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.   

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