Jhokalups – Field Operation Action Report – 32

Jhokalups – Field Operation Action Report – 32
Jurisdictional Command of Tunguska vs Steel Phalanx
250/ITS X – Quadrant Control

In our escalation league, the 250 point match was quadrant control. This time I faced off against SprocketGX. The last time we played was in FOAR – 18, where we played Foreign Company vs Caledonian Highlander Army using the ITS X – Frostbyte mission.

This time around we were both on new factions, and at a different point level. It was also going to be interesting, since FOAR – 18 was back in April, so it has been a few months since we last played. After we picked our table and got everything settled we went to our WIP roll.

Wip Roll
Jurisdictional Command of Tunguska – 20
Steel Phalanx – 12

Decision: SprocketGX
Deployment: Jhokalups
Initiative:SprocketGX
1st Turn: SprocketGX
1st Deploy:SprocketGX

Steel Phalanx List:

 Steel Phalanx
──────────────────────────────────────────────────
1
 ACHILLES Lieutenant Spitfire, Nanopulser / Pistol, EXP CCW. (2.5 | 75)
 DIOMEDES Mk12, Nanopulser / Assault Pistol, DA CCW. (0 | 43)
 MACHAON Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 THORAKITES Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife. (0 | 18)
 THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
 THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 250 Points

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Jurisdictional Command of Tunguska List:

 Jurisdictional Command of Tunguska
─────────────────────────────────────────────────
1
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 PERSEUS (Super-Jump) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 34)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)

3.5 SWC | 249 Points

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Losing the roll and Sprocket choosing to have initiative, I elected to have a side that I thought would let me get more cover while just crossing into the far side zones. I also had the side with the slightly more secure deployment zone. Remembering from my last game how Steel Phalanx has access to Diomedes, and how that guy can be a huge jerk.

Deployment:

The Myrmidon Link with Machaon was deployed near the fountain. The three Thorakites were covering left, mid-left and mid-right. A warcor took overwatch on the left and Achilles deployed near the mid-left Thorakites.

I had my Kriza and Securitate prone on a building on my left. My hecklers were mid-left and mid-right, in position to score my zones. Perseus guarded the back right. My transductors covered the center back and the back right. Mary Problems got deployed on my far left.

Top of 1: SprocketGX Steel Phalanx

First thing that happens is that Achilles charges up the board with his Lt, Data Tracker and a couple recular orders, he winds up out of sight on my far right, just over (under?) the midline. Diomedes makes an appearance and positions himself to threaten my Kriza, Securitate and Mary. The Myrmidon Enomotarchos comes forward on the left to cover the gap on that side. The Thorakites also make some advances.

Bottom of 1: Jhokalups Tunguska

First things first, I want to deal with Diomedes, so I drop Spector in behind where Diomedes is and out of sight. He then walks over and shotguns Diomedes just outside of 8, and Diomedes lives. So I have Mary Problems come around the corner and shock Diomedes off the table. I then have my Meteor Zond walk in on the other side of the board, hiding on the other side of the building Achilles is by. Spector walks back up, to what I think is across the center line, and throws down a mine. I then proceed to spend 4 orders attempting to have Mary put Oblivion on Achilles.

Now, if we compare this to Icebreaker on Achilles:

I probably would have been better off trying to just Immobilize Achilles and move on.

Anyways, after spending all those orders I spent an order having my Kriza walk forward, only to find out that Achilles couldn’t have seen him. Kriza does take out Machaon and break the Enomotarchos though, so that’s good. I then use the Krizas Data Tracker order to go into suppressive fire. My thought here was that if any of the Myrmidons come around the corner, or if Achilles comes up to get close, I would rather have the extra burst. And maybe put a little bit of pressure on my opponent.

When I am done we measure zones, and find that Sprocket controls 3, because Spector is not across the midline, nor did I get to advance Perseus up into the zone. Either option would have put me in a better spot to score than I was.

Score at End of 1: 3 – 1 LeadFaction Favor

Top of 2: SprocketGX Steel Phalanx

First, a Warcor solves the problem of Suppressive Fire with a Flash Pulse from out of Range. I could have let it hit me, but the chances of being stunned, even if low, were not something I wanted. So I broke suppressive to shoot back. Then Achilles goes on a little bit of a killing spree, taking out a Transductor and the Meteor Zond, before he gets Isolated by a Heckler with a Jammer. Achilles then goes to ground in the middle of my zone. That done he passes turn.

Bottom of 2: Jhokalups Tunguska

I have Spector attempt to solve the riddle of clearing out some Myrmidons, I move him and throw a drop bear, which fails. I have him move again to the edge of the building, throw another drop bear and fail. Then decide to try and Nanopulser down a Myrmidon and go to no wound incap for my trouble. I do take out that Myrmidon, but then lose Spector to the second around the corner who successfully face tanks the mine I had placed earlier. I have the Kriza start using his orders to long jump down from the building, and then make a long and shooting walk over to hide behind a building that I thought was across the line. While there I have the Kriza shoot at Achilles and manage to do a wound to him. That done, I end my turn and we measure zones.

Turns out that the spot I had put my Kriza in was just on my side of the centerline. So once again, Sprocket controls 3 zones to my 1.

Score at End of 2: 6 – 2 LeadFaction Favor

Top of 3: SprocketGX Steel Phalanx

A very angry Achilles forfeits his impetuous order. In loss of lieutenant Sprocket has the FO Thorakites comes forward and successfully Forward Observes my Kriza from his back arc, completing the classified objective. Achilles then proceeds to kill the Kriza. Some more Thorakites advance and Sprocket passes turn.

Bottom of 3: Jhokalups Tunguska

In loss of lieutenant, I have Perseus throw smoke to safely advance into the zone with Achilles. Then Pursues takes out the two Thorakites in the far zone. I don’t have enough orders left to try and pick up the Kriza. So I end my turn.

I had elected to use my Classified as an intellecom card, and was able to use it to snag the zone that Achilles was in. With me having more zones than Sprocket I scored two points this turn. Making the game a:

Final Score: 7 – 4 Steel Phalanx Minor Victory

Lessons Learned:

Writing this report has shown me a lot of things I missed, and the poor decisions I made. Recently there has been a change in my work schedule that makes Thursday a very long day for me. I was mentally exhausted going into this game. That night, in talking about the game, I lamented my Kriza placement at the end of turn two. And sure, it was not ideal, the Kriza didn’t get across the zone, and was in a spot where he got targeted from out of line of fire.

Looking back I am positive that what lost me the game was the four orders trying to Isolate Achilles. Sure, having Steel Phalanx in loss of lieutenant would be good pressure, but even Isolated, Achilles as the data tracker gets two orders. If he frenzies, he can get three, so that’s not really a good choice. Had I immobilized Achilles, I would have had orders to better develop my Spector positioning. Or even better, put Persues into the Zone with Achilles to dominate it instead of letting Sprocket have it.

Another thing I missed was a mis-play with Spector. On his third, and possibly second, drop bear, there was not a good reason to throw them. Placing the drop bears would have had the same, if not similar effect that I was going for, with the added benefit of no dice roll. The mine would have changed the exchange with the Myrmidons and let Raul be in a good place to cross over and dominate the far zone.

I am glad that I am writing these reports. They are mostly for me, but publishing them does a little bit to keep me honest, or at least somewhat timely with doing them. Looking back at the games and thinking over my decisions I find things that were missed. Or choices that I made that were sub-optimal. By identifying these things, hopefully I can incorporate them into my play, and maybe beat it into a more instinctual level. So that even if I am tired, I don’t miss silly things.

Until next time.

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Jhokalups – Field Operation Action Report – 31

Jhokalups – Field Operation Action Report – 31

Raucous August

300/ITS X

Recently we had our monthly ITS event, Raucous August. The attendance was a little lower for this event, but we still got all three rounds. On the docket was Tic Tac Toe, Rescue, and Safe area. An interesting set of missions that didn’t have the strongest of killing elements.

I have been thinking over my style for tournament reports. I have found that having more than one game in these blogs makes writing them a challenge. I am not able to complete them in a timely manner, which diminishes the effectiveness of what I am trying to do. So I will be trying out a different and more abbreviated style for these reports.

Game 1 – Xammy
Tunguska vs Neoterra Capital Army
Tic Tac Toe

Wip Roll
Tunguska – 7
Neoterra Capital Army – 5

Decision: Jhokalups
Deployment: Jhokalups
Initiative: Xammy
1st Turn: Xammy
1st Deploy: Xammy

Neoterra Capital Army List:

 NCA – Bot Bonanza
──────────────────────────────────────────────────
GROUP 1  10
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 BULLETEER Spitfire / Electric Pulse. (1 | 23)
 BULLETEER Spitfire / Electric Pulse. (1 | 23)
 SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
 MULEBOT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
 PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21)
  AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4)
 PALBOT Electric Pulse. (0 | 3)
GROUP 2  7
 FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
 FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
 HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27)
 GARUDA Tacbot Spitfire / Electric Pulse. (1.5 | 28)
6 SWC | 300 Points

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Tunguska List:

 RA T3 and SA

──────────────────────────────────────────────────
GROUP 1  1
 SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 GRENZER Spitfire / Pistol, Breaker Pistol, Knife. (1.5 | 30)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
GROUP 2  4
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
5 SWC | 300 Points

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My first game of the day was against Xammy. Xammy plans on switching over to O-12 soon, but for this event, he went back to his NCA roots. Our table was an interesting set of terrain, we had 3 levels of terrain, but realistically only the bottom one got used.

Deployment:

Xammy had a fusilier link full of hackers clustered around a central building. The attack remotes, two Bulleteers and a Peacemaker were set up on the middle third lines. Flash pulse bots the back line and the EVO was placed furthest back. There was a Machinist off on the right, and a TO Hexa Killer Hacker near the central back antenna.

I set up with my Warcor and Perseus on my left in total cover with a Trasductor on the building above them. One of my hecklers was deployed up high with easy access to an antenna. Centrally on the ground I had my Kriza lieutenant and my EVO Salyut Zond. My Tsyklon Sputnik was on top of a building in my deployment zone. I had my Zondnautica and Zondmate deployed seperate as G:Sync on my right side with my last Transductor guarding the right.

Top of 1: Xammy NCA

Before Xammy starts, I spend two of my command tokens to put up overclock and deny 2 orders to order pool 1. Then to start things off for Xammy, a fusilier hacker puts Marksmanship 2 onto the Bulleteer on my right. That Bulleteer then came up and took out my Tsyklone. The Bulleteer on the other side then advanced up to take out my Kriza. When it walked in range it walked into the repeater on a Transductor Zond, and I attempted to carbonite it, but failed. When it fired on my Kriza I manage to immobilize it but lost my LT. The Evo hacker activated to retreat to safety and my left Killer Hacker Heckler took it out with a Red Rum. Finally a Hexa killer hacker revealed and tried to paste my heckler, but my Hecklers took out the Hexa instead.

Bottom of 1: Jhokalups Tunguska

I am in loss of LT this turn, but not without options. I have my Zondnautica mount up with the Impetuous order, and attempted to hack the Bulleteer on my left, putting it into Isolation so that I could activate my Heckler without worry. The left Heckler then captured the top antenna. And I brought Spector in and converted an order to have him Coup De Gras the Evo bot on the far side, completing my classified. Then I passed my turn.

Top of 2: Xammy NCA

Xammy is understandably worried about Raul Spector in his back line, so he spends a couple orders getting robots in position to fire on Spector if he comes out. A garuda then drops in and takes out my left transductor, the right heckler and my Evo Bot. Before finally getting gunned down by my Zondnautica. That done Xammy passes turn.

Bottom of 2: Jhokalups Tunguska

First thing I do is have the Zondnautica mount up and throw some smoke towards the Peacekeeper. Then it drives forward and attempts to throw smoke in front of the bulleteer, that smoke failed. So I have the Rider dismount and capture the right antenna that is closest to my deployment zone, before having them retreat to safety a little. I have spector throw out a drop bear and come a little ways forwards. I attempt to drop my Meteor Zond in to be near the remaining hackers so that I could have my Heckler take them out, but fail and instead land on the left antenna closest to Xammy’s deployment zone. I move Perseus and my Warcor out of cover to look down the middle. Then out of orders I pass turn.

Top of 3: Xammy NCA

Xammy has his Isolated bulleteer take out my Meteor Zond. Then the peacekeeper and Aux bot take down my Zondnautica and Zondmate. After claiming 3 antennas across his side and one antenna on my side, Xammy advanced all his bots up to cover my remaining dudes. After bringing back the Hexa Killer Hacker, Xammy passes turn.

Bottom of 3: Jhokalups Tunguska

I have two antennas that I need to get if I want to win. Getting the middle antenna on my side will allow me to have 3 in a row. And getting an antenna on Xammy’s side will disrupt his 3 in a row. Unfortunately with the Bots covering the way and the hacker coverage, I don’t have the orders to get Spector to an antenna on Xammy’s side. And cannot get my Heckler to the central antenna. With that done, we tally up the final score. With the classified, 3 antennas in a row and an antenna on my side, it is a:

Final Score: 10 – 1 NCA Total Victory

Lessons Learned:

I think I lost this game in deployment. I had Perseus in a very safe spot, and my Kriza LT exposed; If I had swapped them Xammy would have had a harder time killing it. Had I had full regular orders on my first turn I could have developed my position a bit better on turn one. And having the big gun available would have been nice as well. The Tsyklone died immediately to a bulleteer, though that is not the fight it is supposed to be in and win. The Kriza might have been a better fit for that spot as well. I need to practice deploying the Kriza and Tsyklone. This game provided a lot to think about, needing a way to deal with a Bulleteer first strike is important. I think I could have set up a better repeater net with my Transductors to force the Bulleteers into my hacking area in order to fight anything. Perseus would have also been a good anti Bulleteer piece, having smoke grenades to force the closer and ODD to push the odds back towards my side. Things to think about as I started game two.

Game 2 – Zelaponeepus
Tunguska vs Haqqislam
Rescue

Wip Roll
Tunguska – 5
Haqqislam – 15

Decision: Zelaponeepus
Deployment: Jhokalups
Initiative: Zelaponeepus
1st Turn: Zelaponeepus
1st Deploy: Zelaponeepus

Haqqislam List:

 Save em! V3.2
──────────────────────────────────────────────────

GROUP 1  10
 BARID Hacker (Killer Hacking Device UPGRADE: Lightning) Rifle + Pitcher / Pistol, Knife. (0 | 16)
 NAMURR Spitfire, E/Marat, D-Charges / Heavy Pistol, E/M CC Weapon, Knife. (1 | 44)
 KNAUF MULTI Sniper / Heavy Pistol, Knife. (1.5 | 32)
 RAFIQ REMOTE FTO (Fireteam: Duo) Red Fury, Sniffer / Electric Pulse. (0.5 | 22)
 FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 NASMAT Electric Pulse. (0 | 3)
 HAFZA Spitfire / Pistol, Knife. (1 | 22)
 DJANBAZAN Sniper Rifle / Pistol, Knife. (0.5 | 31)
 FIDAY Boarding Shotgun, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 29)
 FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23)
GROUP 2  4
 HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 LIBERTO (Minelayer) Light Shotgun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (1 | 10)
 DAYLAMI (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Panzerfaust / Pistol, Knife. (0.5 | 8)
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
6 SWC | 300 Points

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Tunguska List:

 RA Rescue

──────────────────────────────────────────────────
GROUP 1  3
 SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
GROUP 2  1
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
 SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3.5 SWC | 299 Points

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After our lunch break I got paired up with Zelaponeepus. Formerly a Pan Oceania player, Zelaponeepus has been playing Haqqislam to great effect. Our game was played on the plane wreckage table, which is becoming one of my favorite tables to play on. The multitude of saturation zones, low visibility, and difficult terrain makes this table a challenge. Not only do you have to have a plan for what your opponent will do, you need to account for how the table will impact everything you do. The mission for this map was Rescue, which provides an additional complication, requiring careful thought on how to retrieve the HVTs and how to prevent your opponent from rescuing their own HVTs.

Deployment:

Zelaponeepus had a Daylami that tried to infiltrate across into my dead zone, but failed and deployed on the back line watching the left half of the board. A Farzan minelayer guarded the left side of the dead zone. There was a Liberto Minelayer on the right dead zone. The mutts spread out evenly across the front line, ready to run up and smoke. The two Hafza hid as mercs in a forest on the right. Knuaf, the Baird and a Ghulam were hugging a mid-right forest. There was a Namurr hiding centrally behind a tree. A Djanbazan Sniper was atop part of the plane, able to see much of the map. A Fiday impersonated into my deadzone out of sight of most things.

I had my Tsklone set up on the broken airplane wing, watching my right side. I had the Lunokhod on my left covering the deployment zone with his Koalas. Mary Problems was set up toward the exclusion zone to cover the one HVT on my left. I had my Libertos and Puppet Master minelayers covering the central two HVTs with my Kriza Lt. I had a Warcor set up on my far right. I brought along three Spektrs for this mission, as infiltrating specialists, I was hoping to get one or two in a hidden deploy spot to snag an HVT and then book it across the exclusion zone. I had one fail, and deployed it behind the Lunokhod. The other two made their rolls and were set up in the rear of the airplane’s fuselage and hiding next to some crates to the right of the airplane’s tail.

Top of 1: Zelaponeepus Haqqislam

The main highlights from this turn were that the Tsyklone pulled way more weight than it needed to, critting the Djanbazan off the table and putting the Fiday into unconsciousness. Other things of note are the Mutt that made it all the way across the board to fail at jamming Mary Problems and covering the way for a Libertos to make it forward in camo, before face tanking the crazy Koala.

Bottom of 1: Jhokalups Tunguska

On my turn I had the Lunokhod walk up to hit the Mutt and camo marker behind it with a heavy shotgun. Once I saw the Liberto, it fell prone, making it hard to see. I also had the Warcor Coup de Gras the Fiday so that I could complete my classified. I brought the Kriza up to try and take out some models in the middle, but Knauff pushed him back.

Top of 2: Zelaponeepus Haqqislam

The Liberto managed to bring the HVT back to the dead zone on Zelapneepus’ side before getting taken down by a Spektr in hiding. One of the camo markers came forward to threaten my Spektr. Some more Mutts try to make it forward but get gunned down by the Kriza and the Tsklon.

Bottom of 2: Jhokalups Tunguska

I have my second Spektr reveal and do a complicated mine dance to be able to take out the Faran minelayer with a mine and a shot from the Kriza. After my Kriza goes down to Knauf I drop Raul Spector in to face tank a mine and try to take him (Knauf) out. I manage to get Knauf and try to set up Sepctor defensively. My Spektrs attempt to grab HVTs. The center one goes down while the one on my right gets the HVT and brings it midway across the table.

Top of 3: Zelaponeepus Haqqislam

The Lt that has been disguised as Aida comes forward and with the Namurr takes out Spector before snagging the HVT and bringing it fully into the deadzone.

Bottom of 3: Jhokalups Tunguska

Low on orders and in Loss of Lieutenant, I try and sprint my Spektr and HVT across to my deployment zone. Sadly he goes down and we call the game there. With the HVT tied to his Data Tracker and in his dead zone, and me only having 1 classified the final score is:

Final Score: 4 – 1 Haqqislam Victory

Lessons Learned:

This game was a lot of fun, I did feel bad about the number of times were the dice went my way especially well. Like the Tsyklon winning several face to face rolls with the Djanbazan Sniper before critting it off the table. The bane of this game for me was Knauf, I didn’t have a good plan for him, and did not properly appreciate the effect that his MSV1 would have on face-to-face rolls. Knauf was the primary killer, taking out everything but Spector that I sent in to kill him. I might have been able to drop spector into a different spot to take out Knauf earlier, and then my Kriza would have been able to dominate the rest of the board better. There are some additional things towards the end that I missed, like ARO’s from Spektrs and possibly other paths to take the HVT. All in all, an excellent game, and I look forward to playing Zelaponeepus again soon.

Game 3 – TheDiceAbide
Tunguska vs Steel Phalanx
Safe Area

Wip Roll
Tunguska – 1
Steel Phalanx – 5

Decision: TheDiceAbide
Deployment: Jhokalups
Initiative: TheDiceAbide
1st Turn: TheDiceAbide
1st Deploy: TheDiceAbide

Steel Phalanx List:

 Steel Rescue
──────────────────────────────────────────────────
10

 ACHILLES Lieutenant Spitfire, Nanopulser / Pistol, EXP CCW. (2.5 | 75)
 DIOMEDES Mk12, Nanopulser / Assault Pistol, DA CCW. (0 | 43)
 LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 NETROD Electric Pulse. (0 | 4)
 ATALANTA MULTI Sniper Rifle + TinBot E (Spotter) / Pistol, Knife. (1.5 | 39)
 THRASYMEDES Infiltrator (Infiltration) Submachine gun, Nanopulser, Stun Grenades / Pistol, Shock CCW . (0 | 27)
 DACTYL Doctor (MediKit) Combi Rifle, Adhesive-Launcher, Nimbus Grenades / 2 Breaker Pistols, Knife. (0 | 23)
 YUDBOT Electric Pulse. (0 | 3)
 DACTYL Engineer Combi Rifle, Flammenspeer, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24)
 YUDBOT Electric Pulse. (0 | 3)
 ZAYIN Rebot HMG / Electric Pulse. (1 | 26)
 PROBOT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
6 SWC | 300 Points

 

Tunguska List:

 RA T3 and SA
──────────────────────────────────────────────────
GROUP 1  1

 SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 GRENZER Spitfire / Pistol, Breaker Pistol, Knife. (1.5 | 30)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
GROUP 2  4
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
5 SWC | 300 Points

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My last game of the day was against one of our Warcors, TheDiceAbide. I was excited to play him again, I haven’t played against TheDiceAbide since my fifth game, last October. This time he was playing Steel Phalanx, instead of FRRM. Our table was the same one I played on round 1, so I had a better idea of what to expect from it.

Deployment:

Thrasymedes was deployed in the center, ready to be a scoring piece. The flash pulse and evo bots covered the lower two levels. A total reaction HMG sat up covering the top layer from the middle. Atlanta the sniper was on a tower to the right. The netrod dispersed to be easily accessable by me. The support staff also hid in total cover. Achilles as the reserve model came in below Atlanta.

Learning from game one, I had my Kriza hidden behind several layers of boxes. I had my Tsyklon out to ARO. The flash pulse bots tried to watch the back area for a potential AD troopers. I split the Hecklers across the board. Perseus sat in the middle ready for some smoke. And I had the Zondnautica out on my right, dismounted and ready to make some havoc.

Sadly I did not get a picture of this deployment. I was pretty spent by this point in the day.

Top of 1: TheDiceAbide Steel Phalanx

Something I forgot to do at the start of this game, was to have the EVO bot put out Overclocked on all of my repeater bots. So the HMG Bot was able to take out my Tsyklon with ease. Then Diomedes dropped in and completely trashed my backline. I lost the Zondmate to my Zondnautica. I lost both flash pulse bots, and I think the warcor. Then Atlanta took out one of my Hecklers that I thought was safe, but there was a line that could clearly be drawn.

Bottom of 1: Jhokalups Tunguska

I have Perseus hunt down Diomedes, so I don’t have to worry about that anymore. I drop in my Meteor Zond to take out the Total Reaction HMG bot, using a combination of Carbonite and then shooting it. The Meteor Zond also takes out support staff in the back and the Kriza clears out the Netrod.

Top of 2: TheDiceAbide Steel Phalanx

Achilles makes an effort to take out the meteor zond, and then starts to advance across the center of the table. The Zondnautica and Perseus are also taken out. The multiscanner is placed.

Bottom of 2: Jhokalups Tunguska

I get Kriza up and drop off my multiscanner, and get set up a bit for my last turn.

Top of 3: TheDiceAbide Steel Phalanx

Achilese comes through and kills of the Kriza, and the Dactyl runs up to the console at the center of TheDiceAbides right zone. Thrasymedes also runs over to grab a console.

Bottom of 3: Jhokalups Tunguska

In loss of LT I airdrop Spector in to take out the Dactyl in CC. Which lets me control a console and complete my classified. With more sectors, the Xenotech in a dominated sector and two consoles, the game finishes in a:

Final Score: 6 – 2 Steel Phalanx Minor Victory

Lessons Learned:

I really should have put out Overclocked at first. Extra shots would have gone a long ways towards stopping the HMG Bot and Diomedes. I also probably could have left the Tsyklone in a spot to not ARO and better cover my deployment zone. Bots are something I am still working on figuring out. I overextended Perseus to take out Diomedes. I could have used super jump to take the same shot and then fallen into total cover, leaving me with another attack piece and potential zone capturer for turn 3.

Final Thoughts:

I had a lot of fun at this event. I have always viewed the littler events like this one as a small fee to play at least three games in a day. Thank you to TheDiceAbide and WiseKensai for running the event. And thank you to my wonderful opponents Xammy, Zelaponeepus, and TheDiceAbide for the excellent games. I enjoyed playing and learned a lot.

I will continue to refine what I want these event reports to look like. I need to find a way to be able to complete them more quickly.

Until next time.

Jhokalups – Field Operation Action Report – 30

Jhokalups – Field Operation Action Report – 30
Juridictional Command of Tunguska vs Onyx Contact Force
150/Recon+ – Smash and Grab

My brother, DoodleKing has recently started playing, and I had the pleasure of playing game 3 of our escalation league against him.

Wip Roll
Juridictional Command of Tunguska – 5
Onyx Contact Force – 15

Decision: Jhokalups
Deployment: Jhokalups
Initiative: DoodleKing
1st Turn: DoodleKing
1st Deploy: DoodleKing

Onyx Contact Force List:

 DoodleKing Gem Wk3
──────────────────────────────────────────────────
8
 ÍMETRON . (0 | 4)
 RODOK Combi Rifle, 2 Light Shotguns / Pistol, Knife. (0 | 26)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 Q-DRONE Plasma Rifle / Electric Pulse. (1 | 25)
 RODOK Hacker (EI Killer Hacking Device) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 22)
 NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24)
 NOCTIFER Spitfire / Pistol, Knife. (1.5 | 30)
3 SWC | 149 Points

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Juridictional Command of Tunguska List:

 GEL Wk3 S&G HM

──────────────────────────────────────────────────
1
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
2.5 SWC | 150 Points

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We set up an interesting catwalk board. The deployment zones were a bit spare on total cover. We had one Tech Coffin on a raised platform, and one inside a building.

20190801_201918

 

Deployment:

DoodleKing set up a Noctifer, Q-Drone and the Rodok KHD up top on the catwalk. The Nexus was hiding down low, the Ikadrons and other Rodok were on the ground ready to walk to cover.

Lacking a lot of cover that I could deploy in, I had my securitates prone on the ground, hopefully out of sight of anything unless it really committed to getting into my deployment zone. My Interventor LT was prone at the top of a Staircase near my Hollow Man Spitfire. The Hollowman Specialist was hiding behind some stairs. And the Stempler and Puppet master hid behind the same pillar. I had a Warcor Standing on a platform just to be able to flash pulse anything coming down my left side.

Top of 1: DoodleKing Onyx

DoodleKing starts by having a Ikadron on my right walk into cover. The Nexus puts Marksmanship onto the Q-Drone. Then the Rodok on the right starts walks up and gets a crit flash pulse into stunned. The Rodok continues to walk towards total cover and looking in on the Tech Coffin on my left. Next up the Ikadron on my left gets up to walk into cover, my Hollow Man shoots at it, winning the face-to-face. Ane the Ikadron passes armor to fight another day. Lastly the Q-Drone activates to try and take out my Hollow Man, I elect to shoot back and get a Crit taking out the Q-Drone. That done he passes turn.

Bottom of 1: Jhokalups Tunguska

I start off by having my Hollow Men link walk forward, with the Spitfire hugging the wall to take out the Rodok KHD. I then have them super jump to take out the Nexus. The Specialist Hollow Man becomes the leader and gets the data cube from the left Tech Coffin. I then have that Hollow Man take out the Rodok near him. With that done I have the Stempler jump up to the other Tech Coffin, a Noctifer reveals it self, firing at the Stempler. They exchange fire and the Stempler forces the Noctifer prone before grabbing the other Data Cube and running back to my deployment zone. I leave my Spitfire up for ARO and pass the turn. Having both Data Cubes at the End of 1 I score 1 point..

Score at End of 1: 1 – 0 Tunguska Favor

Top of 2: DoodleKing Onyx

In loss of lieutenant, DoodleKing debates with Xammy and I about options. After some discussion DoodleKing has the Noctifer return to the TO marker state, then stand up and take a surprise shot at my Hollow Man spitfire. The Noctifer inflicts a wound and I have the Hollow Man fail guts prone. Here we had a discussion about options, there was a possibility that an Ikadron could get up and flame over or more of the Hollow Men. After some hypothetical measuring and template theory, it was determined that the Ikadron would only get one of the Hollow Men. Then there was a decision about having the Noctifer enter the camo state or use suppressive fire. After talking through what the Stempler Zond could do with Triangulated Fire outside of 24″ from the Noctifer. The Noctifer entered the TO marker state and walked a bit down the upper catwalk. That done here passed the turn.

Bottom of 2: Jhokalups Tunguska

This turn I knew I wanted to get rid of the Noctifer. I have the Stempler walk around the crate it’s behind and drop off the Data Cube, then I have my Puppet Master come forward to pick up the Cube before retreating back up again. I make the Stempler the link leader and have it walk forward to catch the Noctifer’s marker, the Stempler attempts a discover and fails. I spend several orders shuffling forward my Spitfire Hollow Man to take out the Ikadron on my right without provoking an ARO from the Noctifer. I then back them up prone to get some distance.

Score at End of 2: 2 – 0 Tunguska Favor

Top of 3: DoodleKing Onyx

The Noctifer comes sneaking in around the corner to take a surprise shot at my Hollow Men. Who both elect to Chain Colt the Noctifer. I lose my Spitfire Hollow Man, but manage to take down the Noctifer. With only an Ikadron left he passes turn.

Bottom of 3: Jhokalups Tunguska

I bring up my Stempler to take out the last Ikadron then end my turn. By having all the cubes for the entire game I get a:

Final Score: 9 – 0 Tunguska Total Victory

Lessons Learned:

This was a bit of a brutal game. I had been looking forward to running the Hollow Man Stempler haris. In Recon+ is is only possible at the 150 point bracket. The combination of Super Jump, a burst 5 Spitfire and some of the highest arm/bts that you would see in Recon+ make them a particularly hard nut to crack.

In this game my decisions came down to eliminating models that challenged my path to the Tech Coffins and then squirelling the data cubes away. I did get a fortunate crit on turn 1 to take out the Q-Drone in the reactive turn. Looking back on the game DoodleKing made the right call of shooting with the Q-Drone in the active turn, the odds are better than doing it with a Noctifer and the Hollow Man has a much better shot of winning in my active turn. Winning that roll really helped my game.

At the end of my first turn, when I left my Hollow Man Spitfire standing, I had a choice about whether I wanted him to go into Suppressive Fire or not. I chose not to for a couple reasons, first, the haris bonus. Going into Suppressive Fire would have removed him from the link for 1 more burst than I had already. Secondly, position. With where I left the Hollow Man, almost everything on the board was sin my +3 range band.

At the end of DoodleKings second turn, he had a similar decision about the Noctifer. He had already knocked the Hollow Man prone, so the Noctifer was free to move about without AROs. I think that DoodleKing made the correct choice here again. Had the Noctifer been in Suppression, the Stempler likely could have taken it out with a Triangulated fire from outside of 24”. Additionally, putting the Noctifer into Suppressive fire would nor improve his board position. I would have had a free-ish turn to pull my models back and pass the Data Cubes off to other safer models.

Overall it was an interesting game, if brutal. Next game is 200 points and regular ITS, so no more character, wound, nor warband restrictions. I will have to give some thought to how I want to prepare for that.

Until next time.

Jhokalups – Field Operation Action Report – 29

Jhokalups – Field Operation Action Report – 29

Tunguska vs Ramah Taskforce

120/Recon+ – Sweep and Clear

It’s week two of the escalation league! For this week I was paired against RomanLegion, normally a YuJing player, for the league he is running Ramah. This week was 120 points and Sweep and Clear, which is a mini Quadrant Control mission. After finding out table we rolled for initiative.

Wip Roll

Tunguska – 4

Ramah Taskforce – 9

Decision: RomanLegion

Deployment: RomanLegion

Initiative: Jhokalups

1st Turn: Jhokalups

1st Deploy: Jhokalups

Ramah Taskforce List:

RomanLegion S&C

──────────────────────────────────────────────────

17

GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
GHULAM (NCO) Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 16)
MUKHTAR (Multispectral Visor L2) Red Fury, 2 Nanopulsers / Pistol, Knife. (1 | 37)
WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
2 SWC | 120 Points

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Tunguska List:

Gel Wk2 S&C

──────────────────────────────────────────────────

5

HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
HECKLER Boarding Shotgun, E/Marat / Pistol, Knife. (0 | 19)
2 SWC | 120 Points

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This week our table was based off of something like Moon Base Alpha, we had large purple stones in and around the deployment zones, and a small corridor module in the middle.

Deployment:

The first thing I deployed was my Spektr in hidden deploy on top of the Moon base. I had my Interventor on the left side behind the rocks. My Hollowman and Securitate were on the right side. And I held the Heckler as my reserver and put it near some boxes by the crate.

RomanLegion had his Ghulams lined up behind the rocks with the LGL and Doctor on the left side. There was a Warcor out for ARO on his right. The Mukhtar was a reserve and was placed in cover by some crates near the Moonbase.

Top of 1: Jhokalups Tunguska

To start things off I have my Hollowman walk forward to the Moonbase, before jumping on top of it. He walks over to a spot and puts four shots into a Ghulam, putting him down. The Warcor successfully flash-pulses the Hollowman and he gets stunned. So I reveal my TO marker and then use a command token to get some distance forward with the Hollowman, Heckler, Securitate and Interventor. The heckler gets revealed on the way. So I pass turn.

Bottom of 1: RomanLegion Ramah

The first thing that happens is the NCO goes out to shoot a smoke grenade. After much discussion it is determined that if the smoke hits the edge of a building it will not go over the lip, and if the Mukhtar climbs to the roof it will be visible. So the smoke goes down by the Mukhtar instead and the Mukhtar walks out to see the TO marker. Another order is a discover shoot, so I try and have the Spektr dodge. I fail the Dodge but pass armor so I fail guts to safety. The Mukhtar then advances and guns down my Heckler. Out of orders the turn gets passed. I have control of two zones to his one. So I score first turn.

Score at End of 1: 1 – 0 Tunguska Favor

Top of 2: Jhokalups Tunguska

There are a lot of things in places I don’t like. So I have my Hollowman go around to try and deal with them. A few chain colts from the roof puts the Mukhtar into No Wound Incapacitation. I am unable to finish off the Mukhtar and cannot take down the Ghulam Doc. Out of Orders I pass turn.

Bottom of 2: RomanLegion Ramah

First smoke goes down to cover the Mukhtar’s advance. The Mukhtar then circles around some crates in smoke to shoot at my Hollowman, I attempt to chain colt but am just out of range. The Hollowman takes a hit, saves armor and I try to fail guts prone, forcing the Mukhtar to move out. The Mukhtar does and puts my Hollowman into unconscious 2, and the Ghulam Doc comes around to Coup de Gras the Hollowman. A couple spec fires take down my Securitate LT. The last order puts the Mukhtar into suppressive fire. Having two zones to my one, RomanLegion scores.

Score at End of 2: 4 – 1 Ramah Favor

Top of 3: Jhokalups Tunguska

I am in loss of LT and have only two orders to have the Spektr do things. I spend one to have it walk up and split burst at the Mukhtar and the Ghulam NCO. After the roll, I thought I would need a 3 to Crit the Mukhtar, roll a three, then recheck the math. It’s only a normal hit, so the Spektr will take two saves. The other two shots put the Ghulam NCO unconscious. My Spektr goes down. I have the Interventor killer hacker run up towards the console, am out of orders and pass turn.

Bottom of 3: RomanLegion Ramah

The Ghulam doc picks up the NCO who spec fires a couple times at the Interventor before ending turn. Occupying two zones to my one, the game ends in:

Final Score: 8 – 1 Ramah Total Victory

Lessons Learned:

I was a bit bad brained for this game. It’s not an excuse for the loss, RoamnLegion beat me hands down. I do think that my mental and physical fatigue affected some of my decisions. I never looked at the actual zones and where the break lines were. So instead of using the Securitate and Interventor to hold my back two zones with the Hollowman up front. I wouldn’t have felt the need to reveal my Spektr so early, and wouldn’t have moved my Heckler. When I had the Hollowman super jump to take out the first Ghulam, I committed to my attack before we realized the Warcor could have flashed pulsed. I elected not to change my choice or the result of the dice we rolled. Which led to the Hollowman be stunned in a situation that would have been beneficial to not be. Had I split the burst I would have had a chance of taking out the Warcor, and a better chance of not being stunned. Having the Hollowman not stunned and able to crawl up to chain colt the Mukhtar could have made a huge difference in the game.

For my Spektr, I definitely revealed too early, and then the only model it could see was the Mukhtar with MSV2 which negates what the Spektr brings. I wish I had paid more attention to zones and kept the Spektr for turn two or three.

Until next time.

 

Jhokalups – Field Operation Action Report – 28

Jhokalups – Field Operation Action Report – 28
Tunguska vs StarCo
100/Recon+ – Annihilation

This week we started our escalation league; six weeks of scaling point values until we come to a full blown ITS. My first game was against Markob, a rematch from our last game over a month ago. We had an interesting three level table set up with a lot of tricky angles.

Wip Roll
Tunguska – 14 (Crit)
StarCo – 19

Decision: Jhokalups
Deployment: Markob
Initiative: Jhokalups
1st Turn: Jhokalups
1st Deploy: Jhokalups

StarCo List:

Markob Annihilation
──────────────────────────────────────────────────
7  1  1
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 ALGUACIL HMG / Pistol, Knife. (1 | 18)
 ALGUACIL Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
2 SWC | 100 Points

Tunguska List:

Jhokalups Annihilation
──────────────────────────────────────────────────
4  1  
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34)
2 SWC | 99 Points

With the multi level set up I was looking forward to trying out the Hollowman and the super jumping mobility. Markob choose sides and took the higher tower for himself. That out of the way we started deployment.

Deployment:

I had my securitates in total cover under the platform in my deployment zone. The Warcor was up on top and prone. I had my Spektr in hidden deploy on the second level of the left platform, just shy of the midline. I held my Hallowman in reserve and set him in the middle of the platform.

Markob had an Alguacil Paramedic, Light Grenade Launcher, and HMG on the ground level, hugging the back of the building in the deployment zone. They were guarded on the flanks by a Jaguar and Irmandinho. An Alguacil with a combi rifle, and the Brawler were on the mid-level and inside the building. The FO Alguacil was on the top of the building.

Top of 1: Jhokalups Tunguska

To start things off, I have the Hallowman peak around the antenna to see the FO and regular Alguacil. They each fire back, I split burst and win both face to face, lucky start! Next I have the Hallowman circle around to the left of the antenna to fight the Brawler. The Brawler survives and fails guts out the door. With nothing to see I have the Hallowman jump down, and walk into cover at the midfield, watching both sides of the building. Out of orders I pass turn.

Bottom of 1: Markob StarCo

The Irmandinho, being understandably irate at the deaths of his companions, runs through the building towards my Hallowman. He then throws smoke out the front door to cover his exit and get closer to the Hallowman. After walking through the smoke the Irmandinho rushes in to get a hit on the Hallowman with his AP CCW. The Hallowman tanks the hit and knocks out the Irmandinho with a chain cult. Markob reforms the Alguacil link that I broke earlier, and has the Alguacil HMG attempt a gunfight with the Hallowman. At nearly a 45% chance to wound this seemed a safe bet. The Hollowman, however wins the fight and knocks the Alguacil unconscious. With his last order the paramedic attempts to remotely revive the HMG, but misses.

Top of 2: Jhokalups Tunguska

I start by revealing my TO camo marker and walking it forward to a nice spot in cover. I then attempt a surprise shot at the Jaguar who success through a smoke to defend himself. Oh well, we can solve this problem another way. I have my Hallowman walk forward and declare an intuitive attack with the chain Colt against the HMG Alguacil, the Jaguar and the LGL Alguacil. I manage to wound all three, but my Hallowman takes a wound from the Jaguar’s chain rifle. For my last order, I have the Hallowman jump up to shoot at the Brawler again. The Brawler wins this fight and my Hallowman is knocked unconscious. That done I pass turn.

Bottom of 2: Markob StarCo

The Alguacil Paramedic first goes to pick up the Jaguar. And then Markob passes turn.

Top of 3: Jhokalups Tunguska

I have my Spektr take a few shots at the Jaguar, knocking it out, and shooting it and the LGL off the table. Then I passed turn.

Bottom of 3: Markob StarCo

Markob has the Brawler attempt to shotgun the Spektr down. The Spektr wins the fight and the Brawler goes down. The paramedic takes a shot at the Spektr as well, but our shots bounce off around each other. With me having lost the Hollowman, Securing the HVT and StarCo having a paramedic left, the final score is:

Final Score: 8 – 1 Tunguska Total Victory

Lessons Learned:

It’s harder to draw lessons learned from a game that goes smoothly. I wanted to try out the versatility and mobility of a heavy Infantry with super jump. The table we played on provided a nice playground for my Hollowman.

I liked that super jump allowed the Hollowman to move more easily between levels, I didn’t need to look for stairs or ladders. I was able to use this mobility twice to get him farther up the field faster, surprising my opponent I think.

The Hollowman having a Chain Colt, a direct template weapon solves a lot of problems that the Hollowmen can face. In this game, an Irmandinho engaged my Hollowman, which could have gone poorly, the Chain Colt only allowed the Irmandinho a single hit, which, with an AP CCW was not going to knock out my Hollowman.

I feel better about my use of a Spektr this week, than the Croc Man last week. Spektr acted as a good secondary attack piece and I was patient with the reveal. The TO camo and cover were also good for pushing the face to face numbers. I look forward to trying out Spektr in Sweep and Clear where I can drop an unexpected 30 point model into a control zone, hopefully securing more objective points.

Next week we move up to 120 points and are playing Sweep and Clear. As a zone occupation mission, I will need to put more thought in than just having a Hallowman jump around on a murder spree.

Until next time.

Jhokalups – Field Operation Action Report – 27

Jhokalups – Field Operation Action Report – 27
Foreign Company vs Neoterran Capitaline Army
120/Recon+ – Sweep and Clear

Now that Rose City Raid and some Summer Vacation is out of the way, we can settle back into a more normal flow of things. This week was an off week, no big tournaments coming and an escalation league starting next week we were free to do whatever. I had a 300 ITS list prepared for Safe Area and a 120 Recon+ Prepared for Sweep and Clear. With a Guildball game lined up for later in the evening, Xammy agreed to play a quick Recon+ Sweep and Clear.

Wip Roll
Foreign Company – 2
Neoterran Capitaline Army – 3

Decision: Xammy
Deployment: Jhokalups
Initiative: Xammy
1st Turn: Xammy
1st Deploy: Xammy

Neoterran Capitaline Army List:

 NCA Sweep and Clear
──────────────────────────────────────────────────
1
 AUXILIA Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 14)
  AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
 BOLT Spitfire / Pistol, Knife. (1.5 | 23)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 22)
 AQUILA Lieutenant MULTI Rifle / Pistol, Shock CCW. (0 | 58)
1.5 SWC | 120 Points

Foreign Company List:

 ForCo Sweep and Clear
──────────────────────────────────────────────────
7
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE HMG / Pistol, Knife. (1 | 21)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
1 SWC | 120 Points

We had a nice little table set up on a 2’x3’. We had some nice hills in the middle and some good line blocking pieces in the middle.

Deployment:

A Warcor was on the left in cover. The bolts were up in front of where the Aquilla guard was. The Auxilia and Auxbot dropped in as the reserve on the right.

I left the Securitate HMG out for ARO in the middle, covered my other two Securitate on the left. I had my CSU in cover on my right. I put my Croc Man on the soda can looking thing. The Zero was my reserve and went on the plateau on my left.

Top of 1: Xammy NCA

To start things off, the Aquila and Bolt link comes forward. On the second order with the Bolt Spitfire as leader I reveal the Croc Man to shoot at it. The Croc Man winds up losing the exchange and dying. The Spitfire comes forward more to get in a shootout with the Securitate HMG, winning that fight as well. Out of Orders Xammy passes turn.

Bottom of 1: Jhokalups ForCo

I decided to have my Zero do work. It crawls forward and takes down the Spitfire Bolt before re-camoing. Out of Orders I pass turn. With more zones controlled Xammy scores this turn.

Score at End of 1: 1 – 0 NCA Favor

Top of 2: Xammy NCA

The Aquila guard activates and hikes up the stairs to fight the Zero. I have the Zero drop a mine and then die to shock. The Aquila then advances up and bases my control tower, thing. Xammy passes turn.

Bottom of 2: Jhokalups ForCo

I reform my Securitate link to include the CSU, then send her forward to try and take out the Aquila Guard. Several shotgun blast attempts later and my CSU dies. Xammy scores again.

Score at End of 2: 3 – 0 NCA Favor

Top of 3: Xammy NCA

With all of my guns dead, the Aquila guard in cover and no way to displace it, I say we call the game there. So we do, with another zone score and securing my HVT the final score is:

Final Score: 9 – 0 NCA Total Victory

Lessons Learned:

I messed up with my Croc Man. I revealed too early and deployed it standing. Talking it over, had it been prone and then activated in my active turn, Xammy would have had a much harder time dealing with it. I wish the Securitate had a Spitfire instead. On the Recon+ table, the Spitfire and Missile launcher have good rangebands for almost the entire table. I feel like the HMG can get close ranged too easily. I look forward to starting the league and trying out some of these same things in Tunguska.

Until next time.

Jhokalups – Field Operation Action Report – 26

Jhokalups – Field Operation Action Report – 26
Rose City Raid – Day 2

Game 4 – ZeroTen
StarCo vs Shasvastii Expeditionary Force
300/ITS X – Unmasking

Game 4, day 2, I have slept, I get to start later in the day, since there is no set-up. So I have eaten. I was on another awesome city table today for this game. There were some nice big buildings in the middle. I think this is my first game against Combined Army as well, so that’s super fun.

Wip Roll
StarCo – 3
Shasvastii Expeditionary Force – 14 (Crit)

Decision: ZeroTen
Deployment: Jhokalups
Initiative: ZeroTen
1st Turn: ZeroTen
1st Deploy: ZeroTen

Shasvastii Expeditionary Force List:

 ZeroTen Shas
──────────────────────────────────────────────────
GROUP 1  10
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 NOX (Forward Observer) Combi Rifle, Zapper / Pistol, Knife. (0 | 15)
 NOX (Forward Observer) Combi Rifle, Zapper / Pistol, Knife. (0 | 15)
 NOX Hacker (EI Hacking Device) Submachine Gun, Zapper / Pistol, Knife. (0.5 | 17)
 NOX Lieutenant Combi Rifle, Zapper / Pistol, Knife. (0 | 14)
 CORAX HASHT Spitfire / Breaker Pistol, Knife. (1.5 | 34)
 SEED-SOLDIER (Forward Observer) Combi Rifle, D.E.P. / Pistol, Knife. (0 | 17)
 SEED-SOLDIER (Forward Observer) Combi Rifle, D.E.P. / Pistol, Knife. (0 | 17)
 Q-DRONE HMG / Electric Pulse. (1 | 26)
GROUP 2  1
 R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)
 MALIGNOS Hacker (EI Killer Hacking Device) Submachine Gun, Dazer, Antipersonnel Mines / Pistol, Knife. (0 | 33)
 CALIBAN (Multispectral Visor L1) Spitfire, D-Charges / Pistol, Knife, CC Weapon. (1.5 | 40)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
6 SWC | 299 Points

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

Table 17 had some very nice buildings for blocking LOS. I chose a side that had a high building that I could put my sniper on, and deny that spot for the potential Noctifier.

Deployment:

ZeroTen set up the Nox link in the walled Pagoda to the left of his deployment zone. Corax Hasht guarded the front entrance. There were a couple of seed soldier eggs hiding near the midline. A Malignos was hiding in the central building. The Caliban and Drones guarded the right side. A speculo killer deployed right near the Riot Grrls as the reserve.

I put my Brawler Multi Sniper on top of tall building, covered by a Jaguar (learning my lesson from game 1). Emily and friends grouped up around a central food stand. The Riot Grrl Haris covered my right diner. There was a Bandit towards the middle and my Irmandinho on the left.

Top of 1: ZeroTen Shasvastii

First thing that ZeroTen does is send the Speculo Killer in to assassinate Avicenna and the Grrls. It does take out Avicenna, but goes down to the Grrls, spoiling the idea of breaking out the Nox link easily. The Taigha runs forward and dodges a shot from the Multisniper, the Q-Drone then comes forward and manages to take down the multi-sniper. Breaking the link, Corax Hasht does a wound to the ML Grrl, knocking her down. The link can then be reformed and came out to claim the button on the right, revealing one of the targets, that turned out to be a target decoy. The Taigha runs up to be difficult and gets into a difficult to unstick spot.

Bottom of 1: Jhokalups StarCo

Step one, unstick Emily and Friends, it takes a few orders but gets done. Step two is to start breaking the Nox link apart. Emily spec fired and took out three members. Then between my Riot Grrl ML and a dropped Hellcat the link was down to very few members. The Bandit was revealed as part of the deal with Taigha plan. Out of orders I pass my turn.

Top of 2: ZeroTen Shasvastii

A fair chunk of orders were spent by the Nox hacker trying to out fight the Bandit KHD. The Bandit won that exchange. The Q-Drone comes up to cover the left side and marker. I think I lose some Alguacil links members here, unsure.

Bottom of 2: Jhokalups StarCo

My turn has my Hellcat AHD come to the antenna, reveal and kill a target decoy. I take out the rest of the troopers on the right half of the board and pass the turn.

Top of 3: ZeroTen Shasvastii

ZeroTen reveals a Malignos to drop a Dazer. The Malignos then tries to take out the Irmandinho, who with a Booty LGL manages to take out the dazer with the AOE while in a face to face with the Malignos.The Q-drone wanders way towards the middle of the board. That done the turn is passed.

Bottom of 3: Jhokalups StarCo

I have my Jaguar advance up and throw smoke over the Q-Drone. My Irmandinho runs forward to flip an antenna and reveal another decoy. I bring the Hellcat around to activate the last antenna and reveal the designated target. I then bring in Spector on my left side and walk him forward to take out the Designated Target with my last order. Making the final score:

Final Score: 7 – 0 StarCo Total Victory

Lessons Learned:

This mission went almost as well as it could have. I did get a bit lucky against the Speculo killer, that could have been much worse for me. I really like the two AD troopers in the list. I find that most people are prepared for one. But the second one, especially when dropped on a different turn catches a lot of people off guard. The Taigha almost caused a really bad day, if ZeroTen had brought more than one, I would have been in trouble.

Game 5 – Xammy
StarCo vs Varuna Immediate Reaction Division
300/ITS X – Frostbyte

Last game of the day was against someone I know very well, Xammy. Xammy and I have been gaming together since way before either of us had gotten into Infinity. So it was nice to have a more relaxed game against someone I know well for the end of Rose City Raid.

Wip Roll
StarCo – 17
Varuna Immediate Reaction Division – 6

Decision: Xammy
Deployment: Jhokalups
Initiative: Xammy
1st Turn: Xammy
1st Deploy: Xammy

Varuna Immediate Reaction Division List:

 VIRD – Killer Bee Assault
──────────────────────────────────────────────────
GROUP 1  1
 CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 ZULU-COBRA Hacker (Killer Hacking Device) Breaker Combi Rifle / Pistol, Knife. (0 | 28)
 ZULU-COBRA Spitfire / Pistol, Knife. (1.5 | 28)
 KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
 FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ECHO-BRAVO Paramedic (MediKit) Combi Rifle + Light Shotgun, WildParrot / Pistol, Knife. (0.5 | 27)
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
GROUP 2  3
 ECHO-BRAVO Red Fury / Pistol, Knife. (1 | 25)
 ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
 TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5)
 FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 HELOT MILITIAMAN Shock Marksman Rifle / Pistol, Knife. (0 | 13)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
6 SWC | 299 Points

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

The table for this game had a ton of aquatic terrain, I chose a side with slightly less water in the deployment zone. Since Varuna has so much Aquatic Terrain models I figure I should give myself as much advantage as I can.

Deployment:

The Kamau/Fusilier link sets up to the center right. Supported by Helots and some Zulu Cobras. The left side is mostly clear, with a Zulu-Cobra, Tech-Bee and Fusilier watching that side. A Crocman deployed fully visible on some crates on the right to be the data tracker.

I had Emily and the Alguaciles on a center left island looking over the board. The Brawler was also on this Island. On my right the Riot Grrl Haris was hanging out on my right, ready to shoot missiles. I put my Bandit KHD on my left near the big antenna. The jaguar covered the far right.

Top of 1: Xammy VIRD

To start off Xammy has his Kamau Multi Sniper crit my Brawler off the table. Then it forces the Riot Grrl ML into unconsciousness. Some Camo markers start to move up and the Tech bee advances towards the Console on the right. An echo bravo walks in and attacks the Jagaur with a parrot, isolating it before retreating. Getting almost everything he wanted done. Xammy passes turn.

Bottom of 1: Jhokalups StarCo

I have a couple things I would like to get done, the main one being taking out the Croc Man, who as Xammy’s data tracker, is the only way for him to score the middle. I had chosen Avicenna as my data tracker. I drop Spector onto the field, waste one one of the drop bears failing a long range spec fire. I walk Spector closer and land a Drop Bear next to the Croc Man. I then drop my Hellcat in behind the Croc Man. When I attempt to Spotlight the Croc Man, Xammy says he is going to reset. I double check with him that he wants to just eat the mine, he does not, so a normal roll on Spotlight, which succeeds. Emily starts to spec fire at the Croc Man, who dodges Emily, but not the mine. Though it does survive the armor roll. I get Avicenna over to bring the Jaguar back up. And successfully take out the Kamau with either an Emily Spec fire, or from the second Riot Grrl. Out of orders I pass turn.

Top of 2: Xammy VIRD

The tech bee advances up and claims the right console. A Zulu Cobras reveals and activates a second, putting two heaters active on Xammy’s side. Another Echo Bravo drops in and starts taking out some of my alguaciles. Out of orders the turn is passed back to me.

Bottom of 2: Jhokalups StarCo

I make another attempt at the Croc Man with speculative Drop bears, spotlight and spec fire. The Croc Man survives again. I manage to get my Jaguar around to take out the Tech Bee, and maybe the Zulu Cobra that was guarding it. My Riot Grrl takes out the Echo Bravo threatening the rest of my link. And the hellcat got a Warcor and maybe a Helot. With my last orders I have Spector snag a console and activate my back line heater.

Top of 3: Xammy VIRD

Xammy takes out my last Grrl, gets Avicenna down. And slides the Croc Man forward into the exclusion zone before passing turn.

Bottom of 3: Jhokalups StarCo

Out of options I attempt to use my last few orders to take out the Croc Man, but am unable to. With controlling one heater, no data tracker in the zone, and getting wiped out the final score is:

Final Score: 9 -1 Varuna Total Victory

Lessons Learned:

In this game I felt like nothing went my way. Getting models crit off the table sucks. I try to reformulate my plan and come at it from a different angle. For the linked Kamau Multi Sniper, I think the correct response would be to start killing link memebers, once it loses the +3 and sixth sense it is much easier to deal with. Maybe hunkering down and letting Xammy have his run of the board turn 1 would have been better, I would have had more tools available to my active turn to try and counter. Certainly a Spector Drop Bear surprise would have cleared out a couple Fusiliers. It was a fun, if frustrating game. And I was glad it was against someone I knew well.

Final Thoughts:

Rose City Raid 2019 was a blast! Thank you to TheDiceAbide and WiseKensai for facilitating. And thank you to all the judges and people that made the event run smoothly. I don’t think I could have chosen a better event for my first multi-day tournament. I look forward to trying for more in the future.

Until next time.