Jhokalups – Field Operation Action Report – 11

Jhokalups – Field Operation Action Report – 11

Bakunin vs Varuna Immediate Response Division

300 / ITS X – Firefight – Spec Ops (Unused)

After what feels like a month without playing I finally got a game in. This was my second game against Xammy’s VIRD, first game at 300 points. I arrived a bit late to the game night, but the table was set up when I got there, so we were able to dive right in.

Special shout out to UselessWizard, who came into the shop right before the game. We hadn’t seen him in store in a while and spent some time geeking out about painting things.

So, after showing off all the things, we were able to dive right in.

Wip Roll
Bakunin – 4
VIRD – 5

Decision: VIRD (Xammy)
Deployment: Bakunin (Jhokalups)
Initiative: VIRD (Xammy)
1st Turn: VIRD
1st Deploy: VIRD

VIRD List:

 VIRD – Armed
──────────────────────────────────────────────────
GROUP 1  1
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
 ZULU-COBRA Hacker (Killer Hacking Device) Breaker Combi Rifle / Pistol, Knife. (0 | 28)
 FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 KAMAU HMG / Pistol, Knife. (1 | 28)
 KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)
 KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
 PATSY GARNETT Submachine Gun, Nimbus Plus Grenades, D-Charges / Pistol, Knife. (0 | 37)
 MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
GROUP 2  2
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
 ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
 CROC MAN Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 36)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3)
5.5 SWC | 299 Points

Open in Infinity Army

Bakunin List:

 Falcon Punch!
──────────────────────────────────────────────────
GROUP 1  10
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 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)
 TASKMASTER Lieutenant Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53)
 KUSANAGI Spitfire / Pistol, Shock CCW. (2 | 43)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 BRAN DO CASTRO (Specialist Operative) Combi Rifle + E/Mitter / Pistol, DA CCW. (0 | 37)
GROUP 2  2
 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)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
4.5 SWC | 300 Points

Open in Infinity Army

After choosing sides and who would go first, and about halfway through Xammy’s deployment I noticed that the deployment zone for Firefight is 16”, not 12”. Which makes the side I had tried to inflict on VIRD a much better option.

Deployment:

vird deployment

Xammy set up a fusilier link with two Kamau, a multi sniper and a heavy rocket launcher on top of a central building. There was a Kamau haris with Patsy, Machinist and HMG Kamau hiding behind a building ready to come up through the center. There were several Camo markers scattered around the deployment zone, two Zulu Cobra and two Helots. Two Fugazi, and a hidden deployment Croc Man rounded out deployment.

bakunin deployment

I had my moderator link on a building to my left. My Reverend haris was central and forward. I split the Zero’s right and left. The Taskmaster was central rear. And I had my Morlocks covering the right. Bran did some deep infiltrating to be on top of a building near the Fusilier link.

Top of 1: VIRD

First thing that happens is Xammy starts to walk a camo marker around a corner near my mine. Then he remembers, that there is a decent chance I brought a mine layer and decides, that perhaps this wasn’t the best choice. Instead he attempts to discover my Zero on my right, but fails the discover roll. A coordinated order brings the Fugazi and a camo marker forward, who drop a lot of sniffers. The camo marker reveals itself to be a sensor Zulu-Cobra, who declares sensor and reveals both Zeros and the mine. The Multi Sniper took a couple shots and eventually took the Zero KHD off the field. The Zulu-Cobra and minelayer Zero exchanged a shot and the Zero dodged around a corner. The Patsy Haris started to advance up the field, the HMG Kamau and the Reverend Healer had an exchange. After a few successful dodges and armor saves, Patsy takes a turn. The Healer put a wound on Patsy and take out a Helot hiding behind her. After that the Kamau HMG put the healer into unconsciousness.
With that done Xammy passed turn.

Bottom of 1: Bakunin

Looking at the board, I was reasonably sure that my super jump morlock was going to eat a rocket to the face if I let it rage, canceling it’s order seemed a good choice. The other morlock was able to safely walk up the board a little ways. I attempted to speculative a smoke grenade from from one morlock to cover the other, but that failed. The remaining morlock then walks up the field to get into range of Patsy, and chain rifles her down while eating a hail of rockets and bullets. Unsure of the distance from my Moderator LGL to the Fugazi, I decided that I would use Kusanagi to clear out the left side so I could come up that flank and then sweep towards Bran.
To start off I advanced Kusanagi up and advanced the custodier. The custodier put out some white noise to protect the side from the Multi Sniper. Kusanagi then took several shots at the Zulu Cobra, who successfully dodged. Next I had Kusanagi take a shot at the HRL Kamau, the Kamau won the face to face and Kusanagi burned to death. Super awesome.
I knew that if I couldn’t clear out at least one member of the link I was going to be in trouble. I thought about using Bran, but with the line of sight that the Kamau had, he had no way to stand and safely shoot people. I had Bran climb down the side of the building he was on to take a shot at the machinist and Kamau. After that I spent a couple orders bringing the Taskmaster forward and took a couple shots at the Kamau HRL, ineffectively.
With that I was out of orders and passed turn.

Top of 2: VIRD

The first thing Xammy does is have his link start to walk over to get eyes on the Taskmaster. The first shot fails to kill the Taskmaster. The multi sniper then takes a shot at Bran, taking him down. Another order in the link takes down the Taskmaster.
At this point we called the game, I would start my turn in loss of lieutenant. I had also lost the majority of my points, ability to kill, and ability to do anything taken off the field. It was also very late.

Final Score: 7 – 0 VIRD Total Victory

Lessons Learned:

  • If I had been better at estimating distances, my LGL Moderator would have speculative fired off a shot at the close Fugazi and probably taken out it and the nearby Zulu cobra.
  • I should have checked the angles that the Multi Sniper could have seen. Walking Kusanagi around the other side of the building would have let her take out a lot on the other side.
  • I didn’t have much of a chance to try out the Custodier’s Pitcher. It would have been useful as an extension area for White Noise.

Rose City Raid – To Nomad or Not To Nomad?

To Nomad or not to Nomad, that is the question, that I am currently considering. I got into this came for Riot Grrls, and the Bakunin Sectorial in general. As I was learning list construction and how the game was played I noticed that in NA2 the StarCo Free Company of the Star also has Riot Grrls available. And that the Riot Grrl Core is hilarious with either Avicenna or Emily as the fifth member.

Alright, this is the second list that I built for Highly Classified. The first one had a full five person core of Riot Grrls, which is fun, but has a hard time actually doing all of the classifieds.

 RCR HC 2
──────────────────────────────────────────────────
10
 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)
 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)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 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 (Specialist Operative) Combi Rifle + E/Mitter / Pistol, DA CCW. (0 | 37)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
4.5 SWC | 300 Points

Open in Infinity Army

I was fairly pleased with this list. I had gained a good melee piece and felt confident in my ability to be able to do any of the classifieds. When I talked to TheDiceAbide about the list on our local game night, he said that the contents were good, but only 10 orders would be rough for hard mode classified decks. So we took a look at StarCo and the things needed for highly classified and came up with this.

 RCR HC
──────────────────────────────────────────────────
GROUP 1  1
 ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL HMG / Pistol, Knife. (1 | 18)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 ZONDBOT Electric Pulse. (0 | 3)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
GROUP 2  1
 HAWWA’ (Forward Observer) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 21)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
5.5 SWC | 300 Points

 

For this list we discussed what was needed for the classifieds, and how having some extra orders will help when the roll gets failed 3 or more times. I really like this one, it has the Emily Core, but cheaper, and then the Avicenna haris for some heavy support. The Irmandinho with the little Zond bot is pretty funny.

For the other scenarios in the RCR, this feels strong into Power Pack. And it might do ok in unmasking. The next task will be to try and find a pair that is strong in Frostbyte and Transmission Matrix. Which seem opposed in what they want in list composition.

Something to think about for later.

Rose City Raid Introduction

Alright I did it, I signed up for the Rose City Raid. Rose City Riad is based off of Infinity “Hard Mode”, which means there will be lost of terrain rules and the classified decks will be red. If I don’t have some kind of plan going in I will get wiped out easily.

My plan going forward is to come up a plan/checklist for each scenario. Then go through my faction to see what units and profiles can meet those requirements, then start interpolating combinations to get a pair of lists that I am comfortable with.

Scenario 1: Highly Classified (For the sake of not going crazy, this scenario will be skipped until later)

  • Have a plan for 90% of the Classified objectives
  • Hunt down opponent’s pieces for completing the four listed classifieds
  • Complete one more classified than the opponent

Scenario 2: Power Pack

  • Place the Multiscanner (3 OP) (Chain of Command +3 Bonus)
  • Activate Antennas (Only can activate 2) (Chain of Command +3 Bonus)
  • Control Enemy Console (need a model and only my model in base contact)
  • Protect My Console

Scenario 3: Transmission Matrix

  • Dominate more Transmission Areas at the end of each Game Round
  • Kill the Designated Target
  • Protect Designated Target
  • Be aware of hacking area!

Scenario 4: Unmasking

  • Kill Designated Target
  • Kill Target Decoys
  • Activate More Consoles (Reveals markers, hacker bonus +3 & roll twice)
  • Protect Designated Target
  • Protect Data Tracker

Scenario 5: Frostbyte

  • Kill more army points than adversary
  • Secure exclusion zone by end of game
  • Have one active heating unit at the end of game
  • Kill enemy data tracker
  • Protect data tracker

Since this is a two list event I will need to cover multiple scenarios with a single list. Some overlap in scenario coverage would be ideal for some extra matchups. There are some things that are apparent, like the list that I use to cover Frostbyte cannot be the same as the one for Transmission Matrix. The Heavy Infantry and TAGs, required for Frostbyte, are not such a great options for Transmission Matrix. Power Pack and Unmasking are similar in the activation requirements; Power Pack requires additional units to hold areas, while Unmasking needs more pieces that are able to get to and attack single targets.

In these Rose City Raid posts I will go over list builds and pairs that I think will meet with these scenarios. Battle reports using the Rose City Raid lists will also be tagged for that and have additional comments on their potential.

Jhokalups – Field Operation Action Report – 10

Jhokalups – Field Operation Action Report – 10
Bakunin vs Caledonian Highlander Army (CHA)
300 / ITS X – Hunting Party
Finally able to play a game again, it feels like it has been too long. This last week I once again faced off against Sprocketgx, who has been one of my more challenging opponents. This week we tried hunting party, in preparation for an ITS in January. I was trying out Cassandra Kusanagi and Bran Do Castro for the first time. After getting our terrain on the table we rolled off.
Wip Roll
Bakunin – 6
CHA – 3
Decision: Bakunin
Deployment: CHA
Initiative: Bakunin
1st Turn: Bakunin
1st Deploy: Bakunin

Caledonian Highlander Army List:

 Jordan’s Hunting Party
──────────────────────────────────────────────────
GROUP 1  3
 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)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)
 SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
GROUP 2  7
 UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27)
 VOLUNTEER HMG / Pistol, Knife. (0.5 | 19)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Rifle / Pistol, Knife. (0 | 8)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Light Grenade Launcher / Pistol, Knife. (1 | 13)
5.5 SWC | 300 Points
Bakunin Army List:
 KusaSmoke for ED
──────────────────────────────────────────────────
GROUP 1  10
 KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 33)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
 PROWLER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (0 | 32)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 BRAN DO CASTRO (Specialist Operative) Combi Rifle + E/Mitter / Pistol, DA CCW. (0 | 37)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
GROUP 2  3
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
3 SWC | 300 Points

Winning the roll, I took a look at the table, and deciding that I liked both sides fairly evenly, that I would like to set the pace for the first engagement, and elected to go first.

Deployment:
Deploying this list was interesting, there are only seven models that are not in a marker state. I had my Reverend haris off on my right surrounding a nice sniper tower. The tower had my moderator lying prone, and I spread my Morlock off on my left flank, rolling Armor, Physique, and BTS with their meta chemistry. My prowlers went on either side of the board, towards the middle. The Zero hacker was in the middle near my HVT. The minelayer Zero placed it’s mine forward of itself in cover, whole being prone in cover further back. The FO Zero was up on a building near the antenna on my right. I held Bran in reserve, hoping to do some damage with him.

CHA Deployment.jpg
Sprocket brought a lot of Camo markers as well. Wallace was prone up on a roof. A volunteer link was off to the right on his side. The Inferior Infiltrating Volunteer failed it’s roll and walked on near the other volunteers. Uxia successfully deployed near my Reverend haris.

CHA Deployment

Top of 1: Bakunin
One of our Warcors has been writing about mental fatigue and how a checklist can help reduce mental strain and improve results, soto follow that theme I had the following list.

  1. Keep Kusanagi alive and un-hunted.
  2. Capture antennas and make it difficult for Sprocket to recapture.
  3. Use Bran to disrupt things in the back.

To start things off, the Morlocks went on a rampage, one advancing and throwing out a smoke cloud, then another double moved, I misjudged the distance and angles and that poor Morlock got plastered by a volunteer with a rifle. The final Morlock moved up just behind the others limp body. In retaliation I moved my left most Prowler forward along the crates, as it cleared them it was able to take a shot on the volunteers, taking the link down from 5 to 4. Another order takes down the infiltrating volunteer that wasn’t able to infiltrate. And then finally the Prowler circles around the boxes to lure out an SAS and then blasts it off the table.
The camo marker close to my Lieutenant was concerning. The healer volunteered to take care of the issue, wandering over to bait out ARO’s from the marker. The marker revealed itself to be Uxia, and after a few exchanges Uxia was unconscious. Next up my Zero FO camo marker crawled towards the antenna and dropped a mine marker (rules flub, cannot drop mines with a camo marker in the trigger area), then walked over to the antenna. An SAS revealed itself, tanked the mine and shots from the Zero. Another attempt by the Zero to deal with the SAS got the Zero frozen. Some orders got Kusanagi into cover, the healer covering a possible approach from McMurrough. Final orders re-camouflaged the Prowler and then a coordinated order moved my markers forward.

Bottom of 1: CHA
Sprocket had a bit of a puzzle on his hands. I have some camo markers up in aggressive spots and doing too much with the volunteer link would risk the wrath of Bran. To start off, the Highlanders took their Impetuous moves towards Bran. Then McMurrough took his towards my Zero up top. After winning a smoke face to face with the Reverend Healer, McMurrough proceeds to start creeping up in the smoke, hoping to take out Kusanagi and the link. McMurrough face tanks the mine bluff. Unfortunately on his next walk he gets an adhesive launcher to the face and gets stuck in glue. Next a Scot wielding a missile launcher popped out of camo and took shots at my Reverend healer. Fortunately she dodged well out of site.
The last group to activate was the fourman link, which was down to four orders. One member starting climbing up a ladder toward Bran, while the others advanced to cover the objective marker. Bran lucked out and the volunteer that made it up failed it’s first discover roll. That left the volunteers without much else to do and so Sprocket passed turn.

Top of 2: Bakunin
Going back to my checklist, so far I haven’t accomplished much on it. I need to capture antennas still. I have eliminated but not hunted down a couple specialists, and have revealed where others are. With my impetuous orders I bring my two remaining Morlocks up. The first climbs a ladder towards the volunteers, while attempting to chain rifle one down, it dodges. The other starts the long climb towards the ML Scot. The leftmost Morlock decides it is time to sacrifice itself to free Bran up. It advances and takes the volunteer standing by Bran out, whole getting gunned down itself. I use Bran to then isolate the volunteer paramedic, and start to play Spider-Man, hiding on the sides of the walls to block line of sight. My other Morlock climbs up the ladder and chain rifles the Scot down. At one point, Bran got Immobilized, so I spent a good chunk (3-4) orders trying to reset him. When he did he went back into Camo. My FO zero stunned the SAS that was by him. And my hacker Zero came forward and secured the left antenna. Also while using it for cover.

Bottom of 2: CHA
With the volunteers down to three members, Sprocket moves the two over to group 1, to fill out orders. Bran, a Highlander, and the volunteers all have a Merry game of tag that ends with a dead Highlander, dead Prowler, and Bran dancing in the sides of a building. Unable to secure any of my specialists the turn is passed.

Top of 3: Bakunin
Third turn, I have captured one antenna, and between Bran, my Zero and isolating the paramedic, there isn’t much to fear about losing control of it. I therefore forces on getting the second antenna, protecting Bran, and setting up a good defense block.
The FO zero successfully knocks out the SAS next to him and then captures the right hand antenna. I spend a few orders trying to get Bran into a good spot to isolate the LT, and then use a coordinated order to move my camo marker spitfire prowler up. With that done I pass turn.

Bottom of 3: CHA
Looking at points, Sprocket needs to hunt down more specialists than me to tie. So that’s what he sets out to do. Fortunately Bran dodges around the building, but my Zero hacker gets glued.
Next up Wallace decides to take a stab at binding Bran, when he stands up to walk the Prowler sends a glue ball omat Wallace, which he easily avoided with a smoke screen. Unfortunately when walking over with the last two orders to take Bran out, Wallace gets tagged by the Prowlers adhesive launcher. Which ends the game. With two antennas, a tie on specialists, no classifieds and one stuck Lieutenant, the Bakunin force takes home victory.

Final Score: 6 – 0 Bakunin Total Victory

Lessons Learned:

  • The checklist plan is actually very helpful. Having a list to fall back on in times of doubt really helped this game. Thanks WiseKensai!
  • Mines cannot be dropped with a camo marker in their trigger area, write it down and remember it.
  • I have found nothing in the rules saying that a model that is unconscious cannot also be isolated or immobilized. This could be helpful information for future Hunting Party missions.
  • Bran Do Castro was an awesomely disruptive piece. He tied up a whole link team with his infiltrating and distracted my opponent from pushing forward. I just wish I had been able to do super jumping with him.
  • I really like the Kusanagi haris supported by all the camo markers. Though another list may have done a bit better in Hunting Party.

Jhokalups – Field Operation Action Report – 9

Jhokalups – Field Operation Action Report – 9
Bakunin vs Varuna Immediate Reaction Division
150 Recon+ – Sweep and Clear

A new week and it’s back to the local game store to throw some dice. One of our local Warcor’s lived the dream of having a birthday on the local game night. Several people showed up for his Showdown Birthday Bash. I was planning on joining them, unfortunately my duties as a Pundit meant that I couldn’t participate, I had to roll dice for a different game. After my games were done, I was able to finally get a real game of Infinity against the person who got me into the game. We selected Recon+ so we could set up a table and finish quickly. I choose a repeat list, and my opponent built a brand new Varuna Immediate Reaction Division (VIRD) list. There was a lot of excitement and the Recon+ rules for list building were briefly forgotten. Patsy is not a valid choice, and had to be pulled off the table. With that done we got to the game.

Wip Roll
Bakunin – 4
Varuna Immediate Reaction Division – 15

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

Varuna Immediate Reaction Division List:

 Varuna Immediate Reaction Division
──────────────────────────────────────────────────
1
 MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
 KAMAU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 22)
 KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
 TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
 CROC MAN Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 36)
 ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
2.5 SWC | 150 Points
Bakunin List:
 Riot GRRL Recon+
──────────────────────────────────────────────────
8
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
2.5 SWC | 150 Points

The table we had set up had several high spots with lanes across each side of the table. The middle had a giant obnoxious building that meant no shooting corner to corner and no single sniper dominance.

Deployment:

20181129_225735

I set my moderators close together on my right, behind a building and hopefully out of site. The Riot Grrl link covered was to the left, ready to make a bee line for the close console. Transductor Zond was on the roof of a building on my left, the Stempler on the ground behind it. I had my FO zero prone in camo up to the right of the console, and held my AHD zero in reserve.

20181129_230435

The VIRD commander had a camo marker on top of a building on his left. A Trauma doc nestled between a building and a trash can. The Kamau link (with Machinist) settled in behind some buildings at the middle. And a Helot Decoy set up across the roof of those buildings. Then I was asked to leave the table as a hidden deployment Croc Man hacker was placed up on my left.

Top of 1: Bakunin

First thing I wanted to do was figure out which Helot was the real one, and what equipment it had. I had the transductor expose itself and trigger some AROs. The kamau took a shot, the Helot didn’t. My zond flash pulsed the Kamau for a face to face. But the Kamau passed BTS. Next the Grrls walked out to get up to the close console. The Helot revealed itself and fired a light rocket launcher. Fortunately the Helot missed. Not wanting to take another LRL I had my AHD Zero sneak up in camo to the corner, then take a Surprise shot at the Helot, who went down in a hail of bullets. Since the Zero was already revealed I decided to have it make things more difficult and lay down some mines. As he advanced up, a Croc Man AHD revealed itself to try and Carbonite my Zero. The Zero decided to send some frozen programming back at the Croc Man. The Zero got a critical in the face to face and froze up the Croc Man.

20181129_232229

The Grrls then walked up and around the console, taking a shot at the Croc Man, successfully securing the console. Unfortunately the Croc Man passed armor and went prone, also successfully resetting itself. With a coordinated order I got the Grrls out of hacking range and up towards the passage on my right. My Zero as the spearhead, layed down a mine. That done, I passed my turn.

Bottom of 1: VIRD

The Varuna commander had concerns about the mine, there were several high value pieces that would trigger the mine. The camo marker revealed to be a Zulu-Cobra who attempted, and failed, to reveal the mine with three orders (it was late and sensor was missed). After the mine was discovered and destroyed, the HRL Kamau came up and did mean things to my AHD zero, who responded by dropping another mine. The Zero died for his efforts, but trading a zero for 5 regular orders seems like a really good trade. In order to deal with the mine, the Trauma doc climbed over the container to tank the blast, successfully dodging the blast (this was technically illegal, climbing for the trauma doc is an entire order). With the mine dealt with the Zulu-Cobra used it’s Lieutenant order to re-camo itself.

I used the console to score 3 of the zones at the end of turn 1.

Score at End of 1: 1 – 0 Bakunin Favor

Top of 2: Bakunin

Well, I know who the Varuna lieutenant is, and the Riot Grrls have MSV1… So I decide that this will be the best plan. I use a command token to re-link the Riot Grrls, then have the Spitfire Grrl walk over and attempt to discover the Zulu-Cobra, and fail. The Specialist Grrl tries next and succeeds in the discover. And a third order puts the Zulu Cobra into the ground. Next task is taking out the pesky HRL Kamau, which they do with the next order, also dropping the trauma doc. More orders put the trauma doctor into the ground and brings the Grrls close to the far console. With that done I pass turn.

Bottom of 2: VIRD

Starting in Loss of lieutenant and down 3 of the 6 remaining troopers, The Varuna Commander first attempts to have a Kamau heal a Kamau, but in true Pan-O fashion kills off the Kamau. The engineer ambles up a bit and the Croc Man goes around a corner towards my HVT. A new lieutenant is appointed and the turn is passed.

With models in 3 of the 4 zones and a connected console, I get 2 points for round 2.

Score at End of 2: 3 – 0 Bakunin Favor

Top of 3: Bakunin

The only thing I really need to do is capture another console, so I have the Grrls walk up to it. And then fail to hit the button 5 times. I take a break from that to kill the Kamau paramedic. Then proceed to fail to hit the button a 6th time. I pass my turn.

Bottom of 3: VIRD

The Varuna commander has two orders left and a whole lot to do. The Croc man walks over towards my Transductor Zond and completes a classified objective. Then passes turn.

With my console and Grrls still dominating zones, I score 3, and another 1 for connecting to a console.

Final Score: 7 – 2 Bakunin Total Victory

Lessons Learned:

  • This was my first time playing with Decoy, I thought I had a good plan with the Transductor, I just didn’t see that a Kamau also had the same fire lane.
  • The Zero AHD was an MVP this game. His mines and surprise shot let the Riot Grrls walk around uninhibited.
  • Heavy Infantry are mean in Recon+, there are not as many tools to deal with them.
  • Sensor give a bonus to discover rolls. It shouldn’t have taken all the order to get rid of the mine.

Jhokalups – Frontline Intel Report – 3

Jhokalups Frontline Intel Report – 3

This week was a holiday week for us, unfortunately the holiday in question fell on our regular game night. With it being a holiday weekend, many of our locals either had family in town our were out of town visiting family. For me it was family in town; my parents came our way for turkey day; which nixes any idea meeting someone on a different day for a “quick” game of Infinity.

It seems like I get an opportunity to write an Intel report every four games or so. I’ll look at making these a regularly scheduled thing. I like being able to take some time and reflect on my progress with the game.
with the game.

So far I have played 8 games, and have learned a lot with each one. Five of the games have been at the Recon+ size, and the other three were 300 point ITS X. I am still enjoying the game, and the challenging puzzle it presents. My biggest struggle is remembering all the options I have on my models. It will be worthwhile to develop a couple of lists and focus on those and the profiles inside. As opposed to what I have been doing, which is changing my lists for every game. I do have some favorite profiles; the Riot Grrl Spitfire, Pi-Well, and the Reverend Custodier HD+. The Spitfire on the Riot Grrl is a dominating force on the Recon+ battlefield, almost the whole field is in the +3 range band, and in that format, there are not a lot of anti heavy infantry options being brought. Pi-Well has proven himself to be an excellent quick gun fighter, and repeater, and a specialist; it seems like the little guy can do anything. Any failings that have happened while I was using him have been my fault for not knowing all his abilities. Finally the Reverend Custodier, this profile has been my Lieutenant the last few games and I am unlikely to change that. I am still learning about hacking options and solutions that having provides (my default behavior is to solve problems with more bullets). I enjoy having access to supportware, white noise, and an extra order for cybermask. These all make the Custodier an awesome choice to lead my forces.

The Spitfire on the Riot Grrl is a dominating force on the Recon+ battlefield, almost the whole field is in the +3 range band, and in that format, there are not a lot of anti heavy infantry options being brought. Pi-Well has proven himself to be an excellent quick gun fighter, and repeater, and a specialist; it seems like the little guy can do anything. Any failings that have happened while I was using him have been my fault for not knowing all his abilities. Finally the Reverend Custodier, this profile has been my Lieutenant the last few games and I am unlikely to change that. I am still learning about hacking options and solutions that having provides (my default behavior is to solve problems with more bullets). I enjoy having access to supportware, white noise, and an extra order for cybermask. These all make the Custodier an awesome choice to lead my forces.

I have been inspired by all the nice terrain options to make a table for travel and home. It’s an urban block setting, with modular buildings for apartments and shops. Eventually I would like to add garbage bins, cars, and little kiosk shops. So far I have the skeleton of three buildings done and a fourth one started. I still need to work on balconies and rooftop AC condensers. As well as paint them. Below is a picture from a recent game with the first floors.

Overall, I continue to enjoy the game. Infinity is a good strategically puzzle, and offers the challenge of list building. Over the next month I will work on expanding into 300 point lists with more than one order group. Thanks for reading, next week we will hopefully return to Frontline operation reports.

-Jhokalups

Jhokalups – Field Operation Action Report – 8

Jhokalups – Field Operation Action Report – 8
Bakunin vs Steel Phalanx
150 Recon+ – Sieze the Antennas

This week was a quiet one at the local shop. For speed of play my opponent and I elected to do a Recon+. Since I hadn’t prepared anything for the Recon format I decided to let fate decide what I played. So, we had a quick skirmish between a rapid response Bakunin force and a Steel Phalanx strike force, both attempting to secure the communication antennas.

Wip Roll:

Bakunin – 5
Steel Phalanx – 19 (fail)
Decision: Bakunin
Deployment: Bakunin
Initiative: Steel Phalanx
1st Turn: Steel Phalanx
1st Deploy: Steel Phalanx

Steel Phalanx List:

 Recon+List 1004
──────────────────────────────────────────────────

9
 DACTYL Engineer Combi Rifle, Adhesive-Launcher, D-Charges / 2 Breaker Pistols, Knife. (0 | 23)
 EKDROMOS Chain Rifle, Nanopulser / Pistol, DA CCW. (0 | 20)
 AGÊMA Marksman MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30)
 ALKÊ Lieutenant Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25)
 THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
 THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 NETROD Electric Pulse. (0 | 4)
 NETROD Electric Pulse. (0 | 4)
3 SWC | 148 Points

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Bakunin List:

 Random List
──────────────────────────────────────────────────

6  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
 ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
 ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
2.5 SWC | 150 Points

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For this game we used some WIP buildings that I have been making for a city block table. This week we put on the roofs and added some elevators. Added in some construction barriers, dumpsters and antennas, and we were good to go.

For this week we played true line of site, if a model could draw a line through the building, it could see through it.

Deployment:

I set my prowler spitfire up on the roof corner looking over two antenna. I had my Zeros set up in secluded spots to be able to lay down mines in ARO. The moderator was set down between a building and a dumpster, looking over the back field. Lt. Custodier was on the dumpster, prone and in cover. Riot Grrl choose to be in the building with a straight shot to the closest antenna. I held the Warcor in reserve, it went on the roof with the prowler.

The two FO Thorakites hid behind one building, and Alke behind the other. The Agema marksman set up on the roof. The Myrmidon was behind the far antenna. Two netrods successfully dropped in out of sight. And a Dactyl engineer was held in reserve then placed inside a building.

Top of 1: Steel Phalanx

First the Myrmidon used it’s impetious order to advance up. Another order had it advance up more and threw smoke triggering a Zero ARO, who dropped an e/Mauler. With one further order the Myrmidon attempted to Chain Rifle down the Zero, who dodged away. While the Myrmidon took an e/Mauler to the face, and failed BTS, isolating it. I also revealed my prowler to shoot at the Myrmidon, who passed that armor roll. The Zero dodged around the corner for the Myrmidon. Next Alke advanced up and shot the Zero off the table. Covered by smoke the Agema marksman advanced up his roof with impunity. It then took a shot at my Custodier. (Since it was just me and my opponent in the shop, and neither of us know the rules super well, we couldn’t find the reference that would have let the Custodier Dodge in face to face.) Hitting twice my Custodier took 4 armor rolls (multisniper double action) and was removed from the table. With that damage done, the Steel Phalanx used an FO Thorakites to secure the farthest antenna, then passed turn.

Bottom of 1: Bakunin

Well, that could have gone better, down two models and in loss of lieutenant. Not wanting to give up I had two goals, capturing my antenna and removing the Agema from the table. The Riot Grrl used her irregular to double move into base with the antenna. Unfortunately I misjudged angles and she got shot by Alke, fortunately she toughed it out. Converting the Warcor order to be regular, I had the Riot Grrl attempt to dodge and capture. She succeeded in dodging, but failed to secure the antenna. I had my prowler to shoot at the Agema, who dodged prone. I advanced up the Zero to try and cover the middle antenna and passed turn.

Top of 2: Steel Phalanx

Having killed a Zero, Alke became impetious thanks to Fury, she advanced up and took shots at my Riot Grrl, I chose to shoot back with her Combi Rifle, because I am some kind of genius (the Blitzen has the same bands as the Spitfire, shooting with the same results as Alke or dodging on 16’s would have been a better choice…), and my Riot Grrl goes down in a hail of bullets. At this point I inform my opponent that I have no specialists left (thank you random list generator) and with no way to take antennas from him he has won the game. We call it there so that he can head out to pack for the Thanksgiving trip he has the next day.

Final Score: 1 – 0 Steel Phalanx Victory

Lessons Learned:

  • As confident as I am in my abilities, I have only played 7 (now 8) games, I should only use the random list utility for ideas, not actual lists, yet.
  • A model being shot out of or from through a Zero Visibility Zone can dodge with no modifier in Face-to-Face. This is under the Zero Visibility Zone rules. (maybe if I write it enough times I won’t forget again…)
  • Leaving the Custodier visible was a mistake, probably a game losing one. Most of her kit could be used in zone of control anyways.
  • The Riot Grrl Specialist has a Blitzen, and all Riot Grrls have Hyper Dynamics. Dodging on 16s and shooting on 16s are much better than shooting a Combi on 10’s.
  • The Prowler has a cool kit. I will be using it again I’m the future.
  • I could have swapped the Repeater e/Mauler Zeros with the FO Zero profile at no change in list points. But gaining two specialists and anti personnel mines, which would be more useful in Recon+. In a full game the repeater profile has some appeal, especially with the Custodier Lt. I think I got distracted by having a huge hacking coverage zone, and didn’t actually think about what would be useful.

Jhokalups – Field Operation Action Report – 7

Jhokalups – Field Operation Action Report – 7
Bakunin vs Imperial Service
300 ITS X – Supremacy – Limited Insertion

Hello and welcome again to an operation report from the field. This week a Bakunin expeditionary force faced up against a force of Imperial Service troops.

My opponent this week came down for some last minute Limited Insertion practice for Emerald City Incursion MK II. We rolled on the list and got Supremacy. We rolled our Wip and got the game underway.

Wip Roll

Bakunin – 15 (fail)
Imperial Service – 2

Decision: Imperial Service
Deployment: Imperial Service
Initiative: Bakunin
1st Turn: Bakunin
1st Deploy: Bakunin

Imperial Service List:

 ISS Limited Insertion
──────────────────────────────────────────────────

10
 CRANE IMPERIAL AGENT (X Visor) Spitfire, 2 Nanopulsers / Pistol, DA CCW. (2 | 54)
 CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21)
 CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
 CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13)
 CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13)
 PHEASANT IMPERIAL AGENT (Chain of Command) Boarding Shotgun, Stun Grenades / Pistol, DA CC Weapon. (0 | 29)
 ZHÀNYING (Sensor) Breaker Combi Rifle, Nimbus Grenades, MadTraps / Pistol, Electric Pulse. (0 | 28)
 ZHÀNYING (Sensor) Breaker Combi Rifle, Nimbus Grenades / Pistol, Electric Pulse. (0 | 26)
 HSIEN Lieutenant HMG, Nanopulser / Pistol, AP CCW. (2 | 61)
 NINJA Hacker (Assault Hacking Device) Combi Rifle / Pistol, Shock CCW, Knife. (0.5 | 40)
5.5 SWC | 298 Points

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Bakunin List:

 Bakunin LI
──────────────────────────────────────────────────

10
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 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)
5 SWC | 300 Points

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This was my first time playing supremacy. This scenario was an interesting challenge, it has points that score at the end of every game round, different points that are scored at the end of the game, and a mandatory objective that, if not completed, will lose points.

Deployment:

Bakunin Deployment:

Remembering my issues from last week against USARF, I elected to do split level deployment, with units on top of the catwalks and units on the ground.

My Reverend Harris was on my left near the console. I had my AHD hacker on top of the catwalk, ready to walk in and claim it. The healer and HD+ we’re on the ground, ready to walk around towards another console.

My Riot Grrl core was on my right, with tinbot boarding shotgun and the non-specialist Combi rifle were on the catwalks. The specialist, missile launcher and spitfire on the ground. Zoe and the Xenotech we’re up high and out of sight. I had π-Well as my reserve.

Imperial Service Deployment:

My opponent also had a core and a Harris. The core was on my right behind a building and out of sight. The Harris deployed up on the catwalks on my left, watching the line to the console I was eyeing. The Pheasant Imperial Agent was attached to the Xenotech and on my left. The Hsien was the reserve and placed with the Harris.

Top of 1: Bakunin

Seeing that there were two heavy infantry on the field I wanted to see what my AHD custodier could do. I also only saw 9 models on the field, and a mysterious PHY roll. So I was concerned about the possibility of a hidden deployment ninja or something else nasty. First order had the reference link advance up a bit. Putting AHD into the building with the console and HD+ around a corner. I used HD+ to shoot a pitcher to be under the catwalk near the Harris with the Hsien. Another order had a successful face to face of ice breaker vs reset. (Here we forgot the rules of ice breaker and the Hsien passed his BTS using his 6; the Hsien should have failed and been immobilized. Oh well, live and learn…) The Hsien passed his BTS and I tried a couple other attempts to break the link with the Reverends. But it was not to be. Since the Hsien was still up I thought I would try to get two things at once with my boarding shotgun. While the Grrls moved up a ninja popped out trying to take a Grrl out of the link with some hacking. Fortunately the TinBot did its job and protected the Grrls. Once the Grrls were out of hacking range I had boarding shotgun go up and take a shot at the Hsien and a Zhanying. She missed, the breaker didn’t and she went unconscious, breaking the link. Next, I had Zoe and the Xenotech advance up the stairs a little and then put up assisted fire on to π-Well. π-Well then tried to to shoot the ninja. The ninja won the face to face with a dodge change-face, stupid TO Camo… using a coordinated order the Grrls and π-Well took down the ninja, and getting the specialist Grrl close to a console. I reformed the riot Grrl link and passed turn.

Bottom of 1: Imperial Service

The first concern of the imperial service was to ensure that the repeater was gone so that Hsien could activate with getting several hacker AROs. The core team of celestial guard advanced a little and shoot the repeater π-Well took an ARO and was knocked unconscious for his troubles. After taking out the robot and repeater, the celestial guard and the Phoenix operative decided to to take out my specialist Riot Grrl it took a few shots and it almost got blitzened,but in the end they got her. Next, the Hsien decided it was party time, and stood up to advanced down a staircase, the riot Grrl still on the catwalk took a couple shots at him with her Blitzen. The Hsien won the face to face and she took a wound, failing guts and dodging prone. Next the Hsien strategically advanced up to shoot my HD+ Custodier (also my Lt) off the table. Causing me to go into loss of LT. At this point Imperial service was out of orders and passed turn.

With models in three of the four zones and my Xenotech in one of them I scored 2 points.

Score at End of 1: 2 – 0 Bakunin Lead

Top of 2: Bakunin

Being in loss of lieutenant everything was irregular. First up I had Zoe and the Xenotech go. They both advanced and then the Xenotech placed the Multiscanner with the help of some hackers on the board giving a +3 to it’s WIP roll. Next, the custodier made a dash across the open space to a console, successfully hacking it. She unfortunately went unconscious for her efforts. Not wanting to break the Riot Grrl link I passed turn.

Bottom of 2: Imperial Service

Being behind by 4 at the start of this turn, Imperial service had some catching up to do. The Celestial core worked together with the Phoenix operative to take out the missed launcher. Luckily the Phoenix got a critical and he didn’t lose all the Celestial guards to a missile launcher template. After the missile launcher Grrl was gone, the Phoenix operative took out the Reverend healer. The core then secured the objective, which let the Grrl on the catwalk dodge change-face. Sulhe succeeded her role and stood up to threaten down below with stun grenades. Using his Hsien and Zhanying link he advanced towards my side, I had the remaining riot Grrl successfully dodge on both orders. The celestial core then ran toward the console on my right, the Riot Grrl up top failed to land a stun grenade and they hacked the console. Finally the Hsien used his Lt order to cross into the zone on my right, getting gotcha’d by Zoe for his trouble.

Having placed my Multiscanner and hacking a console, I picked up two more points. With two consoles and dominating more zones the Imperial Service got 3 points.

Score at End of 2: 4 – 3 Bakunin Lead

Top of 3: Bakunin

With Zoe and a single Riot Grrl left, I started my turn in retreat. I used one command token to have Zoe ignore the effects of retreat, and a second one to turn the Riot Grrl order regular. Using these two orders I advanced Zoe into the Zone of Control of the Imperial Service HVT, then ended the game.

After discussing with the available Warcore we determined that we would do end of round scoring. Imperial service picked up another point for dominating. Since the Imperial Service Xenotech never even activated, let alone place a multiscanner, the Imperial Service force also lost one point.

Final Score: 4 – 3 Bakunin Victory

Lessons Learned:

  • The Xenotech is a very important scenario piece. In this game the Imperial Service force lost 5 points by not even advancing it. Three for it being in a dominated zone, not getting a point for placing the Multiscanner, and losing an additional point for not placing the Multiscanner.
  • I need to learn my hacking programs. Ice breaker is a zero BTS program. Everything after the second order would have been affected since the Hsien would have failed without his BTS.
  • The Phoenix agent is a heavy infantry. I didn’t realize that until turn 2, I should have had a plan for it as well.
  • I could have done better pitcher placement. I elected for caution to guarantee placement. But shooting it a bit further would have made it much more difficult for Imperial Service forces to remove. Locking down the Hsien for fear of more hacking devices.
  • The ninja revealed in the Zone of control of π-Well, who is a repeater. I could have used the having device plus to take out ninja hacker without having π-Well fail to shoot it.
  • Retreat can really mess with missions. Imperial Service could have easily won with one more turn.

Jhokalups – Field Operation Action Report – 6

Jhokalups Field Operation Action Report 6

Bakunin vs USAriadna Ranger Force

300 ITS X – Supplies – Limited Insertion

Welcome again to another Field Ops Action Report. This week was a rematch against Sprocketgx, we called our last game early. This week we were still practicing Limited Insertion for a local event and for the Emerald City Incursion MKII (Improving our skills improves our opponents, or something like that).

Wip Roll

SprocketGx – 10
Jhokalups – 6

Sides: SprocketGX
1st Turn: Jhokalups
1st Deploy: Jhokalups

SprocketGX USARF list:

 LI USARF
──────────────────────────────────────────────────

9  1  1
 UNKNOWN RANGER (Specialist Operative) Molotok / Heavy Pistol, T2 CCW, Knife. (1.5 | 47)
 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
 MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
 MARAUDER (Multispectral Visor L1) Sniper / Heavy Pistol, Knife. (0.5 | 29)
 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
 MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
 MARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
  K-9 ANTIPODE AP CCW. (7)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
6 SWC | 300 Points

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Jhokalups Bakunin List:

 Bakunin LI
──────────────────────────────────────────────────

10
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 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)
5 SWC | 300 Points

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Sprocket won the WIP roll and wanted to go first, then he looked at the table. Since there was clearly a better side, he chose to take it. So, I wound up choosing to go first as Sprocket moved his stuff to the superior side.

Deployment:

I was also had the privilege of deploying first. I hid the Grrls link on, around and inside a silo on my right. Zoe decided that was a good place to hide as well. My Reverend Harris was on a catwalk to my left and I held π-Well as my reserve.

Sprocket put 4 of the five marauders up on the catwalks looking over the central objective and the objective on my right, the last was just below The blackjack took a sniper nest on my far left in the deployment zone. Rosie was behind cover to take a look at the central objective. The unknown ranger was in cover looking over the objective on my left.

Top of 1: Bakunin

To start things off I knew I needed to clear out the Heavy Rocket Marauder. The Reverend link crawled and then put up white noise near π-Well. Then that link activated again to put assisted fire on him. π-Well then activated and used the white noise to shock the Paramedic Marauder off the table. Then the HRL Marauder was shocked off the table. Another order put Rosie into dogged. A fourth dodged the sniper out of my ability to shoot. I spent the rest of my orders positioning the riot Grrls up the board.

Bottom of 1: USARF

With the unknown ranger as the last specialist, Sprocket needs to focus on protecting it. The Devil Dog takes it’s impetuous move, jumping down into the middle of the board. Then an irregular order puts the Devil Dog in a good spot to start laying down the pain onto the Reverend link.

Next Van Zant drops in and uses another order to come up and shoot Zoe off the field. After the second regular order where all the Reverends successfully dodge, I notice that Pi-Well has line of sight to the Devil Dog, and could be AROing. So the next shot he takes Pi-Well shoots back and puts a wound on the Devil Dog. A few orders later and the Reverend Healer goes down but is unconscious.

Top of 2: Bakunin

My goals for this turn were to deal with the Devil Dog, Blackjack and get my specialists in a position to retrieve some boxes. I start by moving Pi-Well and having him take a shot at the dog. The dog succeeds in setting up smoke. The Custodier can now put up shock support on Pi-Well. Who fires an exchange with Van Zant and shocks him off the table. The Riot Grrls are brought further up the field, I am looking at getting the heavy infantry close to his HVT for some classifieds. The Missile Launcher Grrl also takes a shot at the Blackjack and successfully puts him into Battle Ravaged. I use my last regular order to put the HD+ Custodier into Cybermask.

Bottom of 2: USARF

Sprocket Cancels the Devils Dogs Extreme Impetuous Order. He stands up a Marauder Sniper and shoots Pi-Well in the back. I misunderstand my ARO options and fail a dodge, Pi-Well goes unconscious. With Pi-Well unable to re-act the Devil Dog declares an Idle while in base with the Unconscious healer. The AHD Custodier Declares a dodge, and the Devil Dog steals the Healer, completing a classified objective. The Unknown Ranger repositions up to a wall closer to the objective. And the Marauder link reposition to cover some stairs, walkways and objectives.

Top of 3: Bakunin

I am down to just a few specialists. The Riot Grrl Missile Launcher trys again on the blackjack and winds up dieing. I relink the remaining Grrls and try to get use the Specialists Blitzen to shut down blackjack. I am 1 inch into the unfavorable range band, so I miss my two shots, that Grrl may have also taken a wound. I reposition the link again and have the other Riot Grrl with a Blitzen take a shot at Blackjack, I get one hit and Sprocket crushes the Arm rolls with a pair of 17’s. With just a few orders left I need to focus on objectives. I spend an order to divide the Grrls up, sending the spitfire forward to shoot at the Unknown ranger while sending another Grrl off towards the HVT. When the Unknown Ranger fails to go down, I send the specialist and spitfire forward. I claim a classified with the Boarding shotgun riot grrl and the HVT. Unfortunately I don’t have enough orders to get the Specialist Grrl in contact with the objective. I pass the turn.

Bottom of 3: USARF

Once again the Extreme Impetuous order is canceled on the Devil dog. The marauder link activates and lays down fire on the Riot Grrl Specialist and Spitfire, they both succeed their dodges. Next up the Unknown ranger starts putting shots into the Spitfire and the Specialist, they ARO back and both take wounds. The trick is repeated and they both go down.

Sprocket is free to have the Unknown Ranger run up and snag the Objective, which he succeeds the roll at. And that’s the end of the game.

Final Score: 7 – 1 USARF Victory

Lessons Learned:

  • I need to mark my bases to make front arcs clear, I missed some opportunities because it wasn’t obvious to me where my models were facing.
  • I need to pay attention to all the field and not just the models that are activating. I missed several opportunities to have Pi-Well ARO against the Devil Dog.
  • Pi-Well is amazing! But he is also a Forward Observer, which means he has access to Flash Pulse. Had I remembered Flash Pulse and that Pi-Well could have ARO’d the dogs when they first jumped up, I could have likely stopped that avenue of attack in it’s tracks. On my active turn I could have also used it to shutdown any ARO opportunities that the Devil Dog would have had.
  • I need to remember my LT order. I had a plan to coordinate a jump for the AHD Custodier and Pi-Well to be on the ground and running towards boxes. I used the order to instead Cybermask my HD+ custodier. As my LT she could have used that order and let Pi-Well and the other Custodier be on the ground without any consequence.
  • When the game first started Sprocket had wanted to go first, but then switched to choosing deployment. I did a lot of my deployment as if I were going to go second. Many of my troops were not in a good position for what they could do. Particularly the Riot Grrls and at least one member of the Reverend link.
  • The HD+ profile had a pitcher. My first orders moved that pitcher further and further from where I needed it. Had I paid attention to the pitcher I could have gotten the HD+ custodier close enough to drop the pitcher by Blackjack, the the AHD could have used Icebreaker to shut down one of the only hackable heavy infantry in Ariadna.
  • The table itself was a bit of an issue. We were set up on a section of a long table, so it was difficult to get to the sides of the table. This made moving under the gang planks awkward at best. I definitely messed up my movement and ARO opportunities because of my ability to see what was going on.

 

Jhokalups – Field Operation Action Report – 5

Jhokalups Frontline Operation Action Report 5

StarCo v Force de Réponse Rapide Merovingienne

150 Recon+ – Exfiltrate

This week I had the pleasure of facing off against our local Warcor, TheDiceAbide. Since I was so late to game night we decided for Recon+ instead of ITS practice. A roll on the Recon+ table selected Exfiltrate. Which I have been told it’s a combination of Unmasking and Rescue. With some new buildings I have been working on setup we rolled Wip.

Roll:

FRRM 6

StarCo 7

1st turn Nathan

1st deploy Nathan

Sides Adam

Called at the end of 1, RG Spitfire killed everything in active and ARO.

Final Score 2-0 StarCo Victory

Adam’s list:

 Recon+ FRRM
──────────────────────────────────────────────────
7  1

 MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 MÉTRO Rifle, Light Grenade Launcher / Pistol, Knife. (0.5 | 12)
 PARA-COMMANDO (Forward Observer) Rifle / Pistol, Knife. (0 | 21)
 BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
 BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (0 | 25)
 BRISCARD Paramedic (Medikit) Marksman Rifle / Assault Pistol, Knife. (0 | 26)
 BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 148 Points

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My List:

 For funsies
──────────────────────────────────────────────────

5  3  1
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY Breaker Combi Rifle, Nanopulser / Assault Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 150 Points

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Deployment:

TheDiceAbide chose table sides. He told me his choice was motivated by not wanting to move his stuff to the other side of the table.

Deploying I hid my Riot Grrl Core with Emily behind a building on my right, the Alguacil LT joined them. My Irmandinho was on the left lying down behind some cover. The CSU was more central with the Warcor. I held my bandit in reserve. I put my civilians in places I felt would be easy to get them back to my side.

FRRM deployed his link centered around a little forest thing, except for the heavy rocket launcher, which was staring down the longest fire lane. His metros were hiding in cover and total cover. The last thing I saw deployed was a Warcor.

I deployed my Bandit reserve just outside the exclusion zone. The FRRM reserve was a camo marker (Bruant Lt) in the forest.

Top of 1 – StarCo

To start things off my Irmandinho used his impetuous order to start going through the building to my left. He we discussed how to rule the buildings and used a “not through two” rule for line of sight through the doors. Next up I had five orders to get stuff done with. I used one to bring the Em+RG link into the building on my right. Using interior features to cover their approach to the firelane door. After looking through some doors we agreed on the sequence of models that would get sight on the door corner. Then I used an order an carefully placed the Spitfire Riot Grrl to see the Briscard Medic and gun it down. Next the RG-Spitfire took down the warcor. I realized that the Metro was prone behind, and the next model to become visible was the Briscard Heavy Rocket Launcher. I remember my mistake from my first game, and decide to move Emily and the Specialist Riot Grrl back a bit before taking on the HRL. I then get a clever idea to try and use my CSU to tag the HRL from near a civilian to negate blast mode. Two orders (one of which was a converted irregular) and one bad estimation of distance later… and my CSU is a pile of ash. At this point I pass turn. Electing not to move the Bandit

Bottom of 1 – FRRM

Starting off with a diminished link and a loss of orders TDA elected to try and force some hard ARO choices. Using a coordinated order (breaking the link) he brought the Briscards, a metro and a camo marker up. I elect to shoot the Briscard, winning the face to face and knocking it out. Another coordinated order brings the HRL and camo marker up to shoot at my Riot Grrl. This time I shoot at the HRL, taking a standard roll from Bruant. The HRL goes down and the Riot Grrl Suffers a wound. TDA elects to drop the Para-Commando behind my link. It lands right in front of my Alguacil, who takes it down with his Combi Rifle. Bruant makes one more attempt at the Riot Grrl, and goes down in a hail of Bullets. The Metro makes a speculative fire with a Light Grenade Launcher, but it fails to place.

With the two weakest models of his list left, we decided to call the game at the end of his turn.

Swapping my classified for Secure the HVT gets me some points.

Final Score: 2 – 0 StarCo Victory

Lessons Learned:

  • I continue to struggle to get the bandit to do work for me. This game I didn’t spend a single order on it. I could have used it’s irregular to get closer to one of my Civilians.
  • I placed my civilians poorly for Exfiltrate. Looking at the deployment pictures. I should have put them all in a row in the building on my left. They would have been out of line of fire from the back field and I would have had easy access to get them out safely.
  • The Riot Grrl Spitfire is really strong in Recon+, in StarCo being able to form a 3 person core makes her truly dominating.
  • I killed my opponent too well. Between my turn and his I cleared all the meaningful pieces off the table. In a tournament setting this would have left me with one more turn to actually try and secure some objectives. Which is a little difficult with only 5 regular orders.
  • If a game is to be recorded for a tournament or league, you should play out the turns. Objective Points are important. More important than the body count that a Riot Grrl can rack up.