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Adivinha quem veio abusar da tua pacincia!

Apoiz, sou eu :) Ontem tive que ir a uma reuniao de pais, e pelo caminho fui a ler um print do th read de Tactics de Francius, so pra ver o que dizia das unidades e loads (que pr a mim tudo japones). Depois em casa revi os nhecos TODOS, do ponto de vista do q ue gosto visualmente e poderia usar em Francius. Refiz as listas apontando para os 150 pontos (como sugeriste) mas sem perder a n oo de como evoluia pros 300 pontos. Comecei pelo que j tenho: os Loups. Depois fiz uma shortlist do que gosto visualmente. E outra shortlist dos tenentes (porque o raio dos Loups nao tem tenente). Tenho basicamente que me decidir entre Briscards e Metros, parece-me. Gostava de ter 1 ou 2 grupos de nhecos com aspecto mais ou menos uniforme por isso at cenas como os Para-Comandos me pareceram meio diferentes. Sendo assim, comprando a caixa dos Briscards ficava com 179 pontos, o que me "pe rmitia" jogar aos 150 com 3-3 ou 2-4 entre Loups e Briscards e provavelmente sob rariam pontos para algum blister extra (o 112, um Metro HMG, ou at 2 Metros). "Avanando" por ai, para 300 pontos ainda teria 121 pontos para "inventar". Metend o o blister de cada 1 das coisas, ficaria nos 237 pontos. E 5 de cada. A outra hipotese tentar seguir pra os Metros. Que visualmente se calhar at gosto mais que os Briscards. So uma trampa pra comprar em blisters, mesmo usando o esqu ema de "isto proxy da arma X". O gajo do Tactics acha que os HMGs sao bons aos molhos e at gosto dos nhecos dos HMGs. Comprando 3 HMGs e 1 Metro normal ficava com 150-151 pontos. Ou qualquer v ariante com menos HMGs e mais "standard Metro". Nesse caso a ideia seria depois ter os 5 Metros. Que deixava tudo nos 159 pontos ou algo semelhante. "Avanando" por ai, para 300 pontos ainda teria 141 pontos para "inventar", e prov avelmente at j o quinto Metro comprado. Disseste que s se pode ter um link team. Isso quer dizer que no inicio do jogo di go qual , ou que cada turno s posso ter uma (ie, posso ir variando de turno pra tu rno)? Resumindo... alguma das coisas que eu disse - de opes - da listas te parece claram ente estupida? Estilo "Jazus, nao mistures Loups com Briscards porque isso no faz nada contra 80% das coisas"? Abusando ainda mais... pro ms que vem, ou pra Novembro... tens pacincia pra uma De mo disto? Entre Vikings, Orks e Tau devo arranjar nhecos com bases de 25mm que c heguem e sobrem pra proxizar tudo. Tenho gajos de Tau por pintar suficientes pra simplesmente escrever na base o que so. Novamente, muito obrigado pela pacincia. PS - Entretanto, j comprei as bases que me faltavam para ficar tudo "igual" as qu e j tinha :) Listas que falei (sort of): [img]http://www.infinitythegame.com/army/logosweb/logo_33.png[/img][b]150 pontos -> Loups + Metros HMG[/b] -------------------------------------------------[b]GROUP 1[/b] [img]http://www.infinitythegame.com/army/logosweb/sep.gif[/img][

img]http://www.infinitythegame.com/army/logosweb/sep.gif[/img][img]http://www.in finitythegame.com/army/logosweb/orden_regular.png[/img]8 [img]http://www.infinit ythegame.com/army/logosweb/orden_irregular.png[/img]0 [img]http://www.infinityth egame.com/army/logosweb/orden_impetuosa.png[/img]0 [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Viral Rifle, Flash Grenades / Pistol, Knife. ([b]21[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Viral Rifle, Flash Grenades / Pistol, Knife. ([b]21[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. ([b]19[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Viral Rifle, Flash Light Grenade Launcher / Pistol, Knife. (1.5 | [b ]22[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_1.png[/img]MTRO Lieutenant[/b] Rifle / Pistol, Knife. ([b]8[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_1.png[/img]MTRO [/b] HMG / Pistol, Knife. (0.5 | [b]20[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_1.png[/img]MTRO [/b] HMG / Pistol, Knife. (0.5 | [b]20[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_1.png[/img]MTRO [/b] HMG / Pistol, Knife. (0.5 | [b]20[/b]) [b] 3 SWC | 151 Points[/b] [url=http://www.infinitythegame.com/army/army4.php?army=eNozNlZVNTQ1VDVWNVYzVDOs gZFGYBLIqzFUswCTRqikapkJAH4rDQU@]Open with Army 4[/url] [img]http://www.infinitythegame.com/army/logosweb/logo_33.png[/img][b] 150 ponto s -> Loups + Briscards ( preciso cortar 2 destes gajos... e com isso sobravam ent re 8 e 19 pontos pra mais alguem)[/b] -------------------------------------------------[b]GROUP 1[/b] [img]http://www.infinitythegame.com/army/logosweb/sep.gif[/img][ img]http://www.infinitythegame.com/army/logosweb/sep.gif[/img][img]http://www.in finitythegame.com/army/logosweb/orden_regular.png[/img]8 [img]http://www.infinit ythegame.com/army/logosweb/orden_irregular.png[/img]0 [img]http://www.infinityth egame.com/army/logosweb/orden_impetuosa.png[/img]0 [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Viral Rifle, Flash Grenades / Pistol, Knife. ([b]21[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Viral Rifle, Flash Grenades / Pistol, Knife. ([b]21[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife. ([b]19[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_3.png[/img]LOU P-GAROU[/b] Viral Rifle, Flash Light Grenade Launcher / Pistol, Knife. (1.5 | [b ]22[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_12.png[/img]BR ISCARD[/b] Marksman Rifle / Assault Pistol, Knife. ([b]24[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_12.png[/img]BR ISCARD Lieutenant[/b] Marksman Rifle / Assault Pistol, Knife. ([b]24[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_12.png[/img]BR ISCARD[/b] Marksman Rifle / Assault Pistol, Knife. ([b]24[/b]) [b][img]http://www.infinitythegame.com/army/logosweb/_33/logo_33_12.png[/img]BR ISCARD[/b] Sniper Rifle / Pistol, Knife. (1 | [b]27[/b]) [b] 2.5 SWC | 182 Points[/b]

[url=http://www.infinitythegame.com/army/army4.php?army=eNozNlZVNbQwUjXSM1U1VjNU M6yBkUZgEsirMTQCCwEpMxQekKFaZgIAy+IOLw@@]Open with Army 4[/url] *****************************************************************************

General overview: Infinity's resident Frenchmen. We're the masters of specialist light infantry an d the gods of special deployment rules. But, being loyal Ariadnans, we don't bot her with all the fancy tech and other expensive kit that somearmies lug around. You see, that'd just slow us down... Merovingia lacks a warband (No, duroc doesn't count). We have a single excellent skirmisher, a single mediocre HI and special access to a singularly terrible ha cker. Our AD: choices are both very strong, but the more common one, paracommand os, only has AD:1. However, we do get more access to visors than standard Ariadn a, albeit still limited to MSV1, and we have a trio of fantastic link team optio n. We've got Infinity s only linkable camo and access to several other rare rules and weapons including Sapper, Assault Pistols and HRLs. In addition to their high MOV values, many Merovingians possess some ability to deploy forward of your DZ and this can open up a variety of unique tactical mane uvers. Furthermore, we have several units that can act to restrict the movement of our enemies and thereby give us a further mobility advantage. But Merovingians don't just defend; we counter-attack. Light Infantry review: In Merovingia, our LI are generally expected to carry a lot of the weight. Most of them are armed to the teeth, but it is important to remember that even the to ughest of them are still pretty squishy. Metro, the basic infantry of Merovingia. Between filling out our armies with the ir cheap orders and bringing on the hurt as a full, absurdly cheap link-team, th e metros can fill both offensive and defensive roles in Merovingian lists. They also have several interesting "infiltrating" and "camo" options. AVA: Total, Li nkable (Non-Infiltration Versions Only) 8/0 Rifleman. Ok, this man's main use is probably obvious. Sit in a corner, guar d the DZ and generate dirt cheap orders. He can also be used to pad out a link t eam and in a pinch, could try killing something with coordinated orders. 8/0 Lieutenant. Actually, there's another use for the basic rifleman. He can be a decoy for this guy. The Metro Lt. has pretty terrible WIP, but is extremely ch eap and easy to hide. If you need to run this guy, you're either low on points/s wc or your opponent is known for actively hunting your Lt. If neither is true, I 'd avoid him in favor of some of our stronger options. 13/0 Paramedic. I think this loadout's overpriced by a point or two, but it's no t that important as he's not exactly a very useful model. If you absolutely need more healing power he's always available, but the 112 is both cheaper and a ful ly trained doctor. His only saving grace is that he can join a link-team. 13/0.5 LGL Well, he's certainly cheap. The LGL's definitely a useful gun, but hi s terrible BS hurts its effectiveness. Outside a link team, he's a fun distracti on at best, but in a five man team, he could actually kill something. I'd consid

er adding one to a team if you've got exactly 5 points and .5 SWC, but you'd pro bably be better off saving the points for an HMG. 20/0.5 HMG Fact of Infinity: HMGs are good. Second fact: Linked HMGs are very go od. The metro might not be the best HMG platform in the game. He's not even the cheapest either. But for 100 points and 2.5 SWC, you can bring a full link team with 5 HMGs. Outside a link team, his use is relatively limited, but he does cos t substantially less SWC than Merovingia s other HMGs. No metro team is complete w ithout him, though. (And often 2-3 of his similarly equipped friends). 11/0 Limited Camo, Inferior Infiltration, D-Charges. I'm not actually quite sure what to make of this loadout. It'd take an unbelievable string of rolls to get him to a position where he could actually use his d-charges and his rifles a cr* pshoot at best, but he's cheap enough that you can try to use him as a "disposab le assassin". He can also pretend to be the far scarier DEP loadout (unless he f ails the infiltration roll) 12/0,5 Limited Camo, Inferior Infiltration, DEP. The Haqqis have this cool unit called a Fiday that sneaks around and kills stuff. It's fairly risky and pretty distinctive. This is Merovingia's bargain-bin Fiday. He may never kill a thing. He may take even more luck than the camo lgl. BUT, his meager cost and total ava ilability conspire to create an ever prevalent threat to bother wary opponents. Is he very deadly? No, but he's damn cheap and has great potential. 16/1 Limited Camo, Inferior Infiltration, LGL. Do you really like gambling? Well , this is the closest thing you can get in infinity. He's relatively pricy in SW C, and relies upon making both an inferior infiltration roll and actually hittin g with a BS10 lgl. However, an infiltrating lgl is nothing to scoff at, and the sheer hilarity of his blast scattering onto some unsuspecting, clumped opponents could be nearly worth his cost. Loup Garou. The wolves of Merovingia. Vanilla Ariadna gets dog-soldiers, cameron ians, and wulvers, but we have our own tactical police force to deal with them a nd any other unwelcome visitors. Loup Garou are relatively expensive LI blessed with a wide variety of SWC free weapons, x-visors, and a solid statline. They ar e strongest in a link, but a lone one with an ADHL or Viral rifle can pose a che ap threat to almost everything on the table. AVA 5, Linkable 19/0 Boarding Shotgun, ADHL, Flash Grenades. Aside from the always excellent ADH L, this man's saving grace is his X-Visor. He does have 3 short ranged weapons, but the X-visors lets him use them to reach out to even medium distances. Despit e this, he is definitely the most close quarters focused Loup Garou and packs a lot of hurt into a cheap package. Most Loup Garou link teams contain 3-4 of thes e killers to provide a deadly punch in ARO with their burst 2, x-visored, BS12 A DHLs. 21/0 Viral Rifle, Flash Grenades. And the other side of the Loup Garou. This man is a killer. He's essentially a rifle Lasiq(!) who is 6 points cheaper, lacks m imentism and climbing but can form 5 man links and has a highly useful 4-4 MOV. Now if you've seen the lasiq in action, you'll know why this is good. If not, tr ust me: Viral Rifles Kill Things. He's by far the best option for a lone loup ga rou and no link team can be complete without one or more of these. A burst 4, BS 15 viral rifle with reduced range penalties is monstrously good at killing stuf f. And he's 0 SWC! 22/1.5 Viral Rifle, Flash LGL. This man pays 1 pt. and 1.5 swc to get a little m ore range on his grenades. Poor guy. No matter how much you might love flashing people, most of the time the Loup Garou's will be using their deadlier weapons a nd a situational tool hardly merits a 1.5 SWC upgrade. I've never managed to fin d a place for this loadout in any Merovingian list. 24/0.5 Sniper Rifle Well, in his favor, he can hit anything on the table with a sniper + x-visor. The downside is that the other Loup Garous are just better at killing the stuff they hit. On his own, he can't compare with the other snipers available to Merovingia, and in a link-team he just takes up a valuable slot tha t could be filled with another viral rifle or ADHL. The free x-visors all Loup G arous get renders him slightly obsolete (unless you've got a board with huge sig ht lines). He's not bad, just somewhat overshadowed. Zouave Here we go: our first real special deployment option. The camo metros are

lovely, but the zouave s mech deployment grants him a far more reliable method of setting up. The basic Zouave carries a lot of gear for a limited cost, and the more expensive loadouts also add Sapper, a unique and useful ability. AVA: 5 20/0.5 Rifle, DEP, Assault Pistol This one s a little confusing. He has several re ally short ranged weapons, but doesn t have the full-on infiltration/camo combo th at most similarly armed units use to get close to their targets. I like to think of him as more of an actual skirmisher rather than occupying a single point, or rushing forward (though he can do both) he wanders the midfield and menaces any enemy who dares advance. Between the pistol for lighter foes and the DEP for he avier targets, he can try to take on anything and works all the better when they come to him. 20/1 Lieutenant. If you absolutely need 0 models in your DZ, this is the only L t. option that ll let you do it. However, he s also slightly pricy in SWC, not exact ly sturdy and doesn t have strong enough WIP to make up for those downsides. But h e is the least obvious Lt we can run, and mech deployment can be used to place him in some really hard to get to spot. Plus, his DEP can be a nasty surprise for a nyone trying to assassinate him. 23/0.5 Forward Observer For 3 more points, a rifleman zouave gets an extra, long er ranged weapon and the option to mark targets. Both these options only enhance his versatility, but the biggest benefit of this is that he becomes a specialis t in certain scenarios. And not just a well-armed, cheap specialist, but one tha t can deploy close to the objectives. Some scenarios do limit his deployment opt ions, but in most cases, his sheer utility for accomplishing objectives well out weighs his cost. 21/1 Rifle, LGL This is my favorite LGL in Merovingia because he combines a meth od for getting in optimal range (Mech Deployment) with decent BS and a relativel y low cost. He does lose the assault pistol and DEP of a standard Zouave, so you do have to sacrifice a measure of direct combat effectiveness to bring this use ful tool. 24/0,5 Paramedic I personally don t like paramedics. However, this one is at least worth considering because he can deploy close to the action and is reasonably w ell armed. Is he worth the four points? I d say no, but it is nice in Ariadna (sin ce we lack servant bots) to have a doctor close to the action. 26/1 Emauler This loadout pays 5 points and .5 SWC for a difficult to use deploy able weapon that is limited to three shots. He is the only E/M option Merovingia gets but the Emauler s not exactly a very cost efficient way of bringing E/M to t he table. If he had minelayer, I might like him more, but as is he seems rather pricy for what he does. 28/0,5 Sniper This is my favorite Zouave loadout and the one that really lets th em shine. Between mech deployment, that lets him set up on the best spot of the board, sapper, so he can make his own cover, and a long ranged, relatively cheap weapon that is decent in ARO, he can prove a formidable bother to your opponent and force them to devote a significant number of orders to his eradication. And that s what the Zouave sniper does: he throws a wrench in your opponents plans and lives (and dies) so that the rest of the Merovingians can outmaneuver them. In Vanilla, he can be a useful distraction; in Merovingia, we can run several of th em as a deadly layer of protection for our linkteams and other heavier hitters. 31/1.5 HMG, Sapper This loadout suffers from a conflict of interests. He has a v ery powerful active turn weapon, but an ability that is mostly effective in the reactive turn. Now there are two ways of dealing with this, however both are som ewhat skill intensive. For the slightly simpler option, you can simply use him a s a forward deployed, LI with HMG and only worry about digging in with sapper if you have an order left at the end of your turn. However, this is inherently ord er inefficient and makes it hard to justify his cost over a far cheaper Metro wi th HMG. On the other hand, you can simply place him with sapper and rely on his decent AROs and clever use of suppression fire to act as a speedbump for your fo es. However, if you re just taking normal ARO shots, the sniper can do the exact s ame thing for a substantially reduced cost, and effective use of suppression fir e can take some experience. In short, he s a rather skill intensive unit that has trouble competing with the sheer efficiency of the Zouave sniper.

Dozer, the only engineer Merovingia gets, they ve become a necessity of sorts with the rise of more complex scenarios. We can t run a lot of them, and they re not the cheapest, but they re the only engineering option we get, and let us bring the ve ry nice tractor muls. AVA 2 18/0 Rifleman. I don t understand this loadout. For the exact same points he could get a tractor mul device or for one more point a half-decent gun. Just skip thi s one. 18/0 Rifle, Tractor Mul Device This gives us an ok engineer (Although ever other faction gets a cheaper and/or better alternative) and, more importantly, lets u s run tractor muls. 19/0 Rifle, Akrylat-Kanone For one more point than the rifleman this loadout get s a fun, unique weapon that can be used for opportunistic shots or AROs. The she er irony of an engineer gluing things is well worth the point. However, it doesn t add as much to your list as a tractor mul device and so should only be brought if you already have one and want a second dozer. 112. Our only doctor. He seems to be a slightly better value for his points than a dozer, but, although courageous, can t be expected to hold his own in any sort of fight. His role is to be a cheap doctor, and he delivers, but don t expect anyt hing more. AVA 3 12/0 Light Shotgun One of the few models in the game who may actually use his li ght shotgun in most fights :P . Not much else to say here. He does have a real C CW but doesn t even get a good CC stat to go with it. Alguacile For reasons better left unknown, the Merovingians have the option to h ire a cut-rate hacker from Corregidor to lend a little infowar support. However, the high command was apparently too cheap to actually buy a decent hacker or ev en some equipment to support him. So we re the only list with a hacker and no EVOs , Dep. Repeaters, or even repeaters in general to go with him. Plus he doesn t eve n have a BTS stat (not that there s anything to defend). Guess you get what you pa y for. AVA 1 22/0.5 Hacker. Well, it s the only combi-rifle in Merovingia! Unless you re deathly afraid of guided missiles (which, anyways, are often of limited use against our mass of cheap units) or want to confuse your opponent, don t ever bring this. Mayb e if you re doing a mission that only hackers or engineers can complete and you ve a lready got 2 dozers. I m pretty sure he s only in here for fluff reasons. However, i t is a good excuse to pickup the new Corregidor starter Jaques Bruant. To start with, he borrows the Loup Garou s habit of always having a n x-visor. As with metros, he has a limited camo, inferior infiltration option f or those who enjoying gambling but it s his other two options that are really inte resting. He can join any metro link team and is the only camo model in the game that can join a link team. This does make his identity obvious, but can allow yo u to unleash a single unopposed Burst 5, BS15 molotok blast. He also has the onl y molotok in Merovingia, which does bring some decent firepower to the table for less cost than an HMG. On his own he s a decent model, but he really shines when supported by four other metros. AVA 1 Linkable (With metros, non-infiltration v ersions only) 25/1 Molotok, D-Charges This is his go-to loadout. He s relatively cheap, brings a fair amount of firepower and should rarely (if ever) be run without a link. 25/1 Lieutenant It doesn t cost anything more than the basic version and he s not th e most obvious choice. However, he ll probably be a big target even if he s not the Lt. and you don t want to lose your link leader and your Lt. at the same time. 27/1 Molotok, D-Charges, Inferior Infiltration. If you want to throw away 27 poi nts and an SWC, he s a decent alphastriker. If he misses the infiltration roll or you lose the first turn, you might regret not having just bought a standard metr o infiltrator (Or even a chasseur), though. Para-Commando. The first thing that s important to remember is that even though th ey have a really high availability, bringing more than 2-3 AD units is not alway s a great idea. However, they are our main source of AD and are cheap enough tha t bringing multiple won t break the bank. Although AD:1 requires some forethought, they are both faster than most other AD troops and have mimetism to help protec

t them. And their dropships can t be hacked. AVA 6 20/0 Rifleman. He s cheap, cheerful and slightly overshadowed by the heavier loado uts (especially HMG). However, his low price is its own reward and a good drop c an really mess with your opponent s plans. He does take a bit more planning ahead than some of the other loadouts because his rifle doesn t have long range to compe nsate for bad drops. 20/1 Lieutenant. This isn t exactly one of our better Lt choices. He s expensive, ca n t start off the table (unless you actually want to be in Loss of Lt) and isn t rea lly tough. He does have great WIP and has become slightly more viable because yo u no longer have to usually reveal his abnormally high WIP (Which is his main up side). Having a non-parachuting rifleman Para-Commando pretend to be him can dra w attention away from your real Lt, though. 23/0 Forward Observer This loadout s biggest feature is it s WIP14. That s right; a WI P 14, AD:1, 4-4 MOV specialist. In scenarios he is immensely useful and in norma l games his high WIP flashpulse and forward observing can also be useful. All in all, he s not a bad way to spend 3 more points if you were already bringing a rif leman. 24/0 Paramedic The good news is that this model can quickly deploy with a medki t to rescue downed Merovingians. The bad news is that he s pricy (costing as much as two 112s), might show up completely across the table from the men who need hi m (thanks to AD:1) and doesn t even get to apply his really high WIP when he uses the medkit. He s worth considering but I d look elsewhere for medical support. 25/1 LGL, Rifle AD and a 4-4 MOV allow this model to easily get close enough to use his LGL. However, in most cases, you d probably have more success just droppin g in and shooting his targets. He s not a bad platform, but I personally can t justi fy his cost if I m just going to be spending orders on speculative fire. A zouave s cheaper, starts on the board and can do nearly the same thing. 29/0.5 Sniper A sniper s range can help compensate for bad jumps, but this model s r eal problem is that it s only 3/.5 cheaper than an HMG. And for an active turn att acking model the HMG just gives him too much of an edge. If you re low on SWC, thi s loadout can certainly be a decent option, but the HMG confers a substantial ad vantage at a minimal cost increase. 32/1 HMG Remember what I said earlier about HMGs being good? Well that was about an HMG on a mere metro. On a great platform like a Para-Commando, the HMG can t ruly shine. It s obscenely long range helps you compensate for bad jumps and it s sh eer killing potential can chew through cheerleaders, or threaten harder targets. This is by far the deadliest Para-Commando load out and vies with the Forward O bserver for being the absolute best. Medium Infantry Review: In Merovingia, the Briscards (our sole medium infantry) behave more like our LI than like other factions MI. They are blessed with a 4-4, have a very average st at line and cost about the same as our elite LIs. Therefore, you ll probably be be st off just considering this an extension of the light infantry section. Briscard. As I mentioned above, these men behave more like light than medium inf antry. They form another of our strong link team options and provide a ready sou rce of MSV1. They are generally cheap in SWC but are fairly fragile by the stand ards of some of the newer MI units having no BTS, ARM 2 and 1 wound. Their teams can't muster the sheer killing power of Loup Garous and are pricier than metros but they bring unique weapons and lots of MSV to the table. AVA 5 Linkable 24/0 Marksman Rifle, Assault Pistol. This loadout s primary uses include filling o ut a Briscard team or pretending to be the Lt. However, on his own he s not a bad source of cheap MSV because his marksman rifle and pistol allow him to either ou trange or outburst most camo units (especially skirmishers). 24/0 Lieutenant. This is one of our stronger Lt. options because he has average WIP, can handle himself in a fight (and link) and is easily concealed by other B riscard riflemen. 27/0 Forward Observer This loadout serves primarily as a linkable specialist. H owever, he s not too bad a forward observer on his own and between a flashpulse, m arksmen rifle and assault pistol can cover nearly all ranges well.

27/1 Sniper Snipers with MSV are always useful, however his unusually high SWC a nd lack of a close range alternative render him less effective when on his own. In a link team he can add some long range firepower and powerful AROs but compet es with the HRL for this role. 28/0 Paramedic If you feel that you really need a medic in your link team this m ight be worth considering. If not, there are certainly better medical support op tions available. He is a remarkably competent fighter by the standards of parame dics, though. 36/1,5 HRL, Assault Pistol. In vanilla ariadna, this is a rare source of ranged Fire on a fragile platform. However, being in a linkteam both reduces (slightly) his fragility by boosting his AROs and granting 6th sense and also buffs his BS and burst with this powerful weapon. He is expensive, but is strong enough to b uild a link team around. If the fuerbach is a river of fire than the linked HRL is a torrent of pain . Heavy Infantry Review: Our main heavy infantry, the Moblot is decidedly lackluster. In fact, there s a gr owing thread dedicated to fixing them . They are fairly expensive (by Merovingian s tandards) and, not having powered armor, doesn t really offer much over our light infantry or Briscards. However, they do have a few interesting loadouts. Moblots. The first thing to notice about Moblots is that they are our only linka ble option that can t form a full 5 man team. Now, I m not sure why CB thought that was a good idea, but it does result in their links being often overlooked in fav or of the cheaper (and often deadlier) Metros, Briscards and Loup Garous. Howeve r, they do have the best armor in our sectorial (still only 3) and do bring some weapons that are hard to find elsewhere in our list. AVA 4 Linkable (Non-Infilt rating Versions Only) 28/0 Rifleman. This unit has one purpose. Filling out a Moblot link team. For an y other use, the rifle Briscard is 4 points cheaper (due to no light sh*tgun), h as better weapons and gains MSV1 and +1 WIP at the cost of 1 ARM and BS. Some pe ople like them, I personally don t. 28/0 Lieutenant. Well he doesn t cost any SWC and he can be linked for protection. But his WIP is pretty terrible for his cost and he doesn t actually bring anythin g unique to the table. Not the most obvious Lt, though. 31/0 Rifle If you ve filled out your briscards and absolutely need more MSV he s not too bad a choice. If not, skip him for his much cheaper cousins. 31/1 Panzerfaust This loadout is somewhat expensive but can give your list a bit of anti-tag (or HI) punch. Being the only panzerfaust in Merovingia he s definite ly worth considering but he really shines when he can unleash both barrels at on ce in a link team. 32/0 Paramedic This loadout combines a mediocre fighter with a medkit. I d usually skip it, but it might have a place in a Moblot link, where their decent PH coul d , make it more useful. 32/0 Mimetism For 4 more points your overpriced basic Moblot can get Mimetism. H owever, this only raises his cost and prevents him from pretending to be an Lt. If he could get camo like the minuteman it might actually be useful but I d say th is isn t worth it. 34/0 AP Rifle Well he s certainly pricy, but there are only 3 AP rifles in Merovin gia and he s certainly less expensive than the other two (Margot and infiltrating moblot). If your list is really lacking in anti-armor potential I d consider him, but at that point you d probably want a panzer Moblot instead. 36/0 Infiltration Infiltrating HI are usually good. This one however has no othe r useful special rules and lacks even decent weapons. And for 2 more points you could get 2 chasseurs. 36/1.5 HMG This is not necessarily the best HMG platform in Merovingia (The Para -Commando) nor can it compete with the Metro s astoundingly low price but it is an HMG on a decent infantryman and the staple of Moblot link teams. 41/2 HMG, Sapper This loadout suffers from the same conflict of interests as the HMG Zouave. However, unlike the 30/1 Zouave, this one costs an astounding 42 po ints and a pair of precious SWC. If you have absolutely nothing better to blow a big portion of your points on, why not? But he s not exactly the most useful uni

t. 42/0 Infiltration, AP Rifle, DEP. Now this is expensive. He is arguably one of t he more powerful infiltrators in the game, but costs more than two chasseurs and can be hamstrung by the short ranges of his weapons and his lack of 2 wounds, c amo or other defensive measures. In short, he can be a fantastic alphastriker bu t his efficiency decreases markedly if not used as aggressively as possible. If you re confident about getting the first turn, or having strong midfield defenses, multiple of these using coordinated orders (since they can t link) can be the cen ter of a powerful offensive push. Warbands Review: Sorry, none here. (See below for Mirage 5) Skirmisher Review: We ve got one and they re pretty infamous. Stay tuned for what s pr obably the best skirmisher in the game: the Chasseur. Chasseur: What can I say? They combine a strong gear set, good abilities and a l ow cost into a package that can dominate the midfield, terrorize even hardened t argets and are even a hard counter for Ninjas (Sixth Sense + Infiltration + LFT) . They also have unusually high PH for a skirmisher which helps when infiltratin g. AVA 4 19/0 Rifle, Light Flame Thrower, Mines. Being both cheap and deadly this loadout is never a bad choice, but is greatly improved by spending the 1/.5 to make him a minelayer. 19/0.5 Rifle, ADHL, D-Charges. This loadout trades in the ever useful flamethrow er and mines for a powerful anti-armor weapon (ADHL) and a situational tool (D-C harges). She can be an unexpected threat to heavier models, but is far less eff ective than the standard or minelaying chasseurs at eliminating enemy skirmisher s and limiting their army s mobility 20/0.5 Minelayer The terror of enemy skirmishers (especially melee oriented ones ) and the king of the midfield this loadout comes with all the right tools to do minate the opposition. It is a relatively cheap and standard camo infiltrator th at combines 6th sense and an ever useful LFT with all kinds of minelayer shenani gans. Even in Vanilla they are great, but in Merovingia their sole downside is t hat we can t run more than 4 of them and that they aren t specialists. 22/0 Forward Observer Did someone say specialist? Between the Zouave and Paracom mando, the Merovingians already have a pair of powerful, forward deploying speci alists and observers, but this loadout is still excellent for times when you nee d a slightly tougher specialist (thanks to camo) or feel like a little forward o bserving from camo (also fun). Combines very well with a traktor mul but suffers from not being a minelayer. 31/1 AP Sniper This is the most unusual chasseur loadout. All the others concent rate on winning the short ranged fight for the midfield, but this guy prefers to stay back and let his AP rounds do the talking. The scarcity of AP in Meroving ia does make him worth considering, but his high cost, relatively low BS, lack o f the characteristic mines and flamethrower and inability to easily benefit from sixth sense all conspire to make him one of our less efficient sniper options. However, Kestril pointed out that this loadout makes a solid Tankhunter substitu te and if used like one can be a menace to any armored target. REM: We ve only got one remote but it luckily combines both baggage and GML option s. Traktor Mul It s the only REM we ve got, but it s very cheap. They come with baggage b uilt in so just bringing one along will help avoid retreat always a good thing. They can also be modified to include two different sorts of Guided Missiles one of w hich is fairly useful. Note that they aren t repeaters, nor exactly fast. AVA 2 5/0 Minesweeper. This is the cheapest order you can get in Merovingia. It can si t in your DZ and provide baggage. It does have minesweeper, which can be useful, but you re probably best off just trying to keep it hidden. A real team player. ; ) 18/1 Katyusha MRL Most factions get an EVO repeater here. We get a relatively we

ak rocket instead. With it s DA ammo and triple templates it can do some damage, b ut it is substantially more difficult to use and less effective against single t argets than the Uragan. However, it can wreak havoc on clusters of unprepared so ldiers and if you get the first turn poses a major threat to the enemy DZ. 19/1 Uragan This mul trades the wide area of effect of the Katyusha for greatly increased single target damage. It fires pseudo-explosive rounds and functions s imilarly to the GMLs used by other factions (but its rockets can t be hacked!). TAG: Ok, they might not actually be a TAG, but take it from someone who has face d them that they sure can feel like one. Introducing: MIRAGE 5! Pricy but brutal, this duo includes both Margot, the greatest moblot t o ever live, and Duroc, bane of cheerleaders. A comprehensive guide to their use can be found here. Margot: In short, Margot s an AP rifle Moblot with increased BS, AD2 and a free LGL (in case she tires of wrecking things with her rifle). Think of her as a Par a-Commando on steroids and you can t really go wrong. Duroc: Our only werewolf, he s too hardcore to start the game in human form. His d ual chain rifles are fantastic for shredding a DZ s defenders and his impetuous na ture serves only to get him into the action quicker. To steal some Qapu player s i dea (probably Errhile s) you can also choose to delay his dropping to scare your o pponent. But it s usually a good idea to get him into the action as soon as possib le. He has both explosive and smoke grenades and can take full advantage of both with his PH16. The Tricks (to be updated) 1. A Note on GMLs : It s often beneficial to put the Traktors and FOs in different co mbat groups so that the orders spent on positioning the FOs and marking the targ et do not subtract from the pool available for firing the Traktor(s). 2. This is where you come in Get replying, soldier. That s an order.

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