2nd Irregular Cameronians Reg. (WB)Strengths: cheaper than the Dog-Warrior; tough; Super-Jump.
Weaknesses: less durable than the Dog-Warrior.
More Dog-Warriors! These guys are just as ferocious as their Russian cousins, and every bit as dangerous. There are a few subtle differences, but it’s up to you to decide which kind of Dog-Warrior you want on the field. The AVA on the two types isn't exclusive, though, so if you want one Cameronian, you can only take up to one Dog Warrior. If you want two Cameronians, Dog Warriors are no longer an option*.
Cameronians and Dog-Warriors are very similar, with a few subtle differences. First, the Cameronians have one less WIP and one less Wound than their cousins. In exchange, you're getting a very cheap model that starts the game with the benefits of the beast form - higher PH, higher CC, higher Mov, and higher ARM. It's up to you if you prefer the extra Wound or the ability to start moving faster on turn one.
Also note that Dog-Faces can die to one large burst, because their ARM boost doesn't kick in until the order is finished. Cameronians don't suffer from this disadvantage, because they always have an ARM of 3.
*As a brief note, the Cameronians have a higher AVA in the Caledonian sectorial list. This doesn’t matter for a regular Ariadna list, but I thought I’d put it here for the sake of completion.
User Feedback
Ursuschristos says
I never leave home without 2 of these, and prefer to take 3 and McMurrough for 99 points and 0 SWC (only in the sectorial). With their unparallelled mobility (6--4 and super jump) and durability (2 wounds, 3 armour, Total immunity) it's not difficult to get them into your opponents deployment zone on your first turn. They're even good at surviving AROs by throwing smoke within 4" on 19s! Be warned though - they will be dead by your second turn, but when they die it will be on top of a pile of their enemies corpses.
A few things to note: They need at least 4 extra orders to draw on to do their thing properly, and preferably 6 or more. Send them hunting mooks, not elite things - the idea is to cripple your opponents order pool, and their chain rifles are only 13 damage so anything with decent armour and multiple wounds will shrug them off. You want to use them for their chain rifles and grenades, only reserve close combat for things your chain rifles can't hurt easily.
Abydog says
cameronians are a perfect for getting ridd of crazy koalas since they move up fast, dodge against 16 and if everything goes wrong have a good chance surviving the blast due to total immunity and arm 3