Jhokalups – Field Operation Action Report – 19

Jhokalups – Field Operation Action Report – 19

Foreign Company vs Varuna

300 / ITS X – Power Pack – Red Deck

Back at game night playing against Xammy and his VIRD again. This week our Warcor, WiseKensai suggested that we all play the same scenario so that we can make comparisons about our experiences.

Wip Roll

Foreign Company 19

Varuna 13
Decision: Jhokalups
Deployment: Jhokalups
Initiative: Xammy
1st Turn: Xammy
1st Deploy: Xammy

Varuna 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

Foreign Company List:

 Power Pack
──────────────────────────────────────────────────
GROUP 1  10
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 BOLT Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 26)
 SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
 HANNIBAL (Chain of Command, Strategic Deployment) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 37)
 CROC MAN MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 38)
GROUP 2  3
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
6 SWC | 300 Points

I recently got a box to carry the apartments in, which makes them easier to set up for game night. Bringing them in we set up the apartments with a main road running diagonally down the middle. There was an industrial construction and a small park in opposite corners, and some containers interrupting the middle fire lane. Looking at the sides there was one that let me set up with two sides up high. So I picked that one. After reviewing everything we got underway.

Deployment:

Xammy spent a long time thinking about his deployment. The apartment buildings present a deceptive challenge to deployment. The table looks more open than it is. And the places where it is really open are unexpected. Power Pack provides additional challenges by taking a large chunk out of the middle. Eventually Xammy put his Kamau Fusilier link into the large apartment on my right. Some Camo Markers on the Ground in and around the building. On top of that building there was a warcor looking at everything. A techbee was inside the building linked to the Xenotech. In the building on his right Xammy had a few more camo markers. A healot and two Zulu Cobras, the jammer and killer hacker. There was another Fusilier in the back on my right.

I set my Kriza up on the roof of the apartment on my left, linked to the Xenotech. I deployed my Securitate link in and around the same building, the Feuerbach on an awning to the right. I had my FO Zero in that same apartment prone and far forward on the first floor. My Zero KHD was on the middle floor of a central apartment with two of the antennas in it’s zone of control. I held Hannibal and the haris back with strategic deployment and distributed them on the construction platform on my right. I had the Fugazi further back on the same platform.

Top of 1: VIRD

At the start of this turn I removed two regular orders from the pool with the Xenotech. This proved advantageous as it was the group that had all of the AD units that I totally should have been expecting, but wasn’t. Starting things off the Tech Bee Moved the Xenotech towards the saturation zone. Then the Fusilier link started moving around. With one of the second orders the Multi-Sniper Kamau popped up to the roof on an elevator. The Hidden Deploy Crocman (As played by a Spektr) revealed to take a free shot at the Kamau, blowing it off the table. Next an Echo Bravo walks on behind my Crocman and takes it out. Xammy then reveals his own Crocman and takes the middle antenna. A Zulu-Cobra reveals itself and puts my Bolt ML and my Fugazi into unconsciousness. A second Echo Bravo walks on and sends a Wild Parrot into my link team. With not enough orders to set it off like he would like to (Rose City Raid Terrain Rules), the Echo Bravo sets up to watch the Antenna on my left. Without a lot else to do with the orders some camo shuffles around and Xammy passes turn.

Bottom of 1: ForCo

To start things off, I move my Zero FO into group 1 with a command token. I plan on using him to clear the Wild Parrot and free up the link team. This month is all about close combat, so I want to get Senor Massacre over to go whap some dudes. I start off moving a little and throwing some smoke to block the Echo Bravo. Then throw smoke to block the Zulu Cobra that took out my bolt. That done Senor Massacre walks across to be behind that zone. At this point I notice that I had left a small gap between a rock and my Eclipse zone, letting a Fusilier get an ARO on Senor Massacre. Senor Massacre loses the face to face, fails the armor roll and falls unconscious. Fortunately where he wound up is out of los of that pesky Fusilier, so I attempt regeneration, get the roll I wanted for Armor, and Senor Massacre dies. I switch sides and have the Zero FO go over to clear out the parrot, which I thought was a perimeter weapon, but was an E/M mine that walked. The Zero Fails to dodge, but makes it’s BTS then goes and drops a mine to look out at the Echo Bravo on my corner. I walk the link a little bit forward, but am unable to trigger the right ARO for the Echo Bravo. After walking my Kriza forward to have the Xenotech place the multiscanner and take out a Warcor, I pass turn.

Score at End of 1: 2 – 3 VIRD Favor

Top of 2: VIRD

On this turn, Xammy spent the Tech-Bee’s irregular to place the multi scanner. The Fusilier link did a couple spec fires, but where unable to eliminate Hannibal. They eventually maneuvered to get a FO into base with the antenna and activate it. A camo marker on my left side advanced over to the antenna on my left. It revealed and took out my FO Zero before basing the Antenna on my left. When Xammy was reminded that in Power Pack you could only ever have two of the antennas controlled, he elected not to have the Zulu Cobra Killer hacker take that antenna. The last few orders trying to jam my Kriza, who successfully avoided getting isolated. Putting a couple models into suppression, Xammy passes turn.

Bottom of 2: ForCo

So, I know that I have two Antenna that I want to secure. I would prefer the one on my left and the middle, since those are easier to protect. I activate the Securitate link, jumping the feuerbach down and advancing towards the Killer Hacker, hoping to take it out and flip the antenna. The First CSU that gets in range is jammed and out of the link. The next model I sent in was a CSU outside of jam range, who died to the Zulu Cobra, breaking the link. I refrormed the link and Tried to send the Feuerbach against that Zulu Cobra with a pistol. I lose the Feuerbach as well. At this point I am fairly discouraged. I have lost the majority of my link team to stupid mistakes and tunnel vision. I am tempted to call the game there. After taking a minute and looking at the board I notice that my Zero KHD could get normal rolls onto the two Zulu Cobras that I had crashed the link team into. I used that Zero to remove the Jammer. I try to have it take out the Zulu KHD as well but fail that one. I then use my LT order to set up to cover the rest of the board and remove some pesky Helots. I also have Hannibal stand up and take a shot at the Fusilier FO and Zulu Cobra on my right. I remove the Zulu Cobra but the fusilier remains.

Score at End of 2: 2 – 6 VIRD Favor

Top of 3: VIRD

I remind Xammy at the end of my turn or the start of his, that my CSU is isolated, not dead, which means it could get to the antenna and flip it to my side. So Xammy spends his turn trying to set up to make sure that doesn’t happen. A tech-bee dies trying to get into a spot to flash pulse things. Xammy’s croc man puts down more mines and tries to take out the Kriza, several times. The Zulu Cobra KHD attempts to walk around to get into the building and take out the very close CSU. But is blocked by another CSU. And an Echo Bravo goes in to base my console. Before the Fusilier goes into suppressive fire on the antenna on my right.

Bottom of 3: ForCo

Alright, it’s hero time! Not really, the Isolated CSU attempts to flip the antenna on my left, she gets to the antenna, but fails the WIP roll and dies. Next I try to have my Zero KHD get to the middle antenna. I use an elevator and walk. Then walk into base with the antenna and attempt to flip it while tanking a mine. The Zero KHD fails at both. Next I have the Kriza use his LT order to try and take out the Echo Bravo, but fail. It takes a regular. At this point I don’t have enough orders to successfully get to and flip any antennas that Xammy controls. I end my turn.

Final Score: 7 – 3 Varuna Minor Victory

Lessons Learned:

Before starting a turn, look at all the assets available. Had I remembered and used my killer Hacker to take out the Jammer Cobra before advancing my link, I could have easily used the link to secure my left antenna, and put considerable third turn pressure on Xammy to deal with a link team with three specialists. When we realized what happened, Xammy offered to let me roll back the turn and start over. I decided not to, because the harness of the lesson will better stick. The checklist was fine, but I didn’t fully assess where everything was before running team in to die.

I am glad that I lost this game. Had I managed the Hail Mary win I would not have learned as many lessons. And I certainly would not have deserved it. Going second on Power Pack is a very powerful choice. Having to defend the antennas through a turn where last ditch efforts can easily strip your lead away is difficult. I think Xammy played it fairly well. Though putting a mine on the other side of an awning instead of shooting at the Kriza would probably have fully stopped any chance of taking the middle objective. I guess the lesson here is that if you are going first you need to have a good coverage net of your two antennas that lets you ARO models further out than one short move into the antenna. Overall it was a good game and I look forward to playing Xammy again.

Jhokalups – Operation Orders – 2

Jhokalups – Operation Orders – 2
For Rose City Raid there are five difficult scenarios to cover with a pair of list; Frostbyte, Highly Classified, Transmission Matrix, Power Pack, and Unmasking. For a game night we decided to practice covering three of them; Frostbyte, Power Pack, and Unmasking. Over my last few games, I have realized that in Infinity, more than any other game I have played, playing to scenario is extremely important. For that, I changed the way I approach list building, or at least my strategy going into how I want the list to perform. In this I have talked about the method I will be using and how I settled on that method. Here I will apply that method to the three scenarios that we have selected for practice. And then I will create lists for each of my main factions (Bakunin, StarCo, ForCo) that are more tuned to accomplish the checklist.

Frostbyte:

  • Kill More Army Points : 3 points
  • Kill the enemy Data Tracker : 2 points
  • Secured the Exclusion Zone at End of Game : 3
  • Have 1 active heating unit : 1
  • Classified : 1
  • Special Considerations:
    • ITS Retreat Rules
    • Secure the Exclusion Zone means having the only DataTracker inside
    • Killer Cold – Non TAG/HI/DT units not in a zone with an active heater die at end of game.

One of the most obvious things about Frostbyte is that TAGs and Heavy Infantry will not die if they are in an unheated zone. That makes these models more appealing since you won’t have to worry about what zone they are in. When I was first reading through this scenario, I assumed that Securing the exclusion zone meant Dominating the exclusion zone, that is, having more points than my opponent in it. However, securing the exclusion zone means having my data tracker and not my opponents in the zone. This changes my prioritization of points, since the data trackers are related to 5 points of the mission.
Frostbyte Priority Checklist:

  1. Kill the Enemy Data Tracker : +2 Points / -3 Points
  2. Secure the Exclusion Zone with my Data Tracker : +3 Points / -2 Points
  3. Kill lots of Points : +3 Points / -3 Points

If I accomplish Checklist items 1 and 2, the worst outcome from the mission is a tie. If I can accomplish item 3 in addition then I win with a Major victory.

Power Pack:

  • Activated Same Amount of antennas at End of Game : 2 points
  • Activate More antennas at end of game : 4 points
  • Control the enemy console at end of game : 2 points
  • Place the Multiscanner on the Saturation Zone : 2 points
  • Prevent Enemy from Controlling your Console : 1 point
  • Classified : 1
  • Failure to place the Multiscanner : -1 point
    • ITS Retreat
    • Overload Prevention – A player can only have two active antennas
    • There is a 16” saturation zone across the middle of the board
    • Chain of Command Bonus to Xenotech
    • Chain of Command Bonus to Activate Antenna

From playing some other missions with the Xenotech, I can say that the multiscanner can have a big impact on the end of game. It provides 2 points if placed, and takes a point away if not. From the 10 points available that’s a 3 point swing just for me. In this scenario, if both players have activated 1 antenna, protected their console and one placed a multi scanner while the other didn’t; the score would be 2 to 5 to the player who placed the multiscanner. Other interesting point swings come in holding 2 of the 3 antennas.
Power Pack Checklist:

  1. Place the multiscanner : +2 points (-1 if not placed)
  2. Capture and Protect Antenna(s) : +2/+4 points
    1. Capture Second Antenna : +4 points
  3. Protect My Console : +1 points / -2 points

If I don’t have the multiscanner at the top of my checklist I will forget it. After that I should focus on antennas, I need at least 1, preferably 2. Doing those 2 things I can get 6 points, if my opponent accomplishes every other scoring option they will also get 6; so again, the worst case with the first 2 accomplished is a tie. If I accomplish all 3 it would be 7 to 4.

Unmasking:

  • Kill Designated Target: 3 points
  • Kill Target Decoy: 1 point
  • Kill Designated Target w/ Data Tracker: +2 points
  • Same Amount of Active Consoles: 1
  • More Active Console: 2
  • Your Designated Target not Killed: 1
  • Data Tracker not Killed: 1
    • ITS Retreat
    • Hacker Bonus for Consoles

Unmasking is one of my favorite missions, I love how different it is from other killy missions or zone control. The Subterfuge of the Designated Target and Target Decoys is great. Ok, this mission is fairly simple in terms of mental tasks.
Unmasking Checklist:

  1. Reveal the Designated Target: +1/+2 Points (Depending on Consoles)
  2. Kill Designated Target: +3 points / -1 points
    1. w/ Data Tracker: +2 points
  3. Maintain Console Control +2 points / -1 points

The simplicity of this checklist has complications on the table. Specifically you don’t know when you will pick the right target. And then you have to deliver a killer to the target, hopefully you have a piece properly positioned. In writing this, I can already see how I mis-spent orders on non-mission critical things the last time I played unmasking.

Foreign Company

 Frozone
──────────────────────────────────────────────────
GROUP 1  10
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 HANNIBAL (Chain of Command) MULTI Marksman Rifle, Nanopulser / Pistol, Knife. (0 | 39)
 SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
 BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
 VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
GROUP 2  3
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
4.5 SWC | 300 Points

StarCo

 FPU
──────────────────────────────────────────────────
GROUP 1  3
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL MULTI Sniper Rifle / Pistol, Knife. (1.5 | 18)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 HAWWA’ Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
GROUP 2  1
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
5.5 SWC | 300 Points

Bakunin

 RCR Practice 1
──────────────────────────────────────────────────
GROUP 1  1
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 33)
 KUSANAGI Spitfire / Pistol, Shock CCW. (2 | 43)
 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 (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
GROUP 2  1
 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 Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
3 SWC | 300 Points

Part of my list considerations for all of these is who would be good data trackers. For Frostbyte I want a more survivable Data Tracker, like Senor Massacre or Kusanagi. For Unmasking I would want a mobile and strong killer, like Emily or Kusanagi. The Foreign Company and StarCo lists both bring models with Chain of Command for the Power Pack bonus. Unfortunately Chain of Command is an ability that doesn’t exist in Bakunin. For Bakunin and Star Co I tried to include models that could start or easily get deep into the opponent’s side of the field to make hunting key pieces easier. I think that any of these lists would do fine in an event consisting of Frostbyte, Power Pack and Unmasking.
Until next time, where I start to unpack our May the 4th Event.

Jhokalups – Field Operation Action Report – 18

Jhokalups – Field Operation Action Report – 18

Foreign Company vs Caledonian Highlander Army

300/ITS X – Frostbyte

Playing against Sprocketgx and his Highlanders again. Practicing for Rose City Raid, and testing out my checklist plan for Frostbyte.

Wip Roll

Foreign Company 7

Caledonian Highlander Army 14

Decision: Jhokalups

Deployment: Sprocketgx

Initiative: Jhokalups

1st Turn: Jhokalups

1st Deploy: Jhokalups

Caledonian Highlander Army List:

Heavy

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

GROUP 1 10

HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)

HIGHLANDER GREY T2 Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW. (0 | 33)

HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25)

HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25)

HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25)

CALEDONIAN MORMAER (Fireteam: Haris) AP HMG / Pistol, Knife. (2.5 | 43)

CALEDONIAN MORMAER (X Visor) T2 Rifle / Pistol, Knife. (0 | 33)

CALEDONIAN MORMAER (X Visor) T2 Rifle / Pistol, Knife. (0 | 33)

112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)

DOZER Rifle, Akrylat-Kanone / Pistol, Knife. (0 | 14)

GROUP 2 1 1 1

VOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8)

HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)

5 SWC | 299 Points

Open in Infinity Army

Foreign Company List:

Frozone

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

GROUP 1 10

KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)

HANNIBAL (Chain of Command) MULTI Marksman Rifle, Nanopulser / Pistol, Knife. (0 | 39)

SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)

BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)

VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)

SECURITATE Feuerbach / Pistol, Knife. (1 | 22)

SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)

CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

GROUP 2 3

ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)

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

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

4.5 SWC | 300 Points

Open in Infinity Army

The board was a catwalk collection with a few high buildings that offered some nice sniper perches on either side. There was a long catwalk approach to the central building on either side where the central console was. Thanks to the Rose City Raid Terrain standards, this building could be shot into, and out of, but not through, so the approach to it wasn’t so bad. Sprocket got to choose sides and picked the side with two sniper nests and then had me deploy first.

Deployment:

Looking at my zone I knew I wanted the Kriza up in the sniper nest, but didn’t want to telegraph that, so I held the Kriza in reserve. I set up my Hannibal, Massacre, Bolt haris up on my left side, with Hannibal and Senor Massacre in total cover out of sight and the Bolt prone on the catwalk. My idea being that she would have decent board coverage there. My Securitate link was in the middle, split with a CSU and the feuerbach on the top and the other two CSUs and my other Securitate spread out on the ground, all prone. I had my FO zero in the deadzone on my left, within a Move-Move of the Console, and the Killer Hacker Zero in a similar spot on my right. The Fugazi was in the lower portion of the sniper nest on my right and Valkyrie was on the center right ready to mix it up if needed. With my reserve I stuck the Kriza prone up high.

Sprocket also brought a core and a haris to the party, and split them on either side of the building and split level on the catwalks. On my left was the Mormaer Haris with T2 X-visors up top ready to ARO. On my right he had the Grey Core with an AP HMG out to ARO. A volunteer took the high sniper nest on my left. Behind the nest were the 112 motorized medic and a dozer. A highlander was on my right. With that done we got to rolling dice.

Top of 1: ForCo

One of my CSU’s picked up an 8-4 move from Metachemistry, so I knew I wanted to use the core to activate some heaters on my first turn. Unfortunately the Mormaer’s had a good view of a CSU and Securitate. I had Senor Massacre through eclipse smoke blocking the line of fire between a bolt and one of the Mormaers. Then had the Bolt stand up and send several sets of DA shots into the first one before it went down. Another set of orders took out the other Mormaer. I had the Kriza pop up to try and fight the Grey Core. The only thing he succeeded in doing was having the Greys smoke themselves out of any more ARO’s. I had the Zero KHD walk up to the console on my right and attempted to turn on a heater. Unfortunately even with two tries he failed. The Securitate link advanced up and covered themselves to get a CSU into the central building. That CSU failed to activate a heater with two attempts. With that all done I passed turn.

Bottom of 1: CHA

To start things off the Highlander came up to have a party with the Zero KHD. The Zero lived through a chain rifle and placed a mine, stifling the Highlanders attempts. The Grey Team then started advancing up the catwalk, and after two orders took down the Zero KHD and the Fugazi. When the Greys got to the central building they started filtering models in 1 at a time. The first was a T2 boarding shotgun Grey. Of note was a CSU shooting a light shotgun at BS21 burst 2 against the Grey, and a Feuerbach also making some shots. Eventually the CSU went down breaking the link. But I was also able to take the Greys down to a 4 man link (after a reform). As other Greys came into the building Sprocket was also able to take out my Feuerbach. I believe the last Mormaer came out of hiding this turn and got into a gunfight with the Bolt Sniper, going down in the process. With that done Sprocket passed it back to me.

Top of 2: ForCo

Ok, based off of the list of things, my Data Tracker is safe, and I don’t have any easy access to Sprocket’s data tracker (the 112). The next step is to eliminate some army points. Imove the FO zero into the main group. And then I start spending orders with my Kriza, split bursting between the two Greys I can see. After a few attempts I get both to go down. I then have the FO zero go capture the Console on my left, turning on my deployment zone heater. Some coordinated orders with the CSU’s and the Zero get the CSU’s in place to cove the lower entryways to the central building and take out the Highlander on my right. I leave the Kriza up to ARO and pass turn.

Bottom of 2: CHA

Sprocket has a few orders and a lot to get done. Moving the AP HMG grey carefully through the building he fights with the Kriza in cover. The Kriza takes a wound and elects to go prone. The last order has a boarding shotgun fight with a CSU Zero and Securitate, and the Bolt. The T2 Grey takes out my CSU but dies in the process. Out of orders he passes turn.

Top of 3: ForCo

Alright, action time, I need to get Senor Massacre into the exclusion zone and a safe spot. I spend a few orders to spread out and advance the haris up. Masacre gets into the zone behind a 2” piece of cover. I have a CSU turn on the dead zone heater and stand back up the Kriza. That done I pass turn.

Bottom of 3: CHA

With only 4 orders left there is not a lot for Sprocket to do. He uses one order to put out smoke so that the 112 can get out from behind the building without eating a Bolt to the face. A few orders later the 112 is in base contact with a console, but fails to flip it. The volunteer uses its LT order to try and shoot Senor Massacre, who takes a wound and goes to No Wound Incapacitation. With done we end the game and the cold kills a few models. But both Data Trackers are hanging out in the exclusion zone.

In the end I have more army points alive and the only heaters, which makes it a:

Final Score: 4 – 0 Foreign Company Victory

Lessons Learned:

Going into this game I had the following checklist in mind.

Frostbyte Priority Checklist:

  1. Kill the Enemy Data Tracker : +2 Points / -3 Points

  2. Secure the Exclusion Zone with my Data Tracker : +3 Points / -2 Points

  3. Kill lots of Points : +3 Points / -3 Points

I feel like this was a good list to run down at the start of my turns and kept me focused on what I needed to do. In this game I felt incontrol almost the whole time. Even when I failed 4 WIP roles to activate consoles I wasn’t too concerned. Senor Massacre made a great Data Tracker, his ability to live through a bit more punishment than a typical 1 wound model really helped in that last hail mary order from Sprocket.

Sprocket was very aggressive on his turn, which put a few models into positions where I got favorable AROs against them. I think had he turtled up a bit more with the Greys and forced me to hunt his Data Tracker he would have been in a stronger position. He had 8 models that he didn’t need to move or activate a heater. If they had stayed in favorable ranges I would have had a much harder time dealing with them. Although, I think if he had turtle with the Greys, I probably would have tried to get the Securitate Feuerbach into a place to start taking shots at the 112. Overall a good game. I look forward to the next one.

Jhokalups – Operation Orders – 1

Jhokalups – Operation Orders – 1

Infinity can be a mentally taxing game. WiseKensai has been writing about mental fatigue and how to get past mental blocks. This has inspired me to look at how I plan my games. When looking back at several of them, I realized that I have been misspending orders on activities that do not increase my score, decrease my opponents score, nor develop my board position. In these games I get caught up on a big roadblock, like a multi-sniper watching one of the main firelines, and am unable to reset out of beating down that block. In the spirit of improvements I have started looking at the missions that I am playing and breaking down the mission into activities that I need to do to score points. I then order these points into an ordered list from biggest points delta to items that I shouldn’t care about unless the opportunity arises.

The first event that I tried to do this for was our March Mambo, a single round showdown using deadly dance. This was the checklist I came up with for deadly dance.

Deadly Dance Checklist:

  1. Dominate my Assigned Zone of Operations (AZO) 1/round
    1. Have my TAG in my AZO Additional 1/round
  2. Prevent my opponent from dominating there AZO 0/round
    1. Prevent Enemy TAG from being in dominated AZO 0/round
  3. Kill Opponents Data Tracker 2
  4. Dominate more ZOs during last round 1

In my opinion, scoring points is most important, and a dominant TAG can score 6 of the points available in this mission. If I can keep my opponents TAG from getting into their zone, and prevent them from dominating there zone, then I can get 6 points ahead. The data tracker will pick up another two points if the opportunity presents itself.

Obviously for maximum points you will need a TAG. Some anti-TAG tech is also useful to have. For the factions I play I have two ways to play. The Lizard in Bakunin demands attention and support. It is also a huge presence that would be hard to ignore. In StarCo I can have the Anaconda act more like an expensive heavy infantry piece, and have some other focused killers in the list. Here are some lists that I would use in Deadly Dance:

Bakunin:

https://armymobile.infinitythegame.com/index.html?l=KwBgzAPmIhAyBLAXgQwE4BMAEBZFBbAIwHsIAOAUgBYB2AJgoEYaYKBCZ6sxp+sdnlQBswJkPEDqIsRI5TRjcUMnCFQ+iumKa/NnVFUyATl5hKewWQX0THSoYbM6VCgAE6ILi6fmDQk4pGnhyetN40jAxsJrT8dEYe7HTKVEG8VJ6urkA===

StarCo:

https://armymobile.infinitythegame.com/index.html?l=JwBgrAPgzCIQggOwIYGMD2iAmyAEAhZLXASSwFNkIAOAUgEYQA2AJlqmHroEIB2B5vXacotPgKZCO9ACxj+jScPph5EqZ1XcuA3mw4ytbRmCbtqvfttGL+HKGe4szjaqI5LtCkLw0zR2iASchwsdAACkUA==

In the future I will continue these style of articles. Analyzing new events and the combination of scenarios that are required.

Jhokalups – Field Operation Action Report – 17

Jhokalups – Field Operation Action Report – 17

Foreign Company vs Varuna Immediate Response Division

200 / ITS X – The Grid

It’s been a little while, I am happy to be able to get a game in again. My opponent this week was Xammy again, this time playing the Grid. With Foreign Company just released I thought I would see how they did. After seeing up our table and making up a 200 point list we got dude rolling.

 

Wip Roll

Foreign Company 4

Varuna Immediate Response Division 9

Decision: VIRD

Deployment: ForCo

Initiative: VIRD

1st Turn: VIRD

1st Deploy: VIRD

Varuna Immediate Response Division List:

 VIRD – grid lite
──────────────────────────────────────────────────
1
 PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)
 KAMAU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 21)
 MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
 ORC (Varuna Div.) (Multiterrain: Aquatic/Jungle, Stealth) Feuerbach / Pistol, Knife. (2 | 43)
 FUSILIER Missile Launcher / Pistol, Knife. (1.5 | 15)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3.5 SWC | 199 Points

Foreign Company List:

 FC Grid
──────────────────────────────────────────────────
10
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 HANNIBAL (Chain of Command, Strategic Deployment) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 37)
 SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
 BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
2.5 SWC | 200 Points

The table we had was covered in catwalks, there was more scatter across the bottom level making it more difficult to see the entire board. I felt there was one side with a better defensive set up. So I took it for myself, giving Xammy the more open side.

Deployment:

Xammy had his Fusilier link deployed centrally. h had a Harris on his right with a Warcor on the right in I overwatch on the catwalk. There was a camo marker on his left.

I had my securitate link around a central building, able to break left or right as needed. I had Hannibal and Senor Massacre on the ground in my right. The bolt multi-sniper was prone on the catwalk above. My two Zero FOs were on the right and left, each watching at least two antennas

Top of 1: VIRD

To start things off, Xammy began to cautiously move the Patsy Haris across the board. It looked like the goal for this was to take out the Securitate Feuerbach. A few orders in the Kamau crossed a Secruitates line of fire. The Kamau went down to the Securitate after a few orders. The last few orders had patsy exchanging shots with the Feuerbach. In the end, the Feuerbach was still alive and Patsy was exposed.

Bottom of 1: Foreign Company

At the start of my turn I knew that I wanted to get my anti material weapons into a position where at the start of next turn I could start destroying antennas. One key to that was to free up my Securitate link. The securitates wouldn’t be able to do that on their own, so I figured I would use the Hannibal Haris. When looking at the board, I saw that Hannibal would not be able to fight Patsy with advantage, instead I used Eclipse smoke to sneak my Bolt over to take a shot at Patsy. The first shot was in my 0 range band, but with the second I was able to get into the +3 zone and took Patsy off the table. With my next couple of orders I took out the machinist and the downed Kamau. I had difficulty repositioning the Securitate link, since there was a small window that the Orc Feuerbach could see my Securitate walk through. So with a little bit of re-positioning and making sure my models would all be out of immediate danger I passed turn.

 

Top of 2: VIRD

This is the turn where things started going south for me. Xammy spent orders on the FO in the link team to mark several of the antennas. Next the Feuerbach took out the left and right antennas on my side, moving them to a damaged state. Xammy was also able to mark and destroy the central antenna on his side, and damage the antenna on his side on my left. Out of orders Xammy passed turn.

Bottom of 2: Foreign Company

After reviewing the rules for structures, we found that only the on my side were “destroyed” the others were damaged. I was able to bring my links forward, and found out that Senor Massacre does not have an anti-material melee weapon like I thought, drat. No worries, I used the Eclipse grenades to block a line for the Securitate link to get out. I sacrificed one Zero FO to flip the sync on one of the antennas on Xammy’s side. I was then able to take out the middle antenna on my side, the left antenna on Xammy’s side and get my Feuerbach in a position where it could take out the Fusilier missile launcher if it moved. With that done I passed turn.

 

Top of 3: VIRD

Doing some quick math, Xammy just had to take out one more antenna to lock me out of tying him for antennas destroyed; and one more past that to prevent me from tying or better him for antennas synched. Xammy was able to succeed in locking me out of tying for antennas destroyed. Unfortunately he ran out of orders and the Orc manning the feuerbach decided that it was a great time to shoot the ground. That done he passed turn.

Bottom of 3: Foreign Company

Ok, for this turn, I need to sync two antennas to tie for antennas captured. If I got three I could tie the game. And if I can take out the designated target I can win. I set up my link team to secure the middle antenna and then break to secure the one on my left. With two attempts my CSU synched to the central antenna. Next I had my other Zero FO attempt to synch the other two open antennas. That Zero died but his sacrifice captured the two antennas I needed. Finally I started andvancing what was left of my securitate link towards the designated target. Unable to take out the Zulu Cobra, my CSU died. Fortunately the Securitate on the roof was able to crawl along the catwalk and wall to take out the designated target with one of my last few orders.

Final Score: 6 – 4 Foreign Company Victory

Lessons Learned:

Alright, let’s see what we can unpack from this. Xammy had a huge advantage from winning the role and deciding to go first. Even with an inferior position and an ability to counter deploy, at 200 points if a list is tuned to the grids objectives and the player focuses on them, you can easily be on your back foot from the start.

After thinking about it, I definitely won this game because my opponent had some bad luck and made several mistakes that I capitalized on. Early on, Xammy sent a valuable Haris across the field without watching what could ARO them. He also walked the haris right past my Designated target (there is a bit of a psychological game played here that worked out for me) without even considering taking a shot. When that haris reached my side, instead of doing the mission focused thing of setting D-charges on all the antennas on my side, he tried to kill my Securitate Core, and the core won that fight. The bloodlust went to his head and he squandered his first turn on several less than 50/50 shots. Additionally there were several times where he could not completely destroy antennas, or even hit them when he needed to.

Looking at my turn two, I am unsure of what I could have done better. I feel like I dealt with threats correctly. Which allowed for me to free up the link team to capture more objectives. But with different actions, could I have forced a Tie on destroyed antennas? I suppose it’s possible. From my game plan going in, for how the grid works it kept me on track.

Foreign Company is a strange bag. I find myself limited on tools that I am used to having easy access to, like many infiltrating forward observers. Or the ability to spec fire over any significant distance. Several of the tools that I have been crutching on, are not in Foreign Company or require a more nuanced application. I have been relying on my cheap warband units, like the Juagar, Morlock and to a lesser extent the Irmandinho to cover my approach and have an emergency Double Action CC weapon if I need to go blow up some scenery. Foreign Company does not have cheap warbands. The cheapest is the Chimera of the Uberfallkommando at 21, without any pupnicks. With pupnicks they are only 2 points less than Senor Massacre. But using these pieces the same way I would use a 6 point model. Even if I did use it the same way, I would quickly find myself running points down. I think Foreign Company will good play exercise, I will have to approach the same problems using a different set of tools than I would with StarCo, Bakunin or even Vanilla Nomads.

Jhokalups – Field Operation Action Report – 16

Jhokalups – Field Operation Action Report – 16
StarCo vs Varuna
200 ITS X – Capture and Protect

I was finally able to make it to game night again. Last week I missed the local showdown tournament due to work and not being in a good head space. I would not have been a good opponent, so bowed out. This week though, I wanted to play a game. I have been working on an exercise for ITS scenarios, and wanted to test the results.
The exercise is to look at the scenario and identify the two to three main actions that score the most points. For Capture and Protect these are capturing the enemy beacon, and giving it to my data tracker of possible; and preventing my opponent from capturing my beacon. I built my list with these two objectives in mind.
My opponent tonight was Xammy, this was both our our second games. So we set up quickly and got started.

Wip Roll
StarCo 5
Varuna 7

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

Varuna List:

VIRD – High Punch
──────────────────────────────────────────────────
7 1

KAMAU Combi Rifle / Pistol, Knife. (0 | 20)

KAMAU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 22)

KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)

ORC (Varuna Div.) (Multiterrain: Aquatic/Jungle, Stealth) HMG / Pistol, Knife. (2 | 45)

PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)

ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)

FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)

TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5)

3.5 SWC | 200 Points
Open in Infinity Army

StarCo List:

CnP – Snake DT?──────────────────────────────────────────────────
5 3 1

ANACONDA (Fireteam: Duo) HMG + Chain-colt, Panzerfaust / CCW. (2 | 64)

OPERATOR Spitfire / Pistol, Knife. (- | 0)

LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)

LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)

BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)

SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)

UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)

WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)

IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)

2.5 SWC | 199 Points
Open in Infinity Army

Winning the roll Xammy decided on which side he wanted. With the list I had I wanted to try and disrupt things with Spector and try and grab the beacon and start carrying it back to my Anaconda, so I chose to go first.

Deployment:
I deployed my Lunkholds watching the approach to my beacon, putting my koalas into places where anything approaching the beacon would be hugged to death. My brawler Lieutenant was prone on a roof on my left next to a Warcor. Uhahu was prone on a roof on my right. My Irmandinho was in my day left in the back. I held my Anaconda in reserve to put it in total cover on my left.

Xammy deployed his Orc Core (with three Kamau) across the middle of his zone. The Orc HMG was standing on the roof on the middle. The rest of the link was watching various angles of approach. There was a Fusilier prone on my left and a Tech Bee watching the beacon.

Top of 1: StarCo
To start things off my Irmandinho runs forward like the angry engineer he is. Looking at the board, there’s a really nice spot to drop Spector down and then tear through the Kamaus in the fireteam. So, I place him down, roll my test, and fail the roll. Spector drifts and lands right in the middle of the link team and then goes down in a hail of bullets. Alright, that plans off the table. So I start my recovery plan, I knew that Spector wouldn’t always be the option, so I use the Irmandinho to set up a smoke screen. I send my Anaconda up field and stick it into a nice piece of cover, able to watch the approaches with it’s HMG.
At this point we notice a deployment error that I made with one of my Lunkholds, and Xammy is gracious enough to let me correct it. (I had a Lunkhold on the roof of a building out of cover and in full view of everything, I moved it behind the building.) Seeing the points on the VIRD side I guess that I won’t have to worry about any AD, so I rotated one Lunkhold, have it start watching down the field and reposition it’s koalas.
With my last orders I put enhanced reaction up on that Lunkhold and put the Anaconda into suppressive fire. Not a great turn, but there are still two left.

Bottom of 1: VIRD
Xammy starts off by consolidating the link team towards the center of the board, because of how spread out the team was I get a free shot with my Warcor on the Orc, which I whiff. Another order and the link team advances more with the Kamau sniper as the leader. I have the Warcor try and flash pulse the sniper, but she died in a hail of bullets. A few more orders brings the link team forward and has Patsy start a gun fight with the Anaconda, I elect to shoot back in suppressive fire. We are within 24 inches so I get my burst 3 and the imposed -3 on Patsy. Patsy still wins the face to face with several of the hits going through. The Anaconda is arm 6 and in cover, I am feeling pretty good about these armor rolls. And then I fail both and the anaconda explodes. Leaving my Operator floating in the wind. A few orders more has Xammy take out the Operator and set up to start approaching the beacon on his next turn.

Score at End of 1: 0 – 0

Top of 2: StarCo
(Authors note: in reviewing this for the battle report, I started this turn in retreat, but didn’t notice. The game should have ended at the end of my turn.)
Ok, three orders, not a lot of options… I have my angry engineer run over to try and bring back my Lunkhold. He succeeded at bringing one up, and the last order has Uhahu successfully freezing the Orc HMG in place with Icebreaker. I pass turn.

Bottom of 2: VIRD
Xammy continues to have his link team advances up, we screw up some rules and I try to Oblivion the Orc, but fail all the rolls so it doesn’t matter. As his diminished link continues to advance up and around the building he guns down the Lunkhold and a Koala. My Irmandinho gives him some trouble, critting a Dodge once and being a tough little guy. Xammy spends the rest of his orders clearing the koalas and the Irmandinho, but is out of orders.

Score at End of 2: 0 – 0

Top of 3: StarCo
I am in retreat, I have no way to score anymore points, but Xammy hasn’t done anything extra either. So I end my turn which ends the game.

Final Score: 3 – 3 Tie

Lessons Learned:
The checklist I had helped a lot for this game. Very little went to plan, but my deployment and returning to the checklist and checking the next steps turned what could have been a crushing defeat into a tie. Had I remembered that Uhahu had spotlight, I could have won with s minor victory.
My deployment put a ton of pressure on Xammy. I presented a puzzle that he would need to deal with. And the puzzle of 4 koalas, 2 of which were in standby, put Xammy into a tunnel vision where he spent too many orders shooting Koalas. There funny thing was that he could have walked the team into the koalas, are the two active ones and still be able capture the beacon and start walking away.
It was a good game, and informative about how even the best plans can fall apart, but with a focus on the mission you can lose nearly every face to face and still get a decent result.

Jhokalups – Field Operation Action Report – 15

Jhokalups – Field Operation Action Report – #

Bakunin vs Varuna

300 ITS X – Deadly Dance – Soldiers of Fortune

 

This week I had a rematch against Xammy, one again a Bakunin Expeditionary Force facing a Varuna Oppression Squad. Our monthly tournament for March is Deadly Dance, so both forces decided to see what the TAGs available could do. With the table set up we rolled and got started.

 

Wip Roll

Bakunin 15

Varuna 3

 

Decision: Xammy

Deployment: Jhokalups

Initiative: Jhokalups

1st Turn: Xammy

1st Deploy: Xammy

 

Varuna List:

 Xammy Mambo Squallo Practice
──────────────────────────────────────────────────
10
 SQUALO (Armored Cav.) (Varuna Div.)(Fireteam: Duo, Aquatic Terrain) MULTI HMG, Zapper / AP Heavy Pistol. (2 | 94)
  CRABBOT Flash Pulse / Knife. ()
 PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)
 KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
 CROC MAN (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
 ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
 MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
 PALBOT Electric Pulse. (0 | 3)
5.5 SWC | 300 Points

 

Bakunin List:

 Mambo KV1
──────────────────────────────────────────────────
1
 LIZARD MULTI HMG, Heavy Grenade Launcher / . (2.5 | 87)
  LIZARD PILOT Submachine Gun / Pistol, Knife. ()
 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)
 ZONDBOT Electric Pulse. (0 | 3)
 KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
 REVEREND CUSTODIER Hacker (Assault Hacking Device UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
4 SWC | 300 Points

 

The table was set up fairly balanced with three parks across the middle of the table. We played these parks as jungle terrain; difficult terrain, a low visibility zone, and a saturation zone. This is part of ongoing practice for Rose City Raid, which will feature terrain rules heavily.

 

Deployment:

Xammy deployed first, a Fusilier/Kamau mixed link was set up I’m the smaller apartment, split up inside and outside of the building on the bottom floor. There was a camo marker near the park in my right, hiding the hidden deploy Crocman minelayer in the park. Another camo marker was on the second floor of the larger apartment. A machinist was hanging it with the Fusilier link and his Palbot was hiding in the other apartment. Patsy Garnett was hanging near the Palbot and a Reserve Squallo was placed and joined a duo team with Patsy.

VIRD Deployment

Looking at the table I knew one spot that I wanted to put my Lizard. So I put my Zondmate and the Morlock near my small apartment.  Zoe, the Moderator, and πWell were in my middle large apartment, ready to go hunting as needed. My zero was in the park on my right, prone and in cover. And I had the Reverend Haris in my right most apartment building, split across floors and rooms to protect them from speculative fire.

Bakunin Deployment

Top of 1: VIRD

Our Warcor has only the person going first drawing a classified for the zone. The person going second gets their zone in the opposite corner from that. Xammy drew Zone 4 and I got Zone 2. With that settled orders started getting spent. Xammy’s goal with this list was to throw out the Squallo and see what he could do with it. So to start, it and Patsy started walking towards the jungle. Another order and they were into the jungle on my left. Another order and the Lizard and Squallo could see each other, and elected to start shooting. With a Saturation, Low Visibility zone and the Lizard in cover we were looking at some odd shots. The Squallo lost the exchange and had to make explosive armor rolls. After failing one and passing two it continued to advance, once again losing the face to face. This time it’s armor couldn’t save it and it went unconscious. Spending a few orders Xammy was able to get his machinist over and brought the Squallo back to functionality. Advancing again the Squallo fights the Lizard in cover but loses again, once again falling unconscious. The Croc man reveals and walks towards my camo marker. Which chooses to do nothing. With that done Xammy passes turn.

 

Bottom of 1: Bakunin

Alright, I have a couple things to work on this turn, I need to get rid of the Squallo, get my Lizard into my scoring quadrant, and make sure that I have more points in Xammy’s quadrant so that he cannot score. Step one, getting rid of the Squallo. I attempt to have the Lizard shoot it off the table, which doesn’t work so well. So instead I have my Morlock walk up and Coup de Gras the Squallo. Good news step one complete. Next I drop my Meteor Zond onto the roof of the apartment building with the Fusillier link team in it. I then spend a couple orders having Zoe put spotlight onto the Fusilier medic. A couple of spec fire Heavy Grenades later and I have broken the fusilier link, killed the medic and taken out the multi-sniper. Next I send my Lizard on an aggressive mission to get it into my scoring zone. The Lizard eventually makes it, with minor structural damage and some paint scratches. (One wound taken). Finally I advance the Reverend link to have points in the zone and pass turn. With the Lizard in my Zone of operations and more points in the VIRD zone than Xammy I get 2 to his 0.

Photo_talks_1551634111740

Score at End of 1: 2 – 0 Bakunin Favor

 

Top of 2: VIRD

The VIRD force needs to get some things done this turn if it wants to turn the game around. Step one is taking out the Lizard. Patsy crawls through the forest to avoid getting tagged by the Morlock. After sneaking up behind the Lizard Patsy puts enough bullets into it to lose all structural integrity. Unable to advance up and perform a Coup De Gras, Patsy elects to shoot some more, and the Lizard becomes an exploded bit of scrap metal. The Crocman spends a bit of time chasing around the Zero KHD before finally taking it out. WIth that all done Xammy passes turn.

 

Bottom of 2: Bakunin

With my TAG down I will not be able to get the maximum number of points this game. So I focus on other objectives. I have the morlock advance out and create a smoke screen. After having good cover the morlock makes it into the jungle park and takes out the Machinist, who was the Varuna Data Tracker. I attempt to then get my Zondmate up to the HVT and get my Classified done, but didn’t have enough orders to get it done. After looking at the board we decide to call it there since the best that VIRD could do would be a tie. Which makes it a…

 

Final Score: 4 – 0 Bakunin Victory

 

Lessons Learned:

  • TAGs are fun, but challenging. I enjoyed having a large stopy robot, but it was also so many points tied up in one model. More practice is needed.
  • The spec fire with the heavy grenade launcher worked out exactly like I wanted it to, I was able to get a meteor zond in place to be able to put targeted on the link team.
  • I still need to work on my deployment. I found myself awkwardly constrained by some of the set up I did.
  • The Reverends are medium infantry and could have been deployed further up, which would have needed fewer orders to contest zones. Something to remember for next time.

Jhokalups – Field Operation Action Report – 14

Jhokalups – Field Operation Action Report – 14

Bakunin vs Varuna

300 / ITS X – Unmasking

Finally playing again! Against Xammy! It’s been almost a month since I was last able to play. Time to knock some rust off and play some Bakunin.

Wip Roll

Bakunin 4

Varuna 5

Decision: Xammy

Deployment: Jhokalups

Initiative: Jhokalups

1st Turn: Xammy

1st Deploy: Xammy

Varuna List:

https://army.infinitythegame.com/index.html?l=IwBgrAPgzCIQagSQEoBEAEBadBBATgLYCmAJhAJwCkwATDVJQCxgyUCEj1NwA7E4wA4Q7YF1r8wfNqNrjG8qtLE0JANnYrZDeWEWbu2xqoZt9wQ6pXSZddcygCN+qH2Zh1AASq16TFsI4xV0ErRx9RZmBFYHVaKAiweRFY+gSk0wY4xzc+Dw8gA=

Bakunin List:

https://army.infinitythegame.com/index.html?l=KwBgzAPmIhBKBhOACAEg5A5Apgd2QEICuAlgDYAmyATBNcAKQAsAHAJwMCMA7GCwwEIwzAGzcuIlk0HSmkiS34DOoxpxEbBKuWo0itqiZuWH18kzqMcB1Ya3HU21cQAEOTXl24hr7z4+oQQT9hHhBxZXFWFR5bLSCPaR5OagYXFyA===

We have a VIRD aggression force facing a Praxis detachment led by the Reverend Superior Kusanagi. Each group is trying to find the enemy spy in a quiet suburb.

Deployment:

VIRD took advantage of a local apartment to deploy their mixed Fusilier/Kamau link split accepts floors. The multi-sniper was on over watch for the main road and the have l heavy rocket watched the back alley. Patsy and her group huddled behind a large apartment while the Fugazi and majority of camo markers deployed on the ground. There was a camo marker and Warcor on the roof of the large apartment.

Taking a similar tactic, Kusanagi and her Reverends split across the floors of a large apartment. A core of moderators hid in another apartment with the multi-sniper ready to pop up on the roof. Zoe hid in a dumpster while πWell was in the apartment with the moderators. The zeros split the suburb into thirds and each took one to cover. The Morlock deployed on the right to provide a smoke screen for the Moderators.

Top of 1: VIRD

For their reserve VIRD revealed a TO camo marker and dropped it down. To start things off the TO marker advanced up the field and when it reached the console on my left it revealed itself to be a Crocmam Killer Hacker. The KHD Crocman flipped the console, revealing my right HVT to be a target decoy. The crocman then went and flipped the middle console reveal in my left HVT to be the designated target. Having identified the Designated Target, VIRD made that the high priority. A camo marker advanced quickly up the field, walking past a Reverend Healer and a Zero Camo Marker. The designated target tried to reveal the camo marker, but failed. After creeping into total cover the Camo marker revealed to be a Jammer Zero Cobra and Assault pistoled my designated target into unconsciousness. The zero Cobra then crossed back across the alley before trying to jam the Reverend Healer, who’s advanced BTS helped avoid the interference. The Crocman reverted to a marker and VIRD passed turn.

Bottom of 1: Bakunin

The Praxis detachment was in a rough spot, our Designated target was down and VIRD had captured two of the consoles. I knew that I would need to deal with the middle road before I could get anywhere. The Morlock advanced up and free from any fire ducked behind a building. πWell advanced inside a building to be in good repeater position. A zero took out the Jammer Cobra, so that the Reverends we’re free to activate. The Reverend team activated and the Custodier put up some white noise between the Moderators, πWell and the Kamau MSV sniper. After that the moderator sniper popped up, ready to cause some trouble. A Helot revealed itself to fire a pair of rockets at the moderator. An unfortunate face to face saw the Moderator unconscious and the link broken. Zoe activated and enhanced πWells aiming capability. Then πWell tried to unseat the Helot. On the 4th face to face the Helot failed guts and went prone. The Reverend link activated, looking to clear out the back alley, revive the designated target and maybe capture some consoles. Unfortunately with a lack of orders all Kusanagi was able to do was take out a different Helot. And πWell hid from the Kamau sniper.

Score at End of 1: 4 – 0 VIRD Favor

 

Top of 2: VIRD

The VIRD commander wanted to use this turn to start clearing more Bakunin troops. The Fusilier mixed link started descending the building, it wasn’t until the third order when everyone was out that the VIRD commander realized that activate, the standard version (not the ITS skill) is a short skill that could be used by the whole fire team, or at least all members on the same floor. After getting the Fusilier team ground level the multi-sniper Kamau attempted to remove Kusanagi and the FO Zero. Kusanagi did take a wound, but successfully failed/succeeded guts to Dodge out of sight. Next up Patsy and her Kamau HMG came up the main road and took out πWell while getting into a building. After successfully clearing the back alley, Pasty and her group advanced up, after walking the Kamau in front of πWell the Kamau proceeded to fill the little robot full of holes. Finally the Croc Man walked around putting mines on everything before re-entering marker state behind the left console.

Bottom of 2: Bakunin

Alright, Kusanagi and her force are not in the best position. We can recover, hopefully. I start off by trying to clear off that obnoxious rooftop Helot. I reform the moderator link and have the LGL walk forward to a position to be able to shoot at the Helot. A couple exchanges later and nothing is happening. So I come up with a new plan, well, more like two plans, or a plan that was executed in the wrong order. I walk my meteor zond on next to the VIRD HVT on the right, partially forgetting that there is a camo marker there. I elect to do it anyways. A Zulu Cobra with a breaker rifle reveals and shoots my Zond unconscious, not great. I use my Morlock to create a smoke screen for my Zero KHD to get up to a console and flip it. I decide to be too conservative and set up two overlapping clouds, which leaves not enough orders in its group to get to the button. That done, I have Kusanagi and the custodier advance upon the top of their building to take out the Helot and warcor. Then set up a white noise screen to allow Kusanagi to advance over the bridge and take out the Zulu Cobra KHD. Unfortunately the Custodier gets isolated as part of that order and I pass turn.

Score at End of 2: 4 – 0 VIRD Favor

 

Top of 3: VIRD

WIth the commanding position that Xammy is in there is really only one thing left to do. The Kamau HRL jumps into the elevator and rides it up to see Kusanagi. After a quick exchange, Kusanagi goes down. Since she was my lieutenant and starting the third turn in loss of lieutenant would make it nearly impossible to accomplish anything we call the game here.

Final Score: 7 – 0 VIRD Total Victory

Lessons Learned:

  • Lieutenant orders are a thing, Kusanagi could have been in cover for that last shot, improving her odds of survival by 20%.
  • I need to have a plan for when dice don’t go my way, I spent a lot of orders on a Helot that I could have used to accomplish something else, like clearing out the back alley with Kusanagi.
  • The HVT I chose as my Designated Target was probably the least secure. I should have used my middle HVT as the designated target.
  • My placement of the Meteor Zond was poor. I could have used my Hacker to enhance the landing and dropped it into my opponents deployment zone.
  • Dropping my Meteor Zond into a different spot would have opened up a Combi Rifle and a repeater option, instead of it dying pointlessly.

Jhokalups – Field Operation Action Report – 13

Jhokalups – Field Operation Action Report – 13
“Boarding Shotguns are the Best Choice For Overwatch Models”
Bakunin vs Caledonian Highlander Army
300 / ITS X – Frontline

This week I had a rematch against SprocketGX in preparation for our Fearsome February Event. We quickly set up a table and got started a bit earlier this week. Unhappy with the list performance last week I decided to roll back to my comfort zone with a Riot Grrl Core

Wip Roll

Bakunin – 1
Caledonian Highlander Army – 10
Decision: CHA
Deployment: Bakunin
Initiative: CHA
1st Turn: CHA
1st Deploy: CHA

Caledonian Highlander Army List:

 Caledonian Highlander Army
──────────────────────────────────────────────────
GROUP 1  4
 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 S.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21)
 S.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21)
GROUP 2  7
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11)
6 SWC | 299 Points

Bakunin List:

 Riot Punch!
──────────────────────────────────────────────────
GROUP 1  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 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)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
GROUP 2  1
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
5 SWC | 300 Points

For my deployment I made two really dumb decisions that affected how the game turned out. There was a large catwalk that ran diagonally across the table. I had one of my Moderators, my Custodier, and a Riot Grrl with a boarding shotgun all staring down this long corridor, knowing full well about the AP HMG Grey on the other end. I could have put the moderator into Total cover elsewhere on the table. I also could have had a Combi Rifle, or even better the Missile Launcher Grrl in that overwatch position and been in a more commanding position. Lessons learned, onto deployment!

Deployment:

Sprocket hid his lieutenant on the right side on top of a building and prone. His highlanders were spread out across the mid field, intermixed with some Camo Markers. The link Team was set up at one end of the catwalk. One Volunteer succeeded at the infiltration roll, another did not.

I set my Riot Grrl link up across the catwalk from Sprocket’s volunteer link. My reverend mini-haris was on the catwalk watching two approaches. I had my Morlocks on either side. With my zeros covering my right side. Originally I had my moderators on top of three buildings. Then I remembered the Xenotech requirements and moved one to the ground to be the Xenotech minder. I should have then moved my most exposed Moderator to the total cover spot. I set up my more disposable Grrls up top and upfront. Looking back on it. If I had switched the Riot Grrl with the Tin Bot with any of the other Grrls, that would have been a better choice. The Spitfire and Missile Launcher would have also been much rougher in ARO than a boarding shotgun that could only dodge. WIth that done we started the game.

Top of 1: CHA

The first order of business for Sprocket was to have the Gallwegian Highlanders run up to provide smoke cover. Several of them got to provide smoke without issue. One did go down to dogged in the in an exchange with a Riot Grrl. There was a smoke cloud thrown to the top of a building to cover a climbing plus camo marker. A couple orders advanced the Xenotech bonded to a rogue volunteer and placed the multi-scanner. Then the AP HMG Grey started advancing down the board and taking shots at my Riot Grrl Tin Bot, Custodier, and Moderator. The Moderator went down, the Custodier went down, but the Grrl survived that onslaught. Next a Scot with a Missile launcher tried to take down the exposed Grrl, she lived through all those shots as well. (Fortunately for me the Scot was shooting in AP mode.) Eventually between a revealed Cataran Sniper and more shots the TinBot Grrl went down. McMurrough came down my right side to play. My minelayer Zero successfully got a wound on McMurrough, who survived a mine and several more shots and eventually taking down the minelayer. With that done Sprocket passed turn.

Bottom of 1: Bakunin

Four models down isn’t so bad. I have a good plan to be able to bring back the Custodier and the TinBot Grrl. I have my right Morlock advance and get in smoke fight with McMurrough, everyone won that fight. The Morlock on my left started advancing to create a smoke wall around the Grrls and block out a safe area for the healer to come around and do some healing. Before making the wall too large I want to achieve a classified, so I have my Riot Grrl make a discover shoot, putting two into the Camo Marker and 2 into the T2 sniper. I take out the volunteer, but the Grrl goes down. The Morlock starts throwing more smoke and gets into base contact with the unconscious Volunteer. Attempting “In Extremis Recovery” while walking by. I fail the WIP roll and decide that I can deal with it later. On the fourth smoke cloud my luck runs out and the Morlock goes down to T2 without managing to screen the Healer. While attempting a Missile Launcher fight with the Grey to bring the big guns to bear, my Missile launcher goes unconscious. I attempt to use my last Combi Grrl to take out the Cateran, but she goes down as well. With just a few orders left I know I need to get my Xenotech out of my deployment zone. Two orders later and I have a multiscanner deployed. I also attempted to take down the Missile Scot with my Morlock, who dies for his troubles, while the Scot continues to live. With that wonderful disaster of a turn done, I pass it back to sprocket.

Top of 2: CHA

Looking at the mission Sprocket decides the best thing to have happen is to send McMurrough on a murder spree. While acting in smoke and tanking shots like a boss, McMurrough takes out my last Zero and the Moderator guarding my Xenotech. A Highlander attempts to take out my Healer, but she knocks him out with her Boarding shotgun. Successfully dodging a shot from the Cateran I have her dodge into total cover. After just walking his Xenotech up and the link team, the turn is passed back to me.

Bottom of 2: Bakunin

I am currently in Retreat. With one chance to salvage the game. I crawl my Reverend Healer over and retreat my Riot Grrl. That done I pass turn.

Top of 3: CHA

Sprocket basically haves this game in the bag. He almost just passes turn, but then remembers to play to scenario. Walking another model into my zone. And passing turn.

Bottom of 3: Bakunin

One Order left, one remote chance, If my healer can take out the little volunteer and live, I can dominate my close zone. It doesn’t work and the game is over.

Final Score: 10 – 1 CHA Total Victory

Lessons Learned:

  • Think about deployment better! In attempting to protect the more valuable Grrls I wound up squandering my range band advantages and losing a link when I could have forced Sprocket into a difficult position.
  • I had no reason to put the Moderator where I did. She could have been prone on a roof without access. And then that order would have been available.
  • Knowing our area, I need to have a plan for Ariadna. The Custodier Haris, which can be fairly monstrous into most other factions, is fairly use impaired into Ariadna and especially CHA. Talking it over with the guys. I have a Fearsome February style list that would be much stronger into what I played against in this game.
  • ODD is a nice tool, but I cannot rely on it to protect my Reverends. I need to work on getting them deployed in better areas that allow them to access the areas I need while protecting them from my opponent. They have been too exposed in the last three games. I think forward deployment from ITS X is a trap a lot of the times for the Reverends.

Jhokalups – Field Operation Action Report – 12

Jhokalups – Field Operation Action Report – 12
Bakunin vs Caledonian Highlander Army
300 ITS X – Firefight

Playing against Sprocketgx again. Bakunin face smashing force against CHA. My goals for this mission are:

  1. Protect my Data Tracker
  2. Protect my Lieutenant
  3. Do not provoke unnecessary AROs.

Wip Roll
Bakunin – 5
Caledonian Highlander Army – 19

Decision: Bakunin
Deployment: Bakunin
Initiative: CHA
1st Turn: CHA
1st Deploy: CHA

Caledonian Highlander Army List:

 Caledonian Highlander Army
──────────────────────────────────────────────────
GROUP 1  4
 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 S.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21)
 S.A.S. Chain Rifle, Light Shotgun / Pistol, AP CCW, Knife. (0 | 21)
GROUP 2  7
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Light Shotgun, Light Grenade Launcher / Pistol, Knife. (0.5 | 10)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Rifle, D-Charges / Pistol, Knife. (0 | 11)
6 SWC | 299 Points

Bakunin List:

 Falcon Punch 3 No Kusanagi
──────────────────────────────────────────────────
GROUP 1  1
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle + Light Grenade Launcher / Pistol, Electric Pulse. (0.5 | 13)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 32)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
GROUP 2  1
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
5 SWC | 300 Points

We played Firefight on a cool board with a lot of catwalks and a lot of ways up and down. Sprocket debated on having me go first even though he was deploying first. In the end he decided to go first. And so deployment began.

Deployment:

Sprocket set up first. He had his Highlander Galwegians spread out across the table, ready to provide smoke. There was a core of volunteers with a grey hiding in total cover. Wallace was prone up on a cat walk and there were camo markers all over the place. McMurrough was Sprocket’s reserve model and was deployed forward on my right side.

foar 12 sprocket deployment

I had my moderator link spread out across the catwalks with the light grenade launcher as far forward as possible. The lieutenant was hiding inside a silo of the catwalks. I spread the Reverend haris around that same silo, HD+ on top, Assault hacker in the silo, and the healer behind. My Morlocks were split, one on the far left, one on the far right. And then I dropped my Taskmaster in an overwatch position on my right as my reserve.

bakunin deployment

Top of 1: CHA

To start things off, Sprocket’s impetuous troops started advancing up to provide some smoke cover for his link team. The Taskmaster had good lines to all if the smoke troops. Unfortunately for me, the Highlanders and McMurrough passed more Smoke rolls and more armor rolls than the Taskmaster did at shooting them. After getting a smoke screen set-up and picking up an Auto MedKit, McMurrough decided to go after my moderator link team. After jumping up and saying hello, McMurrough got hugged by a crazy koala, and took a bunch of shots. After placing a chain rifle over several moderators and knocking one out, McMurrough fell unconscious.

Next the Volunteer link started marching around behind smoke in order to bring the AP HMG to bear on my Taskmaster. The AP HMG then laid the taskmaster low. With that done, the Volunteers retreated to safety.

Bottom of 1: Bakunin

With my Moderator link down, but not out, I knew I wanted to fix that. I had one Morlock advance up to the left and throw out smoke to protect himself. The other also went forward to protect itself.  After that the left Morlock advanced more to throw smoke out in front of a ladder that led to the downed Moderator. A couple orders more had my Doctor up top, and two command tokens later the link was back up. I started using the link to speculative fire the grenades at an SAS marker and some of the highlanders. With some bad rolls on my part and good rolls on Sprocket’s all my targets lived. I choose not to bring on my Meteor Zond this turn. Instead I slowly started crawling my healer over towards the Taskmaster. My minelayer Zero acquired something from a Panoplie. And with that done I ended my turn.

Top of 2: CHA

Highlights from this turn, a Scot with a Molotok took out a Morlock and then proceeded to die to a moderator and a Reverend Custodier. The AP HMG Grey got taken out from a Zero while climbing a ladder. The Volunteer paramedic brought him back, but it took several orders.

Bottom of 2: Bakunin

On this turn I revealed Bran and attempted to raid the panoplie, it was successful. I brought the meteor zond in by Sprockets HVT and completed my classified. The Reverend healer also successfully took out my own taskmaster with a misplaced medpack. A couple more speculative fires failed to take out anything. A T2 Sniper cataran revealed to take a shot at Bran, I attempted to use my moderator link to take it out, which resulted in the link collapsing. With that done I passed turn.

Top of 3: CHA

Sprocket brings the Volunteer link up top into an overwatch position, then takes out my Zero KHD, Bran, and the meteor zond. He was also able to raid another panoplie. A highlander trades himself for making a moderator and Custodier unconscious.

Bottom of 3: Bakunin

For my last turn, my main focus was to try and pick up some army kills and bring back some troops. My morlock failed to set up the perfect smoke screen and got knocked unconscious. The Healer was able to bring back the custodier and a moderator. Some spec fire and a surprise shot from my last zero failed to take anything out. With that we called the game.

Final Score: 8 – 1 CHA Total Victory

Lessons Learned:

  • If I am going to get spec fire to work, I need to put more effort into making sure I have targets that are in a targeted state.
  • My hacking power wasn’t as useful in this list, I might have been able to shoot out some pitchers and then use the extended hacking area to put spotlight onto some targets. It might have been more reliable than what I was trying.
  • The Taskmaster acting as a bully was pretty nice. He was doing great until the linked AP HMG was brought to face him. I will have to think about how to deal with that in the future.