it wasn't the most fun I had.


It will mostly work on a table with high terrain, preferably with the top being hard to reach. What you can do is send the Wulvers to the top of some high terrain to make it hard for your opponent to attack them. They will get there really fast thanks to the Climbing Plus and Wallace can Climb 6" per Order so he won't take long either. Once you are on top it should be really hard for your opponent to reach the Wulvers, especially if the terrain has no ladders or other access points. Your opponent will not want to Climb to the top because once they get there, the whole Fireteam of Wulvers will get free AROs and most likely slaughter them.

This way you can hide 170pts in a hard to reach place, if they mission is about having units alive or board control (and the terrain happens to be in a good spot to take control of board sections), it will make it very hard for your opponent to win.

Before you commit to this though, make sure your opponent doesn't have any units with special skills like Super Jump or Climbing Plus, or weapons that can Speculative Fire, like Grenades. It could backfire on you if your opponent has a way to deal with this.

Example game play here (Game 2).

The Thermonuclear Warhead of Pain

This is my all time favourite combo in the game and it is also the most devastating one. What you need to do is get Wallace and all the Wulvers into CC, which can be very easy for these guys once you practice it few times. Then as the Link Leader Wallace will attack with Fireteam support, +1 Burst and +1 Damage for each other friendly unit in CC. This gives him up to CC Burst 5 and Damage 18 (if you get all of them base to base, keep in mind the Silhouette of the enemy determines how many can be base to base).


Then you activate Berserk and Wallace goes to CC 28 with Explosive CC Weapon. So you will be rolling 5 dice with Critical Hit on 12. That will guarantee 15 Armour Saves for your enemy at Damage 18, five of those very likely to be Critical! Nothing in the game will survive such onslaught, NOTHING! Okay, maybe if you opponent is extremely lucky to roll high on 15 dice and you got no crits, that way they can survive.

The downside of this is that Wallace will get hit back, so he might not live through it himself. Depending on your target, you can switch Wallace with a Wulver for slightly lesser impact, but still a deadly one. You can even keep Wallace out of the CC and just use the Wulvers. One of those with support of three will roll four dice at up to CC 30 with AP CCW at Damage 17, 95% units in Infinity will not live through that either.

Example army list

The Wulver Fireteam will be more than half of your army points so the rest of your army is more or less build around them but considering how cheap Caledonia units are, there are many different ways you can do it. It really depends on your preferences and available models but if you would like an example this is the kind of a list I would take these days.

While Wallace is alive it will give you 17 Regular Orders and 3 Impetus Orders, which should be enough to put into the Fireteam and other units like Uxia or the Caterans. I find the Caterans to be the best long range options in Caledonia, which is why I wouldn't bother with HMG or such. The rest of the army is pretty aggressive and Doctor with Volunteers will cover your back lines.

Wednesday, 15 March 2017

Ariadna Camouflage Guide - Part 4: French


If you read the previous articles in this series I am sure you are wondering what makes the Chasseurs so special (unless you already know), so lets have a look, shall we?

Note from Peter: This series of articles have been written by Kyle from the Pride of Rodina, I am only adding small commentary from my perspective and of sectorials.


Brigadier Jacques Bruant (Light Infantry)

Strengths
  • X-Visor
  • Molotok
  • D-Charges
Weaknesses
  • Limited Camo
  • Bit expensive for how fragile he is


Jacques is a deadly fella, when he reveals from camo. Afterwards, he’s great for Suppressive Fire or for chasing after armored opposition. The X-Visor significantly helps him stand out when compared to other Molotok options (like the Scots Guard). The question then becomes, how much is that X-Visor worth to you, over regular camo. Or is it worth saving a few points and SWC to get Jacques instead of an AP HMG Tankhunter? The other perk is Jacques has D-Charges, so he can help accomplish objectives (which most Tankhunters have too), but it’s definitely not worth revealing from camo to do that, and wasting your limited camo “shell”.

Standard (28pts, 1 SWC): Described above.

Inferior Infiltration (31pts, 1
SWC): If you are able to land with a 40% chance, than oh my. Your opponent is REALLY going to hate you. Jacques can do a lot of damage. It’s a big gamble, but might be worth a try.

Lieutenant (28pts, 1
SWC): You are far braver than me, if you’re considering this option. A cheap, deadly and effective Lieutenant option, but a dead one, as soon as you reveal their identity and your opponent realizes how vulnerable they are. 

Note from Peter: If you play the French sectoria Jacques is deadlier than in vanilla. Once you use the Limited Camouflage for the one time Surprise Attack, he can join in with Metros in a Fireteam Core. Which helps him survive more. With full Fireteam bonuses and the X-Visor he is quite effective at longer ranges than other Molotok units, and Burst 5 weapons are never to be underestimated. When it comes to the Lt option, in vanilla Ariadna you can counter his fragility with Chain of Command (the Unknown Ranger). If nothing else your opponent is not going to expect Jacques to be your Lt.

Troupes Métropolitaines (Light Infantry)

Strengths
  • Cheap
  • Expendable
  • Effective Roadblocks, if they land
Weaknesses
  • 40% Success rate to Infiltrate
  • Fairly poor stats, all around
  • Limited Camo


(Same entry as the Caledonia Volunteers, since they’re practically the same troops.)

You have to be a gambling kind of person to really appreciate these troops. They all have Inferior Infiltration and Limited Camo. This means they HAVE to Infiltrate on your opponent’s side of the table (imposing a -3 to their PH, so now at a 8) and if they fail, the lose the Camo state (no Mimetism either) and have to be deployed in your Deployment Zone instead
(on a table edge of it).

Luckily, they’re cheap enough, so if you do enjoy a good gamble and really messing with your opponent, they can be a lot of fun to try out.

D-Charges (11pts, 0 SWC): A better choice for this kit than the Volunteer, but still a not so great kit in the first place. At least you have D-Charges in place to accomplish Sabotage.
 
Note from Peter: Volunteers and Metros have the same stat line and cost for this loadout, I think what Kyle meant by Metro being a better option for this loadout was that Volunteers have better loadouts to take in vanilla Ariadna as you can have only 2 of them.

D.E.P. (12pts, 0.5 SWC): Kind of an interesting use of points and SWC, but D.E.P.s in general really aren’t worth the effort. However, if you’re in desperate need of some anti-armor and want to gamble on landing this troop within rifle range of some armor, have fun! Works even better from behind.
 
Light Grenade Launcher (15pts, 1 SWC): In all honesty, spend the 5 extra points to get the Foxtrot LGL instead. It’s well worth it.

Note from Peter: The Metros are for the French what Volunteers are for Caledonia, the main difference being that Metros can't have Light Shotguns or Chain Rifles. I think the main reason you would take Metros is if you are playing the French where their availability is unlimited. In vanilla it means you can technicaly have four Inferior Infiltration Line Troops, two Metros and two Volunteers.

Chasseurs (Skirmisher)

Strengths
  • Sixth Sense Lv1
  • Excellent toolkit on all loadouts (except Sniper, just has a Sniper Rifle)
  • Extremely cost-efficient
Weaknesses
  • Low ballistic skill
  • Fairly weak


Being Ariadna skirmishers, these rascals are dirt cheap, but effective. Sixth Sense Lv1 allows the Chasseurs to do some shenanigans and to prevent some shenanigans. It really helps keep them alive when they’re up in the midfield, bobbing and weaving for their lives. They are, however, rather poor shots, with a BS of 11, so don’t rely on them to win any Face-to-Face rolls without some help (good thing they have camo, eh?) and absolutely zero armor. They might be weak and cheap, but they’re still not exactly expendable.

Rifle (19pts, 0 SWC): In all honesty, there’s really no good reason to take the regular rifle option when you have all kinds of funner or better options. Definitely spend the point for the Forward Observer (FO) when possible, or a point and 0.5 SWC for Minelayer (talk about fun!). Anywho, this troop, is great for midfield harassment, with its Flamethrower and Sixth Sense Lv1. They’re the kind of things that your opponents are terrified of. It’s also great thanks to the Antipersonnel Mines it’s packing and the ability to have a Suppressive Fire turret in the midfield.
 
AP Sniper Rifle (26pts, 1 SWC): An interesting loadout, but not exactly the one you should be taking. The Scout sniper is far better for only three points more and only loses Sixth Sense Lv1 (which is less useful for a sniper), if you really want an AP Sniper. Otherwise, this option is excellent for Active turn hunting, trying to take out targets with BS 12 or less, that are shooting with a weapon that’s easily outranged.

Adhesive Launcher (19pts, 0.5 SWC): You’re paying 0.5 SWC to have an Infiltrating ADHL and let me tell you, it’s fun! When coupled with Sixth Sense Lv1 and camo, this loadout can be an exceptional pain in any opponent’s rear, especially if you shot them in the back....especially when shooting a TAG in the back. The loadout also has a Rifle, so it’s great for midfield Suppressive Fire and D-Charges to help get that sweet Classified.
 
Minelayer (20pts, 0.5 SWC): One of the most infamous loadouts in all of Ariadna. You get to deploy two camo tokens in the midfield without even having to roll; one that’s a mine and the other that’s a portable flaming mine (good ol’ Flamethrower). This troop can dedicate its life to harassment and assassination with relative ease. You can use the mine deployed via Minelayer to funnel your opponent closer to the Chasseur and then torch them after they’ve declared their second half of their Order.
 
Forward Observer (20pts, 0 SWC): For one point more, you just turned your Chasseur into a cheap as chips specialist, who can Infiltrate and has camo, to help them get to the objectives safely.

Note from Peter: This cannot be stressed enough, Sixth Sense Lv1 and Flamethrower is an extremely deadly combo. Even just Sixth Sense Lv1 on an Infiltrator is very effective, what most people do not realize it allows your unit to hold ARO if the enemy is in their Zone of Control. So yes, they can walk pass your camo marker, you hold your ARO and if they keep moving, you blast them with a template for free! Or put down a mine or whatever else you fancy. You don't have to worry much about them being only BS11, it is what you expect in Ariadna and as camo unit you can get behind enemy units easily. 

This is why Chasseur should be your first pick for Camo Specialists. They have easier time sitting on objectives than other options and are able to defend it with mines, Flamer and Sixth Sense. Unless the objectives are right in the open, your opponent will often have to get close and that is when the Sixth Sense will shine and make your opponent regret the day they tried to take on a Chasseur. I can highly recommend to take these guys and practice with them.

Tuesday, 14 March 2017

Ariadna Camouflage Guide - Part 3: Americans


Part 3 of the Camo Guide series is short and sweet, the Americans (USA Ranger Force) only have two camouflage options, but both are cheap and very effective for what they can do.

Note from Peter: This series of articles have been written by Kyle from the Pride of Rodina, I am only adding small commentary from my perspective and of sectorials.


Foxtrot Rangers (Skirmisher)

Strengths
  • Dirt cheap
  • Variety in loadouts
  • Did I say dirt cheap already?
Weaknesses
  • Same problems as Chasseur
  • Lieutenant option costs 2 SWC 


I know I’ve been saying this a lot, but if you’ve got two points to splurge, then take Chasseurs instead of Foxtrots. If you plan on taking the Light Grenade Launcher or Shotgun profile, then that’s fine. Take the Foxtrot (since Chasseurs don’t have that option), but if you take the regular rifle or Forward Observer (FO) options, try to find the room for the Chasseurs, You won’t regret it, I promise.

These troops are pretty much just Chasseurs, but with different loadouts and slimmed down to have absolutely no bells and whistles. You’re paying the points to have a cheap, camo infiltrator, and nothing else. You need some cheap midfield roadblocks or camo? Call in the Foxtrots!

Rifle (17pts, 0 SWC): Again, not really worth it when you can take a Foxtrot FO or even the Chasseur rifle loadout instead.

Boarding Shotgun (19pts, 0 SWC): Alright, now you’re talking! You get to deploy a boarding shotgun almost right in range for that sweet, sweet +6. BS This loadout, obviously, has camo too, so you can easily stack the modifiers in your favor with a +6 for you and at least a -6 for your opponent. It also excels for hunting down armor or spraying things with the template. It’s solely an aggressive piece though, and works best if you wait until the enemy comes to you.

Light Grenade Launcher (20pts, 1 SWC): The LGL already has a pretty short range to it, so infiltrating is the best way to get the most out of it. Deploy this troop on top of a building hiding somewhere, or behind a building, and rain down templates on your opponent! It’s really kind of rude, but funny. It also still comes with a rifle, so it can do some Suppressive Fire, when the time arises.

Sniper Rifle (24pts, 0.5 SWC): If you aren’t a fan of the Cateran, thanks to it being Irregular or only having Limited Camo, but still want a lethal sniper, the Foxtrot sniper if your partner in crime, partner. It can efficiently stack mods against any enemy model and watch them squirm from being shot at, by something they can’t shoot back. It’s also cheap enough, that this loadout makes for some excellent ARO opportunities, but still better as an aggressive piece.

Forward Observer (18pts, 0 SWC): Definitely worth it over the Rifle version, but is it worth it instead of the Chasseur FO? That’s something I’ll let you ponder. Anyway, this loadout is your go-to for a cheap and effective specialist. They can objectives, perform Classified Objectives, and secure any too, thanks to mines and their Rifle.

Lieutenant (17pts, 2 SWC): 2 SWC is a very large pill to swallow, just to have a camo Lt. If you really want, you can take the Scout or Tankhunter Lt instead, but they both cost more points, but they’re cheaper SWC wise (and arguably better). If you’ve got the SWC to spare, but not the points, and want a camo’ed Lt, this American is the right one for you.

Note from Peter: The Foxtrots are much more valuable in USARF sectorial, I think they compliment well the otherwise slow and heavy armoured army. These guys are the very basic Camo Infiltrators, fast, cheap and come with Antipersonnel Mines so they can help you set up defenses. In vanilla they definitely are overshadowed by the French Infiltrators, but as Kyle mentioned the Foxtrot Sniper is a very good Sniper option (6pts cheaper than SAS Sniper). Same as with the SAS, the Lt option is good for really confusing your opponent about where your Lt is. 

Hardcases (Skirmisher)

Strengths
  • Ambush Camo
  • Cheap as chips
  • Tactical bow, for a source of anti-material
Weaknesses
  • Irregular
  • Extremely weak


If you’re a fan of cowboys and camo shenanigans, the Hardcase is the man for you. He is your typical Ariadna Infiltrator, but he’s Irregular (so it’s pretty obvious once you move him which one is him and easy to predict the decoy) and comes with decoys, thanks to Ambush Camo.

The big advantage of this cheap is being to have some cheap, infiltrating camo to help mask your other Infiltrators and to mess with your opponent. They also excel at harassing your opponent and being a general nuisance. Since they are so cheap and Irregular, you don’t really have to worry about sacrificing them, so they great for those occasional last ditch efforts. They also make for alright assassins, thanks to the bow and camo.

Rifle (14pts, 0 SWC): This loadout is superb for holding objectives and keeping your opponent off of them. Cheap, camo, Suppression Fire turret is nothing to scoff at!

Light Shotgun (12pts, 0 SWC): The perfect midfield harasser: expendable, cheap, and deadly. The light shotgun allows the Hardcase to tackle a majority of light and medium targets, while still tackling groups.

Note from Peter: I think these guys are amazing, one of the best units in Ariadna in terms of value for points. For measly 12pts (almost as cheap as your Line Troops), you get two Camo markers and a Light Shotgun to deploy up to half the board (or further if you want to risk it). They are brilliant at punishing your opponent for deploying or leaving units in groups. Yeah, its fair enough your opponent will know what it is once you spend the Irregular Order but I think that just means they know their doom is coming!  In vanilla you might have better options to do this kind of damage to your opponent, but in USARF I'd always recommend them to take them.The Bow can also make for a good ARO weapon thanks to Double Action ammo.

Saturday, 11 March 2017

Ariadna Camouflage Guide - Part 2: Scots



As you might have guessed from the name of the article, in Part 2 we will be looking at Camo units from Caledonia. It might come as a surprise that Caledonia has the most Camo options from Ariadna nations, plus it is the home of Uxia, the best Camo Infiltrator in the Human Sphere!

Note from Peter: This series of articles have been written by Kyle from the Pride of Rodina, I am only adding small commentary from my perspective and of sectorials.


Caledonian Volunteer Corps (Light Infantry)

Strengths
  • Cheap
  • Expendable
  • Effective Roadblocks, if they land
Weaknesses
  • 40% Success rate to Infiltrate
  • Fairly poor stats, all around
  • Limited Camo


You have to be a gambling kind of person to really appreciate these troops. They all have Inferior Infiltration and Limited Camo. This means they HAVE to Infiltrate on your opponent’s side of the table (imposing a -3 to their PH, so now at a 8) and if they fail, they lose the Camo state (no Mimetism either) and have to be deployed in your Deployment Zone instead (on a table edge of it).

Luckily, they’re cheap enough, so if you do enjoy a good gamble and really messing with your opponent, they can be a lot of fun to try out.

Rifle (11pts, 0 SWC): A bit pricy (when compared to the not camo’ed Chain Rifle version), but can really wreak some havoc, if they land. They also come with D-Charges to really help you get the Sabotage Classified Objective. It’s hard to justify taking this option, when you can take the Métro options, that don’t have other options to compete for precious availability.

Shotgun and Light Grenade Launcher (13pts, 1 SWC): A bit of a better kit than the Rifle, for sure. This loadout will really ruin the day of a weak Fireteam. They won’t be making it back home to their glorious clan, but they’ll take some of those buggers with ‘em! The Light Shotgun itself is pretty sweet, but it’s still a huge gamble. It might be better to look into the Foxtrot instead, unless you’re crunched for points (which I highly doubt, you’re playing Ariadna).

Note from Peter: I am also of the opinion the camo Volunteers are hard to justify as they are not reliable. Since they will not be effective most of the time, it can be waste of points (even if you have points to spare), though for 11pts they are the second cheapest unit with D-Charges in Ariadna. Interesting edge in Caledonia sectorial is that they are AVA Total, so your whole army can be units in camo.

Highlander Caterans (Light Infantry)

Strengths
  • Potent sniper
  • Comparatively cheap, for what it brings
  • Enhanced mobility with Climbing Plus
Weaknesses
  • Irregular
  • Limited Camo (but still has Mimetism, so not as bad)


 Everyone’s favorite Scottish sniper. This guy usually sits somewhere in your DZ for the entire game and waits for the perfect opportunity to shoot some poor sods with his deadly sniper. He’s also fairly obvious, since he’s only one of two Irregular camo troops in Vanilla Ariadna (not counting Antipodes, those are dead giveaways) and the other one infiltrates with a decoy.

It’s also worth pointing out that, thanks to limited camo, the Cateran is primarily an active turn hunter and then, secondly, an ARO king. You’ll want to keep them camo’ed up until your active turn to benefit from that sweet, one-time deal, Surprise Shot. After that, camp the Cateran somewhere to see a good scope of the board and blast away! Also, since he’s Irregular, you have an order to spend only on him, so it kind of forces you to use him, or you waste that order. This can be a big benefit or a weakness. I know, personally, I’m pretty bad about using snipers when I have a giant autocannon or HMG to use instead, but the Cateran doesn’t care. He’s going to operate, whether the lieutenant wants him to or not.

Honestly, the Cateran is only good for active turn hunting (especially while he’s still camo’ed) and ARO’s. Not much else to him. Make sure he has a good, initial line of fire, or at least access to move to better spots (thanks to Climbing Plus!).

T2 Sniper (24pts, 1 SWC): One of the most terrifying ARO options in the entire game. The T2 sniper is excellent for dropping multi-wounded troops to the unconscious state or dropping any regular troops dead. In the active turn, it has the ability to deal four wounds, with relative ease.

Sniper (21pts, 0.5 SWC): When possible, it’s always worth investing in the T2 version. However, if you just need a cheap sniper option, the regular Cateran sniper isn’t too bad. It still has the ability to kill troops with one wound in one shot, thanks to Shock.

Note from Peter: Only thing I'd add about T2 ammo is that it can destroy Objectives (that can be destroyed in some ITS missions) which can be helpful to deny your opponent chance to get Objective Points. Also an interesting tidbit, its not specified in the Infinity Army tool but Caterans are technically Mercenaries, which is why they are Irregular. Though it is not much of a problem in Caledonia army led by William Wallace, he makes them Regular.

The Scots Guard (Medium Infantry)

Strengths
  • Multiterrain (helps alleviate the 4-2 MOV)
  • Non-SWC options
  • Cheap Deployment Zone camo
Weaknesses
  • Relatively short-ranged weapons starting in the Deployment Zone
  • Somewhat overshadowed by Tankhunters (although, Scots are cheaper)


 The ‘Scottish Tankhunters’, as they’re known. They function very similarly to the Tankhunter loadouts, by providing some heavy firepower to your Deployment Zone and providing more camo markers to confuse your opponent. However, unlike the Tankhunters, Scots Guard have some really great loadouts that don’t cost SWC and can still pack an incredible punch. They’re a great option to distract your opponent or provide supporting fire to any of your Tankhunters or specialists, especially the non-SWC options.

One very important difference between the Scots Guards and the Tankhunters is that the Scots Guard have Multiterrain, which helps offset their 4-2 movement.

Molotok (30pts, 1.5 SWC): It’s essentially a water-downed AP HMG, but it’s also cheaper. More than likely, you should try to spend the five additional points to get the Tankhunter AP HMG, but sometimes you can’t spare the points or want some more up close, anti-armor, camo options. It’s more or less the poor man’s Tankhunter AP HMG.

Missile Launcher (31pts, 1.5 SWC): While two points more than our infamous Tankhunter ML, this troop also comes packing an assault pistol and Multiterrain. Although Multiterrain is kind of a moot point on a troop that’s more than likely not moving far, the assault pistol is a great tool to help this loadout stave off any AD or Infiltrating foes who think they’re cool. A camo’ed assault pistol guarding your Deployment Zone can really be a game changing at times.

2x SMG (22pts, 0 SWC): This loadout is probably one of my favorites in the game. It’s a close quarters fighter, but comes with an interesting kit: 2x SMGs, a D.E.P., and D-Charges. While this trooper starts in your Deployment Zone, this kit is by far not wasted. It can easily guard and protect your half of the table of your Deployment Zone for those missions that encourage extremely aggressive moves. The twin SMG’s alone, when coupled with camo, make this kit a deadly close quarters threat, being able to spray Shock or AP ammo can threaten any target you’ll engage. It also has a D.E.P. for the perfect, close-range ARO, and the D-Charges excel for assisting in completing Classified Objectives.

AP Marksman Rifle (27, 0): Sometimes you just need some mid-range anti-armo options that excel at harassing lightly armored targets. This troop can easily engage threats in the midfield or even your opponent’s half of the table, with no SWC investment. It also makes for an excellent guard, thanks to Suppressive Fire, but the SMG would be the better Suppression Fire turret (since the ranges, damage, and ammo are the same, except SMG also has shock and is cheaper). If you’re tight on SWC, but still need some anti-armor choices, this Scots Guard has you covered.

Note from Peter: There is a lot in vanilla that the Guard compete with but in Caledonia they tend to be used more often, not only because they can form a Fireteam (without having Camo) but they are AVA 5, so you can have lots of effective and affordable Camo units. Personally my favourite is the Missile Launcher option, he is just such a deadly unit because he can re-Camo and keep getting value from that Surprise Attack. Though they are all good profiles overall as they can fill whatever gap you have in your army in terms of weapons.

1st Highlander S.A.S. (Skirmisher)

Strengths
  • Good at close combat
  • Superb close quarters kits
  • Terrific harassers
Weaknesses
  • Bit expensive when compared to other SK options
  • Same problems as Chasseur


The S.A.S. are your ideal close quarters guerilla fighters. They have some of the most unique and deadliest loadouts out of all of Ariadnas skirmishers. They’re fairly good at melee too (AP CCW’s, Martials Arts Lv. 2, PH 13, Kinematika Lv. 1), for their price, but the real doozy comes from their lack of board control tools (no mines or E/Maulers, like other SK options).

These are the kind of troops you send in when you want to eliminate some hostiles and clear the way for everyone else. However, they are a bit pricy, so you’re not going to use them as sacrificial roadblocks, like the Hardcase, Chasseurs or Foxtrots. It’s also a role that the S.A.S. really aren’t that great at, so it’d be a waste of their talents.

Rifle (23pts, 0 SWC): Problem the most boring and mundane loadout. If you want an infiltrating rifle, go with the Chasseur or Foxtrots instead. The other S.A.S. loadouts are definitely better, since they live up to the fuller potential of what a S.A.S. can do.

Boarding Shotgun (25pts, 0 SWC): Now you’re talking! Six points more than the Foxtrot shotgunner, but now you also have great close combat skills to further increase your close quarters effectiveness. It’s arguably worth the points, though. Those six points don’t help you shoot the shotgun better, but you’re paying for the ability to also be good at stabbing or assassinating things. If you just want a shotgun, go with the Foxtrot. If you want a shotgun who can do more than shoot and drop mines, take the S.A.S. shotgunner. Something else to consider is that the Scout shotgunner costs the same, but EXCELS beyond the S.A.S. at board control and shooting.

Sniper Rifle (30pts, 0.5 SWC): It’s really not worth the points investment over the Foxtrot sniper, or spending one point more than the Scout sniper. S.A.S. excel at close quarters, so giving them a long range gun kind of defeats that purpose.

Forward Observer (24pts, 0 SWC): Arguably not worth it over the Chasseur or Foxtrot. For 6 points more, you can get a Scout FO. For 4 points less, you can get a Chasseur. It’s great if you also want your specialist to be good at close combat, but that’s kind of a minor boon in the face of losing mines, for a specialist. It definitely has a niche, but you might as well take a Chasseur FO and one of the better close quarters kits for your S.A.S. instead.

Chain Rifle & Light Shotgun (21pts, 0 SWC): We’re getting into the good stuff now. Chain rifles on infiltrating camo troops is absolutely mean. Toss on the face that they also have a light shotgun, and you've got a real thorn in your opponent’s side. This loadout excels at harassing groups of hostiles and eliminating them. Fireteams giving you a hard time? Give them a hard time with this loadout instead. Even Heavy Infantry Fireteams will find the chain rifle and shotgun extremely annoying.

Chain rifle & Grenades (22pts, 0 SWC): Now you’re paying a point over the option above to swap the Light Shotgun for Grenades and the infamous Assault Pistol. This is by far my favorite loadout for the S.A.S. It’s great for harassing Fireteams (even those hiding on roofs, thanks to the ‘nades), it excels at eliminating single targets (Assault Pistol frenzy), and it has the close combat skills to go into melee. It’s a toolbox filled to the brim with ways to eliminate and harass your opponent within close quarters and it is absolutely terrifying.

Lieutenant (23pts, 2 SWC): Just like with the Foxtrot, I don’t think it’s worth it and I definitely don’t think this lieutenant option is worth your time, even less so than the Foxtrot.

Note from Peter: Similarly to the Guard, I think the SAS compete a lot with other Ariadna Skirmishers and lose out because their high Points cost. Taking the SAS as your Camo Specialists is kind of not using them to their full potential, though granted in Caledonia they are your only option but you can have 4 in total. They are best at taking out enemy units and punishing your opponent if they deploy in groups. Both SAS options with Chain Rifles are great at that. From my experience I do think many players underestimate how effective Close Combat is to kill units that are hard to shoot down, and the SAS are quite good at getting into CC and the killing whatever you need to be dead.  

Also a note about the Lt option, while very expensive on SWC, it can be a good way to make your Lt very hard to find and kill. It is an unusual play and most people won't expect it.

Uxia "Cherry" McNeill S.A.S. CP (Skirmisher)

Strengths
  • Smoke!
  • Regular grenades (with PH 13)
  • Multispectral Visor Lv. 1
Weaknesses
  • Frenzy
  • No capacity to do objectives or Classifieds


Since the two Uxia versions play very differently from each other, I decided to give them separate entries instead of creating some complicated mess.

(28pts, 0 SWC): This version of Uxia is a killer, that’s it. She doesn’t have any ability to perform objectives or classifieds, so you’re taking her for when you want to destroy some targets. The MSV helps her take out targets, the grenades help her flush out targets that are hiding or groups, and the shotgun helps her fight (since that’s her only ranged weapon) and kind of helps her fight groups.

The real kicker is Frenzy. The turn after she deals damage (does a Wound to an enemy, or Structure damage), she loses the ability to camo and to use cover, so she’ll be a bit of a sitting duck, so to speak. Luckily, she’ll get Mimetism, so that’ll help out a bit. However, that new Impetuous Order can really help her deal some damage! Providing her with an extra order a turn, plus smoke grenades, can help her close any gaps. It’s also optional, so she doesn’t have to run out, mouth frothing, if she doesn’t want to (i.e. to keep her from being shot).

Other than that, she’s just a S.A.S., with the same effectiveness in close combat (though she has higher CC skill).

Note from Peter: Kyle said it perfectly, this version of Uxia is a killer. If you take this profile your aim should be to hunt down enemy units, especially Camo units. Uxia will have advantage over them with MSV Lv1, and if you come up against TO Camo it balances the odds as you only take -3 instead of -6 for the TO Camo, and they will be at -3 for your own Camo. I think she is best at board control and/or killing missions where you don't need lots of Specialists.

Uxia "Cherry" McNeill Covert Action (Skirmisher)

Strengths
  • Smoke!
  • D-Charges and ‘Specialist Operative’ skill
  • Superior Infiltration
Weaknesses
  • Frenzy
  • Limited Camo


(27pts, 0 SWC): This version of Uxia is very interesting. She has Limited Camo now (with no Mimetism), Superior Infiltration, twin Assault Pistols, Specialist Operative skill, and D-Charges. She gets to keep the smoke grenade and boarding shotgun (which you’ll rarely use). She’ll want to use that Superior Infiltration to land on your opponent’s side of the table and perform an Alpha Strike, which really only works as well, if you’re going first. You’ll want to save that Limited Camo for the perfect target, then reveal to blast your target with a burst 5 barrage. Then make use of those smoke grenades to get around, since she no longer has camo and she’ll turn Impetuous next turn.

Cover Action Uxia is also great for taking objectives, helping your other specialists secure them, or help guide other troops in the team to defend objectives. The ability to have smoke grenades on your opponent’s half of the table at the start of the game, is incredibly helpful; however, it’s not an automatic success. There is a chance she’ll fail and then end up in your Deployment Zone (on the table edge of it), losing her camo. Sometimes, it might be better if you Infiltrate her as normal and then have her wiggle her way up the field.

Note from Peter: I dare say Cover Action Uxia is the most widely used unit in Ariadna and Caledonia. I'd even go as far as saying she is the best Camo Infiltrator in the game. For a relatively cheap cost she can just do so much! I really do love using her to hunt down enemy Lt, or if I don't want to she can go do Objectives or Classified, or provide Smoke Cover to herself or other units in the army as you advance. Caledonia or vanilla, Uxia should be in your army.