Monday, June 1, 2015

Ariadna in ITS:The BLOODGOD Method - Mission Monday

I generally steer away from asking for contributions on factions because I don't see how you can summarize an entire faction. If you purport for a particular style, that's something I can get behind and was the basis for my Haqq Attack. BLOODGOD's guide is perfect because he let's you replicate his methodology.  BLOODGOD has proven to be an ITS expert with his previous contribution on the viability and fairness of ITS can be found here. This playstyle's ideological viability has been stress tested in Infinity's harshest environment: ITS.  BLOODGOD is gracious enough to contribute to Crits Kill People with more ITS analysis. 
Alucard from Hellsing - BLOODGOD's Avatar
I am going to outline how I play Ariadna in ITS, both listbuilding-wise and tactics-wise. Basically, I take a lot of orders and a lot of Camo. This makes my armies very resilient when going second (which is great for several scenarios) and still effective when going first (because I'll have 15 regular orders plus Irregular and Impetuous). While I have had a good bit of ITS success running Ariadna this way, it is by no means the only way Ariadna can win (ask superginger). While I find it very effective, it requires a lot of practice and skill to use correctly - tons of bodies means that there aren't too many points left for heavy weapons, so you have to be able to figure out how to take down anything with a Rifle or Shotgun and several orders (vs. a smaller army where you need to take something down in a couple of Orders but you have tons of different tools to do it). My big gun inevitably dies, so I have lots of practice improvising solutions (or avoiding the problems!).

Listbuilding
I do actually find this somewhat entertaining, though once I've figured out a relatively optimal build I tend to get stuck in a rut (or I just keep playing games with that list, which isn't a bad thing either). First, here are some guidelines I try to remember for ever list I build:
  • Shoot for 2 full groups - the first should have 8+ regular orders and the other should have at least 5.
  • Include 7+ Specialists - put 4+ in the group that has the most regular orders, but keep at least 2 in each group
  • Include 2+ problem solving models - heavy weapons, Antipodes, Dog Warriors, etc.
  • Include as many models as possible that include camo markers
  • Use the dirt-cheap orders to which Ariadna has access
  • Camo LT is valuable because it's harder to kill, more important for multi-group armies

Next, here are the unit selection optimizations I've come to when building these lists. I don't always take each of these (they don't all fit), but the majority of them make it into each list.
  • 2 Volunteer chain rifles [cheap orders]
  • 2 Chasseur Minelayers follow [4 Infiltrating Camo markers]
  • Uxia, Specialist version [Superior Infiltrating Specialist, has D-charges for Sabotage, can murder things with B5 at close range]
  • 2-3 Foxtrot FOs [cheap Infiltrating Specialist, sometimes 1 is LT]
  • Spetsnaz HMG [best general killer in Ariadna]
  • Dozer + 2 Minesweeper Muls [cheap Orders with bonus alternative uses]
  • Cateran T2 (is there any other kind?) [ARO piece, HMG hunter]
  • Antipodes [hard target killer, Sensor, Smoke]
  • Irmandinhos [cheap Specialist, Smoke]
  • Hardcases [4 more super-cheap Infiltrating Camo markers]
  • Cameronian/Dog Warrior [mudpit or objective guarder in N3]
  • Line Kazak FOs [cheap Specialist filler]
  • 112 [cheaper Doctor Specialist]
  • Loup Garou Viral (secondary killer)
  • Bruant Lt (Camo LT, backup killer)
  • Tankhunter Autocannon [best ARO piece we have]
  • Paracommando FO or BS [AD]

My two lists will generally be only slightly different to accommodate the mission selection. Biotechvore and Beaconland require their own special lists that I'll discuss below (I hope you don't have to play both of those in a tournament).
When I Google Image Searched for Bloodgod Google Auto-Corrected to Bloodgood - RELEVANT
Tactics
I'm not going to be particularly specific here because it's impossible if Infinity. Every situation is different. There are several principles to keep in mind, however.
  • Hide your cheerleaders - you'll have lots of them, and they are all important. Use templates and Shotguns to guard approaches to your DZ but keep the bearers out of sight from ling range. Make your opponent spend extra orders to take out multiple models (so try not to group up too much).
  • Make your opponent discover your Camo - try not to reveal your markers in the reactive turn, especially on the first turn if you go second. The more orders he spends discovering your models the less he has to complete objectives or deprive you of your own models.
  • Eliminate Sensors, Specialists, and threatening enemy models in that order (generally speaking). Sensor can eliminate the order sink that your Camo markers can be in one fell swoop, so it makes sense to try to kill them early. Revealing a single marker (Cateran, perhaps) to ARO a Sensor before it can get to your sea of markers is worth it too. In most missions, Specialists are the way points are scored. If you eliminate your opponent's, he can't take objectives from you.
  • Be flexible - most of your models won't be the best, simply because they are so cheap. You have to use your order advantage to get around this, getting guys into their sweet spots and your opponent's minis' blind spots.
  • Focus on the mission at hand - don't get carried away, especially if you get first turn, with killing your opponent's models (except Sensors). Use at least half your orders to accomplish objectives if you get first turn, as a rule of thumb.
They Could Be Ariadnans... Bloodgood excuse
Specific Mission Notes
Annihilation
I don't really bring different lists for this; you need to be able to accomplish the classifieds and still kill guys, so I might try to bring another dangerous weapon, but other than that it's standard stuff. Baggage can be helpful at scoring points for being alive (though you may give up more if they are destroyed, this doesn't really hurt you).

Supplies
It's helpful to have AD for this mission because if you go second you're likely to have to go hunt something down on your opponent's side of the board. Van Zant is an effective option for this; just don't bring him in too early.

Frontline
Bringing in AD late in the game can be effective in this mission, but keeping your Camo guys Camo'd up as long as possible is the most valuable. They count for scoring that way. Definitely bring two Muls because Baggage counts, making them each count for 25 pts even if you're only going to realistically get them to the first zone outside your DZ. You want to go second.

Emergency Transmission
My basic list ideas are designed with this type of mission in mind, so there's not much to say here. WIP-3 rolls can get swingy, but Engineers get +3 making it a straight WIP roll. Bring 2-3 Irmandinhos. Going second is valuable.

Seize the Antennas
There's a bonus for hackers, so if you're playing a SpecOps event take a hacking device but otherwise I wouldn't worry about it. Both Isobel and the Wardriver are pretty easy to kill for the advantage they bring. Going second is valuable.

Quadrant Control
Same advice as Frontline: conserve your camo and bring two Muls. You want to go second.
Try to Control These Quadrants (You Won't Be Able To)
Lifeblood
An interesting mission. We have good sources of anti-material: Caterans, Hardcases, anything with D-charges. I'm not sure going first is much of an advantage any more, though it will depend heavily on the box placement. If you do go first, try not to spend any more orders than necessary on anything besides checking the boxes. Take out your opponent's anti-material stuff if you have any leftover orders. If you go second concentrate on killing your opponent's anti-material weaponry first (especially if he only has a few sources); if he can't kill the boxes you'll have a chance to clean up later. Engineers get a bonus, so bring Irmandinhos.

Beacon Race
You want fast things to carry the beacons, so Antipodes or a Cameronion are a sound investment. Try to mine the doors to the objective room to make it tougher on your opponent.

Transmission Matrix
Don't be tempted to try to enter the hacking fight (because you won't win). Deploy your Muls in the back zones; it doesn't matter if they get hacked because they will still count for scoring while they live. Our Infiltrating Camo can start in or close to the central zone (just watch out for sensor). Have a good spread of Specialists because the Classifieds are worth 4 pts. You want to go second.

Antenna Field
Our Infiltrators get shafted here, but I don't think it's worth making wholesale list changes because Camo is still valuable. AD can be helpful in dislodging opposing Specalists. This mission can be challenging because you have to hold the objectives; going first you just have to do your best to hurt your opponent's order pool while going second you can shoot his specialists off of the antennae. You really want to go second.

Beaconland
Here's one of the missions where I totally change my list. Infiltrating Camo Specialists are wasting a lot of points because they will be revealed and cannot be in the exclusion zone. You want to bring 10 or more Specialists in this mission, so a bunch will have to be Line Kazak FOs for cost purposes. Bring all 3 Irmandinhos. You only have to fight as much as your opponent wants to; just concentrate on getting your beacons across the table. Coordinated orders are invaluable and Antipodes are effective at carrying already-activated beacons quickly. Bring two Muls because you'll want that +3 beacon activation bonus.

Cold Sleep
A cross between Emergency Transmission and Antenna Field. Doctors and Paramedics get a bonus so taking some of them instead of FOs is a good choice. Otherwise it's the same kind of thing. Going second is valuable.
Cold Sleep in Aliens
Coffin Raiders
This mission is basically the same as Beacon Race with stupider scoring. Doctors and Paramedics get a bonus. Not much more to say.

Biotechvore
I'm not really sure how to approach this. Nothing in Ariadna (except the Wardriver) has BTS, so whoever stays behind is more likely than not to die. Use your cheapest orders to save the more expensive ones. Infiltrating Camo is heavily penalized, but succeeding on your roll means that model is already out of the danger zone.You want to go second and bring one solid ARO piece to harass your opponent.

Supremacy
Nothing special here. Use Camo to hold zones and capture the consoles. Bring Muls for their extra Baggage points.

Highly Classified
Bring a Wardriver so you don't immediately get screwed out of points. Bring Muls so you have some possibility of Test Run. Bring the rest of the Specialist spread as normal. Kill everything dead if Experimental Drug or Test Run are part of the public objective pool.

Nimbus Zone
Bring Irmandinhos, consider Briscards. I would try to accomplish the objectives under the cover of the nimbus zone first before trying to kill much of anything. Second turn is valuable.

The Armory
If you go first, Mine the approaches to the building. If second, Hardcase Shotgunners would be useful to clear the room. A Wardriver might be nice to lockpick the door to only open the one and potentially hack HI camping inside. This mission probably calls for a different list with a bit more firepower than I usually bring.

I hope this is interesting to someone. I may expand it a bit in the future, but it's already a lot of info. I'm interested to hear how people play Ariadna in ITS in very different ways as well.

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