Jhokalups – Field Operation Action Report – 50

Jhokalups – Field Operation Action Report – 50
Jurisdictional Command of Tunguska vs O12
300/ITS 11 – Supplies

Our warcors took a poll one day at the game store, and discovered that of the 10 of us there, 8 were playing in Rose City Raid, and two were running it. So they decided that we should work on improving all of our playing. Last week in FOAR – 49, I played against my brother in a Tigerland event all about going fast. This week we were all about going fast again, but with an additional challenge of focusing on our priorities.

Additionally this month the Bromad Academy mission is all about focusing on missions, one way of doing this is by taking away all of the high burst guns. Feeling inclined to play into this, both Xammy and I had lists with no gun burst over 3 and focused on going fast!

Wip Roll
Jurisdictional Command of Tunguska – 12
O12 – 11

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

O12 List:

 O-12 Supplies
──────────────────────────────────────────────────
GROUP 1  7
 DELTA Doctor (MediKit) Boarding Shotgun / Pistol, Knife. (0 | 25)
 BETATROOPER Doctor (MediKit) Boarding Shotgun, 2 Nanopulser / Pistol, Knife. (0 | 37)
 DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
 RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
 GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)
 GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)
 ALPHA Lieutenant (Strategos L2) 2 Light Shotguns, 2 Nanopulsers / Pistol, DA CC Weapon. (0 | 26)

GROUP 2  6  1  2
 CYBERGHOSTS Hacker(Hacking Device Plus) Combi Rifle + Pitcher / Breaker Pistol, Electric Pulse. (0.5 | 26)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Light Shotgun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)
 RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
 DELTA Doctor (MediKit) Boarding Shotgun / Pistol, Knife. (0 | 25)
 DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
1.5 SWC | 300 Points
Jurisdictional Command of Tunguska List:
 Supplies?!
──────────────────────────────────────────────────
GROUP 1  7  1
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
GROUP 2  5  1  1
 ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31)
   ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34)
3 SWC | 300 Points

Our table was a bit more open that I am used to playing on. But, variation is good. We split of the space station terrain out to make it more of a construction in process type area. It felt pretty good in the end. After getting it all set up we rolled our dice and got under way.

Deployment:

I won the roll and wanted to go first, so Xammy had me deploy first. I put my HVT nestled into the station on my left. In my deployment zone I had my warcor covering where I would put my Zondnautica reserve. Along the back I had my Salyut EVO hacker, and Mary Problems. My right side had two Transductors and two Stemplars ready to rock out. In the back right I had my Interventor Lt. I had my two Hecklers stationed up in the middle and right side. And my Spektr was within a short walk of the middle container.

Xammy had a Dakini on the left, with a Beta to the right behind some boxes. The Warcor hid behind the station section that had a varangian inside, with a cyberghost hiding next to that same section. The other dakini was hiding by the big station section. There was another varangian and Alpha in the back right corner. The two Razors where on the midline, between the left side and left side container, and then between the left and center containers. They had their mines covering the left and middle containers. The two Gangbusters were between the middle and left containers, with all the glue traps set up to stop anything from getting in.

Top of 1: Jhokalups Tunguska

I announce my priorities this turn as: clearing out the glue traps, getting a box or two, and stopping Xammy at the midline. To start off, I cancel my Zondnautica impetuous order, having it run out and get glued isn’t the best plant. I then take a look and see that I could drop my Meteor Zond in and get a repeater on both of the Gangbusters and eat several of the glue traps. Unfortunately as I drop the Zond in, the Cyberghost uses Hack Transport Aircraft and gets a crit. So my Zond drifts and lands by the Zondnautica. I then spend a couple orders coordinating my Transductors and my Stemplars forward. On the first order I got one transductor caught in the glue. On the second my other transductor got caught while putting out a sniffer. I then proceed to try and coordinate hack the Gangbusters down, getting one, but forgetting about splitting burst during a coordinated order, so I only got one. On the second attempt I have Mary go it alone, only to die to the Red Rum of the Gangbuster, sad day.

At this point, based off of the mines and where my Zonds were running around, I have a pretty good idea where the Razors are. And with my Transductors eating all of the Madtraps, I see a nice Raoul shaped hole on my left side (Xammy’s right), right by the Alpha, who I suspect is Xammy’s lieutenant from him holding two Razors back. So, I walk Raoul on, and after getting no AROs, walk him over and knock the alpha out with the boarding shotgun. Pleased with where everything is at, I end my turn.

Bottom of 1: Xammy O12

Xammy starts his turn in loss of lieutenant, he cancels one varangian order, since he doens’t want it to just die to Raoul. The other varangian runs forward under smoke. After much debate, Xammy smokes the alpha and brings a Delta in to bring the Alpha back, before walking over to threaten Raoul. I believe that a Dakini walks up to take a shot at Raoul, and Raoul successfully lives and gets out of sight from the Dakini. Out of orders, Xammy ends his turn.

Top of 2: Jhokalups Tunguska

I once again cancel my Zondnautica’s impetuous order, not wanting to get in the hacker fight just yet. I have one of my Stemplar walk forward and Sensor, revealing both mines and almost catching the Razor’s. My other Stemplar then comes forward to start mine hunting, gets the mine but also shot by a Razor. The Razor unfortunately revealed in the line of sight of my Meteor Zond, so I have the Meteor Zond do a Triangulated fire and take out the Razor. I then have Raoul sneak around the backside, taking down the Delta, Alpha and a varangian on the way over to threaten the Cyberghost and the Gangbuster. Out of orders I end my turn.

Bottom of 2: Xammy O12

Xammy has his Dakini shoot at Rauol, and force him around a corner. Something else then shoots at Raoul and takes him out. A razor starts walking and reveals to take out my other Stemplar. The Dakini then successfully brings back a varangian with a thrown medpack. A delta Doctor walks in, and wanders around the corner to take out my Zondnautica, while itself going down in ARO. Out of orders, Xammy ends turn.

Top of 3: Jhokalups Tunguska

I need to get some boxes this turn. I have my Spektr reveal as a TO marker and suprise Red Rum the last Gangbuster off the table, before having it snag a box and running back around behind the station. I have the Meteor Zond go into the building and snag the box on my left side, before retreating back. I finally have my Warcor run forward, in the hopes of getting the revived varangian to come say hello and give me concilium watch. That done, I end my turn.

Bottom of 3: Xammy O12

Xammy needs me to drop my boxes and pick one up. To do that he has the Varangian charge forward and try to chain rifle my warcor and Meteor zond, who both survive the encounter. The Beta trooper then runs all the way across the field to try and get my Spektr. The beta takes a shot, misses and then gets isolated by the Interventor. With no orders left, Xammy has no hope of getting his paramedic to the last box, so he ends his turn.

With me having two boxes, to Xammy’s zero, and a concilium watch point, the game ends in a:

Final Score: 8 – 0 Tunguska Total Victory

Lessons Learned:

This game went extremely well for me. I feel like Xammy made some deployment mistakes with his Razors, that I was able to capitalize on to get Raoul into the back field and wreck some face. I got too enamored with a coordinated hack from my EVO hacker turn one. Mary on her own had a better chance of taking out the two Gangbusters, and Xammy could have easily put me into LOL if he had ARO’d differently. I think I messed up my transductors a little. If I had played more cagey with the one on my right, I could have gotten out two sniffers and gotten all the madtraps, instead of just the one. It would have been the same number of orders.

I was impressed with the Zondnautica’s impact on the game for a model I never spent an order on. I feel like Xammy spent a lot of resources and mental energy on dealing with my fast hacker-cycle. The hacking net I put up turn one also really limited where all of the O-12 bots could go. Which was nice.

I really didn’t feel like I missed any of my big guns for this mission. A kriza is always cool, but I got a bunch of work done with my Combi’s and boarding shotguns. The hacking game was also very in my favor this game. WIth 4 visible hackers and a HD killer hacker, if the Cyberghost, or either gangbuster had attempted to interact with the middle they would have gone down. I am interested to see what Xammy’s thoughts on this game are.

Until next time.

Jhokalups – Field Operation Action Report – 49

Jhokalups – Field Operation Action Report – 49
Jurisdictional Command of Bakunin vs Shasvasti Expeditionary Force
300/ITS 11 – Supremacy

In an effort to improve our local showing at this years Rose City Raid, our Warcors have initiated a Tigerland training program. In the January event, several games went over time and much of that time was spent in deployment. So, we are working on deploying fast(er)

  • Select lists and roll for sides – 5 minutes
  • Player one deploys – 10 minutes
  • Player two deploys – 10 minutes
  • Reserves and exchange lists – 5 minutes

WiseKensai’s stated goal with this exercise is to have our players able to get 1.5 to 2 games per night. This month’s bromad mission is the Cyberpunk Hipster, a mission about focusing on mission specific goals, with a renforcer to do this of taking away high burst guns (anything over 4). My list tonight was all about occupying zones, and doing so without using a HMG or a spitfire.

Wip Roll
Jurisdictional Command of Bakunin – 10
Shasvasti Expeditionary Force – 12

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

Shasvasti Expeditionary Force List:

 Combat Groups are wrong
──────────────────────────────────────────────────
GROUP 1  10
 GWAILO Lieutenant (Multispectral Visor L2) Heavy Rocket Launcher / Breaker Pistol, Knife. (2 | 43)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 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)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 MENTOR (EI Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 30)

GROUP 2  5  5
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
5.5 SWC | 300 Points
Jurisdictional Command of Bakunin List:
 Eye of the Tiger
──────────────────────────────────────────────────
GROUP 1  10  
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11)
GROUP 2  3  2
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
4.5 SWC | 300 Points

 

My opponent for this week was my brother Doodleking and his Shasvasti. While I got the rest of my stuff out of the bag he finished up setting up our table. We had a nice mid industrial table with some height and natural features to break up some lines. There was a couple nice sniper nests on opposite corners and some good terrain in each zone to hide behind. After hurriedly unpacking we rolled the dice and got underway.

Deployment:

Doodle was a bit rushed in deployment, and instead of saving one of the speculos for a reserve, he deployed them both out early with mines. Both Shrouded managed to infiltrate and lay out dazers in inconvenient spots near the antenna on my side. The two Ikadron were hiding on the left and right sides behind buildings. The Gwailo hid behind a large tower on the right. Caliban was ahead on the left, ready to walk to a console. The Taigas were spread out all over ready to run up and cause a mess.

On my left side I set up my DA Morlock, the Custodier on top of a building and my taskmaster below it on the right. To the back up on a small square building I had my Warcor. In the middle I had my Moderator paramedic holding down the fort. My two Zeros where forward on my right side, ready to sneak into the far quadrant. Surrounding the building on my right was my Riot Grrl team, with the Missile Launcher in a commanding spot up high.

Top of 1: DoodleKing SEF

To start things off the Taigas had to run forward. Several of them got pasted by the Riot Grrl up high as they were running out. Then Doodle has the Gwailo walk out to try and get the Missile Launcher Grrl, after the Gwailo dies, we roll the game back, and talk about how this wasn’t the best idea. Instead the Speculo on my right comes forward and does its best to mess up my Grrls. The Speculo trades for one of my Blitzen Grrls before going down in ARO. After some Camo shuffling and bringing a Caliban forward to try and flip the console in his quadrant on my right side, Doodle ends his turn.

Bottom of 1: Jhokalups Bakunin

I start off by using my Morlocks to clear the mine on my right and lay out smoke. I then have my Custodier take out the dazer on my right. And have the grrls take out the dazer on my right. I bring the Grrl team forward and capture the console on my right side. On the left the Taskmaster has a Koala successfully take out the mine and survive the ensuing blast. After moving my two Zeros into the far right quadrant I end my turn. With three zones controlled and a console hacked I get 3 points.

Score at the End of 1: 3 – 0 Bakunin Favor

Top of 2: DoodleKing SEF

Doodle has his remaining Taigas run forward, dodging a missile and almost clipping the caliban in the same blast. After trying to unstick some models only to lose them in ARO, including the Gwailo, Shrouded and other speculo, Doodle decides that we should just call the game here.

Securing the same three zones as before, I get another 2 points, making it a:

Final Score: 5 – 0 Bakunin Total Victory

Lessons Learned:

The first tigerland was an interesting experience, I had spent a lot of time in the week before tuning my list and thinking about how to deploy and the turns. I would say that everything went exactly to plan for me. Deployment was smooth with few mistakes for me. In talking with Doodle about the game, he was very rushed during deployment. And it showed, not keeping a Speculo in reserve was rough, me being able to counter deploy against them took a lot of their sting out. Though they still could have been really annoying with some smoke placement, or walking completely behind a Riot Grrl.

This game was another one for the Cyberpunk hipster mission for me. I found that I didn’t miss the Riot Grrl Spitfire as much as I thought I would. The Taskmaster HRL is quickly becoming one of my favorite profiles, Koalas and a fire template with stealth can solve so many problems. Even if that problem is only clearing a pesky mine. Being very focused on how I was going to accomplish my missions really helped me to be purposeful with my orders and be a dominate force in this game.

Until next time.

Jhokalups – Field Operation Action Report – 46

Jhokalups – Field Operation Action Report – 46
Jurisdictional Command of Bakunin vs Jurisdictional Command of Tunguska
300/ITS 11 – Biotechvore

First game of the new year, we had a random roll for scenario this week and got Biotechvore. This will be good practice for Rose City Raid, and a good experience with a scenario I am not as familiar with. This was the first list I tried for the January Bromad Academy mission; which is about not relying on high burst weapons and more focusing on playing to the mission.

Wip Roll
Jurisdictional Command of Bakunin – 18
Jurisdictional Command of Tunguska – 3

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

Jurisdictional Command of Tunguska List:

 Seshia Techvore
──────────────────────────────────────────────────
GROUP 1  7
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 GRENZER Missile Launcher / Pistol, Breaker Pistol, Knife. (1.5 | 29)
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)

GROUP 2  5  
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 SPECTOR FTO (Regular) MULTI Rifle, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 36)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
6 SWC | 300 Points
Jurisdictional Command of Bakunin List:
 Hipster Techvore
──────────────────────────────────────────────────
GROUP 1  6  1  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 KUSANAGI MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (0 | 44)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  7  
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle + Light Grenade Launcher / Pistol, Electric Pulse. (0.5 | 13)
 MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
4 SWC | 300 Points

Our table was the catwalks with a lot of little walls blocking some of the cross table firelanes. The purple crystals at the board provided a good set of challenges for getting out of our deployment zones, but alsos good things to hide behind.

Deployment:

Seshia had a Securitate core on the left side. On the right the Perseus, Spector, Stemlpler haris was covered in overwatch by a hollow man. There was a Transductor zond, and Mary problems occupying the right side. There was a Kriza that was hiding on the left side.

I had 5 attempts to have models start outside my zone, my Reverend Haris and my two zeros. Out of the 5 confused deployment rolls, I only managed to pass one. So I set the Reverends up on my left ready to run up, and my Zero minelayer was near them. A thing I didn’t realize, is that since I didn’t over infiltrate my Zero, it would have stayed in a marker state, instead of being revealed. I had Zoe and Pi Well ready to move out of my zone as well. Since Seshia deployed null, I had my taskmaster deploy exposed. My Moderator core was on my right side, behind some crystals.

Top of 1: Jhokalups Bakunin

With my opponents mostly null deployment I have the freedom to run models up. There is a securitate not completely hidden that I hope I can get to. I have the Taskmaster coordinate with the Zero minelayer to bring them both out of the biotechvore zone. After hiding them I have the Moderators run up out of the zone and, mostly into cover. I manage to land a pitcher forward under some stairs to cover where the Kriza is. I then get Zoe and Pi-Well out of the zone. Lastly I bring my reverend haris forward I can get the Custodier into cover, but the healer and Kusanagi are only out of sight. Out of orders I end my turn.

Bottom of 1: Seshia Tunguska

To start things off, Seshia has their Hollowman stand up and walk over to take a shot at Kusanagi. The Hollow Man gets a crit and Kusanagi fails guts out of sight. The hollow man then jumps down and takes out my Taskmaster in a face to face. The Perseus, Spector, Stempler haris comes forward and lands drop bears covering my reverend Haris. I am able to get a couple shots on models as they walk by, but can’t hit anything. The Kriza comes forward with a lieutenant order and gets hacked through the repeater, unfortunately I cannot succeed my hacking rolls. After that the Securitate link team comes forward to take out a moderator, Pi-Well and the repeater. Out of orders Sesia ends their turn. The Hollow Man, a Transductor Zond, Mary Problems, and the Kriza all take Biotechvore rolls. The Hollow Man takes a wound, and the Transductor goes unconscious.

Top of 2: Jhokalups Bakunin

I need to clear out the dropbear that is covering my Reverends. I start by having my Zero minelayer trying to get a line on it. But have to clear the Hollow Man first. The hollow man crits the Zero. I spend some orders trying to spec fire grenades onto the securitate link, with no luck. I then try to have Kusanagi attempt to take out the Hollow man and Spector. I take out spector, and get a hit on the hollow man but it passes armor. I missed that the securitate could get a line on Kusanagi, and she goes down to a combi rifle crit. I then reveal my Zero KHD to try and take out both Drop Bears. I get the one covering my custodier, but lose the Zero to the Hollow Man. I try and have the custodier take out the stempler, but it passes its armor roll and rolls out of sight. After clearing the Stempler I complete my data scan classified against Perseus. I have a plan to slip the Custodier forward to take the remote out with hacking, forgetting about Mary, but passing the hacking exchange. As I try to get her out of the danger zone I lose her to Mary’s lightning.

At this point we call the game, I have Zoe, a Reverend Healer and 4 Moderators left.

With most of their army alive, and me completing the only classified, the game ends as a:

Final Score: 6 – 2 Tunguska Victory

Lessons Learned:

This game had me really frustrated, during the game I felt like I couldn’t pass a roll, and that my opponent couldn’t not pass a roll. My opponent said that they felt like I outplayed them, but our dice said no. After a bit of time I can see some areas for improvement.

One thing I could have done better was to manage my orders better. I over extended the Taskmaster and left a flank exposed. If I had it further back, I probably could have tucked my moderators completely away. I am not sure what I could have done better with group 1, but I would have liked to have the Reverends and Pi-Well fully in cover.

On my turn two, I got very focused on trying to clear out the mines on my left side. I am unsure if there would have been a different way to deal with the mines. I had a Morlock, but on turn two it went down against the Securitate. I would have liked to have used it to Chain rifle down the drop bears. Thinking back I am not sure on the distance, but I might have been able to drop the Reverend healer out of the link to take out the close drop bear.

The Bromad mission for January is about focusing on the mission, to force us to do that, we are asked to take no weapons with a native burst greater than 4. This list was my first pass at this, I found that on turn 1 I did really well of getting all of my models out of the biotechvore zone. One thing I didn’t do well, or got greedy about, was that I over spent orders on some units for the chance of being able to attack something out of cover. I overextended my Taskmaster, my Morlock, and this left my moderators, Pi-Well, and some of my Reverends out of position. In the future for Biotechvore (a scenario for Rose City Raid this year), I will need to focus on not just getting my models out of the Biotechvore zone, but also ensuring they are in a good position while out of the zone. The dice were not in my favor this game, there is no denying that. But I did not do myself any favors by having so many models in the open and out of cover.

Thank you Seshia for the game, and thank you for your patience with me. I am sorry for letting the dice get to me and not being able to provide an enjoyable game.

Until next time.

Jhokalups – Field Operation Action Report – 45

Jhokalups – Field Operation Action Report – 45
Jurisdictional Command of Bakunin vs Steel Phalanx
400/ITS 11 – Capture and Protect – Tactical Window

This game took place the day after Christmas, the store was a bit quiet, but we were still practicing for our January event. I’ll be honest, at the time of this writing I don’t have a strong memory of how this game went.

Wip Roll
Jurisdictional Command of Bakunin – 16
Steel Phalanx – 12

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

Steel Phalanx List:

 Achilles
──────────────────────────────────────────────────
GROUP 1  8

 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)
 THRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Stun Grenades / Pistol, Shock CCW. (0.5 | 30)
 THORAKITES Engineer Combi Rifle, Nanopulser,  D-Charges / Pistol, Knife. (0 | 18)
 THORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14)
 THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12)
GROUP 2  7  
 ACHILLES Spitfire, Nanopulser / Pistol, EXP CCW. (2.5 | 75)
 SCYLLA Hacker (Assault Hacking Device. UPGRADE: Icebreaker) Boarding Shotgun, Nanopulser + 2 Devabots Charybdis / Pistol, E/M CC Weapon. (0.5 | 37)
   DEVABOT CHARYBDIS Heavy Flamethrower / Electric Pulse. (7)
   DEVABOT CHARYBDIS Heavy Flamethrower / Electric Pulse. (7)
 TEUCER (Multispectral Visor L2) Feuerbach, Nanopulser / Pistol, Knife. (2 | 48)
 PHOENIX Lieutenant Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
8 SWC | 400 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
──────────────────────────────────────────────────
GROUP 1  7  1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  6  1  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

[Pre-Deployment Statement]

Deployment:

Sprocket had a defensive Thorakites enomotarchos around the beacon. There was a myrmidon enomatarchos led by Machaon just to the right of the beacon. On the container above that team, a Lamedh was on overwatch. The right side had a Phoenix enomotarchos with two myrmidons. The left side was covered by Teucer and Scylla.

My left side was covered by a Reverend healer on the ground then a DA Morlock. Ahead of them I had my Minelayer Zero prone on a catwalk. Centrally my taskmaster covered the beacon with his Koalas. On my right I had Zoe on top of the roof of a square building, behind my missile launcher Grrl. The rest of the Grrls were on the ground behind that building, with a Blitzen Grrl to the right of that building out to ARO. Pi-Well and the E/M morlock secured my back right flank. My KHD Zero was forward on top of a building on my right.

Top of 1: Sprocket Steel

Sprocket spends this turn trying to get out of his deployment zone. The ML Grrl covered a huge area of the board, making it difficult to move several units without taking an explosive ARO. After taking out the Blitzen Grrl and forcing the Missile launcher down. He is able to bring Achilles forward to put some pressure on my front.

Bottom of 1: Jhokalups Bakunin

I start bringing models forward, take out Tuecer and knock Thrasymedes unconscious. After a bit of reshuffling I end my turn.

Top of 2: Sprocket Steel

Achilles is pinned down, and while he tries to get out, Achilles goes down in ARO. The Thorakite paramedic is able to bring Thrasymedes back up. Scylla moves up the field but gets caught in the zone of my KHD Zero and eats an unopposed Red Rum. Out of options Sprocket ends his turn.

Bottom of 2: Jhokalups Bakunin

I start trying to bring my guys up to snag the beacon. Unfortunately the Thorakites defensive net is still too tight and I cannot break through. Out of orders I end my turn.

Top of 3: Sprocket Steel

Sprocket spends his turn tightening the defensive net around his beacon before ending the turn.

Bottom of 3: Jhokalups Bakunin

I spend my last turn trying to get to the beacon, but cannot break the net. With no classifieds, and neither of us capturing the beacon, the game ends in a:

Final Score: 3 – 3 Tie

Lessons Learned:

This game is a lesson in how a lack of focus on the objective can cost victory. I had a 235 victory point advantage at the end of the game. But being that ahead on troops and orders didn’t give me the victory in the end. I didn’t ever take the time to set up a good run on the beacon. I had good tools to do it, but I was too focused on killing. On the plus side, I didn’t lose, but I didn’t win either.

For future games of capture and protect, I will need to devote more effort to being able to capture the beacon. I have gotten fairly good at protecting my own beacon. But protecting it has only ever gotten me ties. Maybe some more models that are better able to get close to the beacon? Or maybe some better allocation of smoke resources to get up? Something to think on.

Until next time.

Jhokalups – Field Operation Action Report – 44

Jhokalups – Field Operation Action Report – 44
Jurisdictional Command of Bakunin vs Ikari Company
400/ITS 11 – Countermeasures – Tactical Window

Finally, after over a year of playing in the same store, I face off against WiseKensai. Rolling up Countermeasures again, we set up our table and got to it.

Wip Roll
Jurisdictional Command of Bakunin – 15
Ikari Company – 8

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

Ikari Company List:

 Ikari Company

──────────────────────────────────────────────────
GROUP 1  2
 DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32)
 KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 43)
 YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21)
GROUP 2  2
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 WÚ MÍNG HMG / Pistol, Knife. (2 | 39)
 WÚ MÍNG (Fireteam: Haris) Chain Rifle, Submachine Gun / Pistol, Knife. (0 | 25)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 20)
 TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
 YÁOZĂO Electric Pulse. (0 | 3)
 YÁOZĂO Electric Pulse. (0 | 3)
 KENDRAT (Fireteam: Duo) Vulkan Shotgun, Chest Mines / Pistol, DA CC Weapon. (0 | 24)
 KRAKOT RENEGADE Red Fury, Chest Mine / Pistol, Shock CC Weapon. (1 | 24)
8 SWC | 400 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
──────────────────────────────────────────────────
GROUP 1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
  ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
  PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

Open in Infinity Army

Our table was a mix of catwalks and stove more natural terrain and buildings, there were some long fire lanes, but it wasn’t a sniper dream nap or anything.

The first three classifieds we got were Sabotage, Inoculation and Data Scan.

Deployment:

Having won the roll and chosen to go first I had WiseKensai deploy first. And switched sides of the table with him. I wanted a nice building to hide my link, and the highest spots.

On the left side ground level WiseKensai set up a Tokusetsu Doctor, Yojimbo and a Druze shock marksman rifle. Forward of them was a Druze Hacker. On the catwalk above was the Tanko missile launcher, Druze HMG and Druze LGL. A Krakot and Kendrat duo covered the middle. On the right a Brawler MSR covered two lanes while the engineer hid forward. The two Wu Ming and Brawler Lt were above on the catwalk and the Karakuri reserve dropped in behind some boxes.

I had my Riot Grrl link on the right side, with the missile launcher and spitfire out to ARO (spitfire up high and missile on the ground). The other Grrls were spread out to avoid getting caught by the same template. Zoe was hidden nearby the Grrls to be able to help unstick them if something happened. I had my Zero minelayer on top of a tall hill with the mine aat ground level. On the other side of this rock I had my first Morlock. The other Morlock was up on the catwalks behind. My Taskmaster was behind a building here peeking out. π-Well hid on the other side of the building by the Taskmaster. I had the Custodier up top with the Reverend healer below her. The Zero KHD was ahead in the ground to cover an approach to the Custodier. I had Bran over infiltrate on my right side near the Druze link.

Top of 1: WiseKensai Ikari

At the top of his turn, WiseKensai chose not to discard any classifieds. After some discussion it was determined that Yojimbo would have a bad time with his impetuous order, so it was canceled. After failing to launch smoke, the Brawler takes a shot at my spitfire, forcing her prone. The Druze with the E/M light grenade launcher then isolates and immobilized her (stupid fatality and that extra damage). After the Grrls were dealt with the Tanko takes down the Taskmaster the Brawler engineer comes forward to try and snipe the Custodier, he is unable to and retreats behind some cover.

Bottom of 1: Jhokalups Bakunin
Discard Inoculation
Draw Predator

At the top of the turn I have a couple goals. I want to recover my Taskmaster, complete an objective or two and reposition the Grrls. I cancel one impetuous order because I don’t want to risk all the fire. My other Morlock starts running across the top of the catwalks. He loses the face to face and winds up unconscious. I have the other Morlock use his order to put up a smoke screen. The morlock that rolled regeneration was unconscious and now out of sight. In trying to recover he died. I used some orders from the Custodier and Healer to move the healer closer to the Taskmaster. I fail a couple attempts at Data Scan before the Healer breaks coherence. After recovering the Taskmaster I am able to complete Data Scan with the Custodier.

After completing orders in that group I move to the Grrls group. I spend several turns bringing the Grrls down from on top of the building and up the field. My missile Grrl forces movement out of the Karakuri, and takes down the Brawler multi-sniper. When I go after the link team I get my Grrl isolated and immobilized. I don’t have the orders to bring Zoe up so I end my turn.

Classifieds: Bakunin(1) Ikari(0)

Top of 2: WiseKensai Ikari
Discard None

Again, WiseKensai chose not to discard any of the available classifieds. The Druze link team and Tanko manage to bring down my three remaining Grrls, leaving one unconscious. They also bring down the Taskmaster again, this time killing him outright. Then Yojimbo sets up a small smokescreen and brings the Krakot duo forward, the CC down the unconscious and immobilized Grrl. Yojimbo comes forward too, in what I guess would be a move to sweep my back field. With his Krakots forward, WiseKensai ends his turn.

Bottom of 2: Jhokalups Bakunin
Draw Experimental Drug
Discard Sabotage
Draw HVT Retroengineering

At this point I am fully committed to a single group. So I use what command tokens I have left to move everyone into group 2. I want to clear the Krakots and Yojimbo out from my right side, so I am not getting squished in a vice. I have Zoe* (my datatracker) complete Telemetry against Kendrak. Then I have my Zero on top of the mountain come forward to take a surprise shot at Yojimbo. The zero completely wifs the roll and Yojimbo covers himself in smoke. I then have that Zero move over to peak out at the Krakot before moving back to see where Yojimbo was. I may have killed the Krakot? It’s not really important to the final outcome. Out of orders, I end my turn.

Classifieds: Bakunin(2*) Ikari(1)

Top of 3: WiseKensai Ikari
Draw Test Run
Discard Test Run
Draw Mapping

The one classified I did not want to see came up, mapping. Yojimbo is out for blood, and does a move-move over to be near Zoe. I have my Zero drop a mine. Yojimbo activates again and takes out Zoe, while himself and Kendrat fall to the mine. WiseKensai then has his Karakuri* (his data tracker) start to come forward across the map. I take some pot shots at it, but fail to get through its BTS. Having revealed my Zero to do so. WiseKensai has the Brawler Engineer jump down behind the Zero (who failed to change face twice during this). The Brawler then takes out the Zero, runs over to the HVT and completes Retro Engineering. With the way clear, the Karakuri completes mapping and then moves to threaten my Reverend Healer.

Bottom of 3: Jhokalups Bakunin
Draw HVT Kidnapping
Draw HVT Designation
Discard HVT Kidnapping
Draw HVT Identity Check

I don’t like the options I have, so I throw away Kidnapping and pick up Identity Check. At this point if I complete one classified I tie, if I can get two I will win. I have my Custodier attempt to land a pitcher near the closest HVT, which takes two tries. I then spend the rest of my few remaining orders trying to put Spotlight onto the HVT, succeeding only once. With 3 classifieds completed to my two that brings us to a:

Final Score: 9 – 4 Ikari Total Victory

Lessons Learned:

There is a lot to unpack from this game, one of the first things is my deployment. I had two of my good attack pieces, the Grrl Spitfire and the Taskmaster HRL, out to ARO on fire lanes that were longer than their good range band. Swapping where I had the Spitfire and Missile Grrls would be a good start. Additionally, I should leave the Taskmaster HRL out of sight on my reactive turn, it is a much better active turn piece. Another error I had was with Bran, with where he was deployed I got him pinned down by Koala’s the whole game. At some point I should have risked the Koalas to do some mayhem. At the time of the game, looking at my last turn, I think I should have kept Kidnapping. I probably could have gotten Bran easily into base to base with an HVT. During turn 1 I probably could have risked my Custodier a bit more after completing data scan to eliminate the Brawler. That Brawler was what won the game for WiseKensai. A couple things to note about a situation that we noted after the game; a model cannot stand up during a cautious move, and a model cannot make a cautious move while in the zone of control of another model. Oh well, live and learn. It was an excellent game and wonderful to finally play against WiseKensai. Hopefully we won’t wait a year and a half before we play again.

Until next time.

Jhokalups – Field Operation Action Report – 43

Jhokalups – Field Operation Action Report – 43
Jurisdictional Command of Bakunin vs USArianda Ranger Force
400/ITS 11 – Countermeasures – Tactical Window

This report may be a bit more brief. I have not been inspired to write lately and it has been a couple weeks at the time of this writing since I have played this game.

This week was the last regular game night before we got fully into winter break and people traveling. I rolled up against Markob and we decided to do Countermeasures on Tactical Window and 400 points.

Wip Roll

Jurisdictional Command of Bakunin – 10
USArianda Ranger Force – 11

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

USArianda Ranger Force List:

 Highly Suspect

──────────────────────────────────────────────────
GROUP 1  10
 MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN Missile Launcher, Light Flamethrower / Pistol, CCW. (1.5 | 29)
 BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36)
 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
 112 Light Shotgun / Pistol, CCW. (0 | 12)
 DOZER Rifle, D-Charges / Pistol, Knife. (0 | 13)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34)
GROUP 2  4  1  1
 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 22)
 MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 32)
   K-9 ANTIPODE AP CCW. (7)
7.5 SWC | 399 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
──────────────────────────────────────────────────
GROUP 1  7  1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  6  1  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

Our table was a little bare, we had some varying height buildings and some crystal structures breaking up sightlines. I chose the side that had some more buildings to hide things behind.

Deployment:

Markobs three HVTs were across the middle of the board, each in a separate third. The two black jacks covered the right side fire lane. With an motorized 112 behind the small grey building with the blackjack. The Foxtrot was front and center, right by an HVT. The Marauders were up top on the grey building to the left. And the minutemen hug the ground level of that same building.

I had my E/M Morlock and the minelayer Zero on the green building to me left. The Taskmaster covered one set of crystals with my Spitfire Grrl. The missile Grrl was hiding behind a low wall to look down the firelane that had the Blackjacks looking her way. Around the back of my center gray building I had the rest of my Grrls. Zoe was tucked in on the right side of that same building. My Zero KHD was behind the right purple crystal. I had my Reverend Healer on the ground of the right grey building, and my Custodier up top on that building. My DA Morlock was behind that building. Pi-Well covered my back field from behind the green building on my right.

Top of 1: Markob USARF
Experimental Drug
Predator
Test Run
Discard: Test Run
Draw: HVT Designation

In the initial flop, we have Experimental Drug, Predator, and Test Run. With no remotes, Markob elects to discard Test Run, and picks up HVT Designation in its place. Markob then proceeds to use a foxtrot to come up and complete HVT Designation, unfortunately, the Foxtrot also goes down to a Zero in ARO. After that, a Marauder HRL stands up to try and clear out some of my Grrls. The Marauder goes down unconscious. Out of orders in that group, and feeling the models were pinned in the other group, he ends his turn.

Completed: HVT Designation

Bottom of 1: Jhokalups Bakunin
Draw: HVT Espionage
Discard: Experimental Drug
Draw: HVT Kidnapping

I drew Espionage, and elect to discard experimental drug, since there was a paramedic right by that unconscious marauder, and draw HVT Kidnapping to replace it.
I start by setting up my Grrls to start clearing the way of Blackjacks. Then have the spitfire Grrl take down a devil dog that is creeping up my left side. Then my Morloks rush forward and take out the unconscious foxtrot and Devil Dog in CC, giving me Predator. After shuffling models into a defensible position, I ended my turn.

Completed: Predator

Classifieds complete at end of turn 1: USARF(1) Bakunin(1)

Top of 2: Markob USARF
Draw: Capture
Discard: HVT Espionage
Draw: Net Undermine

Markob draws capture and elects to discard HVT Espionage, he draws Net Undermine as the replacement. He then immediately has Van Zant walk on, and complete Net Undermine. Van Zant then comes forward and ties up my Reverend Healer, he then walks into base with her unconscious body. After that he ends his turn.

Completed: Net Undermine, Capture

Bottom of 2: Jhokalups Bakunin
Draw: Data Scan, Follow Up

I draw Data Scan and Follow Up, and seeing that I can easily complete both of those I do. An interesting thing about Counter Measures and the Capture classified, is that normally it is scored at the end of the game. In Countermeasures it is scored at the end of turn, which leaves the model that completes it engaged until that player’s next turn. So I immediately have my Custodier complete Data Scan on the trapped Van Zant. Then I walk my taskmaster up a bit and complete Follow Up. After that I spend a lot of orders futzing around with Van Zant, eventually killing him, but taking too many orders to do it, leaving myself in a poor position. Knowing that I end my turn.

Complete: Data Scan, Follow up

Classifieds complete at end of turn 2: USARF(3) Bakunin(3)

Top of 3: Markob USARF
Draw: Sabotage
Discard: Sabotage
Draw: Mapping

Markob draws Sabotage, discarding it to draw mapping. After knocking out one of his Minutemen, he has a different Minuteman pick the unconscious one up and carry it forward to complete Rescue. He also successfully takes out his own Marauder with the paramedic. Out of orders, he ends his turn.

Completed: Rescue

Bottom of 3: Jhokalups Bakunin
Draw: HVT Inoculation
Discard: HVT Inoculation
Draw: HVT Retro Engineering

I draw HVT Inoculation, but discard it because I have no doctor, I draw HVT Retro Engineering as a replacement. The only two I can realistically finish are Kidnapping and Mapping. I have my Taskmaster complete Kidnapping. I then spend the rest of my orders running my Custodier across the map to attempt mapping. She makes two attempts and fails both.

Complete: Kidnapping

Classifies complete at end of turn 3: USARF(4) Bakunin(4)

With four classifieds a piece and no data tracker to complete them, the game ends in a:

Final Score: 6 – 6 Draw

Lessons Learned:

This was a pretty interesting game, seeing a Tactical Window USARF list was… interesting. It had all the toys, but none of the usual chaf (grunts) that I am used to seeing. Playing Countermeasures with the Green deck is, a little silly, we were both able to complete 4 classified objectives, and I nearly finished 5. After this game and a couple others, I really see the appeal of the red deck.

I didn’t like the way that Capture works in countermeasures. It didn’t feel right that Van Zant was stuck by my Reverend Healer, trade-offs I suppose. I really messed up my plan for dealing with Van Zant, it took too many orders and was not reliable. Having Pi-Well take him out with Triangulated Fire would have been much easier and with no risk to any other pieces. I really need to remember Triangulated fire, seeing as I have so many models with it.

Until next time.

Jhokalups – Field Operation Action Report – 42

Jhokalups – Field Operation Action Report – 42
Jurisdictional Command of Bakunin vs O12
400/ITS 11 – Capture and Protect – Tactical Window

This game was my first time able to play Infinity in the game story in over a month. So this will be exciting. Earlier in the week we had rolled up Capture and Protect as this weeks scenario, it is one of the three scenarios that are part of our January event. The January event has Capture and Protect, Looting and Sabotaging, and Countermeasures. Since the only model with an actual anti-material close combat weapon in Tunguska is Persues, I elected to switch my sectorial for this event, going back to Bakunin.

Wip Roll
Jurisdictional Command of Bakunin – 17
O12 – 3

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

O12 List:

Xammy Capture and Protect

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GROUP 1

7 1 2

VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

ALPHA Lieutenant (Strategos L2) 2 Light Shotguns, 2 Nanopulsers / Pistol, DA CC Weapon. (0 | 26)

GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)

SIRIUS Hacker (Assault Hacking Device) Submachine Gun + 1 SiriusBot / Pistol, Knife. (0.5 | 25)

SIRIUSBOT Heavy Riotstopper / Electric Pulse. (0 | 5)

ZETA Hyper-Rapid Magnetic Cannon + Heavy Riotstopper / AP CC Weapon. (2 | 93)

ZETBOT Flash Pulse / Electric Pulse. (0 | 0)

EPSILON MULTI Sniper, Nanopulser / Pistol, Knife. (1.5 | 30)

MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, Knife. (0 | 13)

YUDBOT Electric Pulse. (0 | 3)

GROUP 2

7 1

BETATROOPER Spitfire, 2 Nanopulser + 1 TinBot A / Pistol, Knife. (2 | 42)

CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 20)

CYBERGHOSTS Hacker(Hacking Device Plus) Combi Rifle + Pitcher / Breaker Pistol, Electric Pulse. (0.5 | 26)

RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)

VARANGIAN Light Shotgun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

KYTTÄ Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

PEELER HMG / Electric Pulse. (1 | 26)

8 SWC | 400 Points
Jurisdictional Command of Bakunin List:

Capture and Protect

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

GROUP 1

7 1 1

RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)

RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)

RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)

RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)

RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)

ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)

BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)

MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)

GROUP 2

611

TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)

REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)

REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)

ZOE & PI-WELL . (0 | 47)

ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)

PI-WELL Combi Rifle / Electric Pulse. (0 | 19)

ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)

MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

7 SWC | 400 Points

Open in Infinity Army

Our table this week was a bit more open than I am used to, there was still enough in the middle that there was not dominant sniper spots that could get the whole board from deployment zone to deployment zone. We chose sides before the beacons were down. I probably would have switched sides knowing where the beacon was on Xammy’s side.

Deployment:

Xammy spread well out over his side of the table, this might have had a lot to do with how little covering terrain there was. The beacon being on top of a tower let him conveniently cover it with a Peeler total reaction bot. Next to the total reaction bot was Cho pretending to be a Gamma, I think. A Razer Minelayer and Gangbuster KHD set up an ablative midfield defense. Advanced up the field on the right was team Sirus. Behind where team Sirius was guarding there was a large rock with a Varangian, the Alpha and eventually a Zeta. Mid-back field had a Monstrucker and Varangian, the Monstrucker’s Yud bot by where the Zeta would be. Left side has an Epsilon Sniper, a Cyberghost, Kytta flash pulse bot, a beta Trooper and the last Varangian hiding behind buildings.

I set my Riot Grrl link team up behind a railroad container in the middle. With the missile launcher out on the right, the spitfire out to the left, and a Combi prove on top of the container. I had the reverends on the right side with my Custodier prone on a roof. I had my morlock and Taskmaster on that same side at ground level. π-Well was hiding behind a rock on my mid right. Up towards the middle I had my zero hacker prone on a raised rock. On the other side my Minelayer put himself and the mine watching a corridor into my side of the table. Zoe and a morlock his on the left as my back field defense. Bran failed his infiltration roll and had to come in by the Taskmaster.

Top of 1: Xammy’s O12

To start off his turn, Xammy had the Varangian guard run out to start smoking. I had a Riot Grrl on the roof attempt to gun down the Varangian on the left with little success. On my right the varangian was able to come around the building, Bran took a shot at extreme range and missed. Then the Epsilon decided this was a good time to take down the rooftop Riot Grrl, after a couple shots she went down.

Bringing up the Sirius Team, the Sirius bot ate a mine before going unconscious. After that the Epsilon brought down my Zero KHD. The right hand Varangian came forward and took out my Reverend Healer while Bran ducked out of the way.

The Beta Trooper Spitfire then came forward and took out Π-Well. Then the Beta manages to knock out my Riot Grrl Missile launcher before hiding. Then the Zeta started to reposition forward along my left side. Out of orders, Xammy ends his turn.

Bottom of 1: Jhokalups’ Bakunin

I wind up canceling the impetuous order for my right morlock, not wanting to deal with the Epsilon and not being able to lay down a smoke screen. My other morlock comes forward to provide cover for the Grrls to come out a bit more. I bring my Taskmaster forward to take down the TR Bot and catching Cho in the blast. The Peeler only goes unconscious and I move on to taking out the Epsilon. I believe that I had my Spitfire Grrl take down the Beta. I then bring forward the left Morlock to complete Extreme Prejudice by having the Morlock performing a Coup De Gras against the Beta. After repositioning my Riot Grrl net to be more ready to deal with a Zeta, I end my turn.

Top of 2: Xammy’s O12

The Zeta comes forward to try and bully the Riot Grrls a bit. He has the monstrucker bring back up the Peeler which gets him Test Run. After the Zeta takes down my other Zero, and a Morlock, then takes a wound; Xammy hides it behind some boxes, and ends his turn.

Bottom of 2: Jhokalups’ Bakunin

I have my Taskmaster walk across to get eyes on the beacon, bringing forward Koalas and putting them into Standby. I have my Custodier launch a pitcher forward near the beacon and then end my turn.

Top of 3: Xammy’s O12

The Zeta comes forward, shooting down the two Koalas before trying to glue the Grrls, the Grrls remains unstuck and put some wounds onto the Zeta. The Zeta grabs the beacon and starts to retreat before getting gunned down. Xammy spends some orders setting up his defensive net and ends his turn.

Bottom of 3: Jhokalups’ Bakunin

The only chance I have is to have Bran make a mad dash to the beacon and pick it up. In the process of reverting to marker state and running, Bran gets discovered and gunned down.

With neither beacon captured, and a classified each, it would have been 4-4, but Test Run had the extra point tag for this mission, making it a:

Final Score: 4 – 5 O12 Minor Victory

Lessons Learned:

One of the most important things for me to remember, is that if the Taskmaster does not have an HMG, it’s bringing along Koalas. I neglected the Koalas in my deployment and that changed how I positioned models. I made a mistake with the third Grrl that I left out. I was too worried about templates that I moved her to a spot that exposed her to fire she couldn’t have responded to in a way to remove her from danger. I think the biggest thing for me was the overexposure of pieces, I lost a lot of models turn 1 because they were in a position that allowed Xammy to determine the terms of engagement. I also need to have a more complete idea of where things are before picking which side I want.

This was my second game using more evenly split groups. The upcoming format, 400 points, with Tactical Window, lends itself really well to having an even split, a 10-5 or 10-4 doesn’t do as well. I have found that I have much fewer orders that feel dead, or wasted. With this list I was able to split up my attack groups, so that each attacking piece would have their own set of 7-8 orders to accomplish something in a turn. In this one I had the Grrls and Bran in the same group, figuring I would either be attacking with the Grrls, or disrupting with Bran. The other group had Π-Well, Zoe, the Reverends and the Taskmaster; I set up this way to be able to have both of my heavy attack pieces, the Grrls and the Taskmaster, be able to operate independently without affecting each others resources.

An interesting side effect of playing the tactical window format is how much it has improved my view of the Taskmaster. Being able to freely move between combat groups is amazingly helpful with a split group. Having the extra command token available from not having to spend it on the taskmaster is amazing. It allows for an extra coordinated order, or a reroll on a doctor engineering, or reforming a link team. I also like how the way the lists are structured that they can fold into each other well. Often leaving just a couple orders behind to still accomplish something great. So, in short, I love tactical window and I love the more even splitting of combat groups.

Until next time.