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.
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.
Well my friend, I'm afraid to tell you that the "combo" of waiting with the Chasseur for a free attack is not possible as for using the benefits of Sixth Sense requires an attack so if the enemy does move-move, there is no chance. Anyway Chasseurs are a good option.
ReplyDeleteYou know, the tricky thing is that there's actually no clear answer one way or the other. The wiki rule and the example listed below (example 2) actually contradict each other. I didn't realize that until now, so thanks for pointing it out to me :)
DeleteP.S. The wiki example specifically notes that a Maakrep would still be able to ARO against a target who only moved-moved
Well in both cases it says that "Enemy must declare an attack against the user", at least in the wiki. The example of the ARO of move-move only give the chance of "change facing".
DeleteThe first example is against a Camo Marker, Camouflage rules specifically state that you cannot reaction after delaying ARO if the marker does not reveal itself.
DeleteThe second example is when the enemy is outside of your LoF, which is different, because you can't shoot something you can't see (unless they attack you).
Sixth Sense itself does not have the same rule as delaying against a camo marker. I have no checked FAQs but as the rules are written for Sixth Sense, you can declare attack even if the enemy does Move-Move, but you have to be able to see them.
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ReplyDelete