Jhokalups – Operation Orders – 3

Jhokalups – Operation Orders – 3

Another month, and another new set of missions to look at. Our local tournament for the month of May is call May the Fourth Be WIth You, as the first Saturday falls on Star Wars Day. We have an interesting mission set with Power Pack, Transmission Matrix and Looting and Sabotaging; additionally since this is a prep event for Rose City Raid, we will use the Red Classified Deck. As per the style of these posts, I will look at these scenarios to come up with a priority checklist to help keep me on track when playing, and I will then use those checklists to come up with a list for each of the sectorials that I play; Bakunin, StarCo, and Foreign Company. As I start picking up more factions and sectorials, I may need to look at limiting the scope of the sectorials I use for the list tuning exercise. We will burn that bridge when we get there, for this let’s dive in.

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

Additional Rules

  • 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

Full disclosure, for the above list I copied it from OO2. I was also tempted to copy my scenario analysis and checklist. I feel like doing so would do a disservice to myself and to the reader. As I play and improve I hope that new information can help to shape and improve these checklists. I still believe that the Xenotech should be one of the most important pieces of this scenario. One of the things that has me thinking a bit more about this scenario is WiseKensai’s reflection piece on Adepticon. In the first round he played power pack and in the post game analysis says this:

“…and encouraging [Roman Legion] to “waste” orders playing to the objective.

What do I mean by that? Well, I made it a very high activation energy prospect to get into my deployment zone and attack my order pool with all my mines, Koalas, and layered AROs–with screening elements to prevent the Kuang Shi from getting in there! This meant that the lowest energy thing was to run around in the midfield and push buttons, which on the surface is exactly what you’re supposed to do in Power Pack. However, if you’re going first you really have to defend the pushed buttons so I don’t just negate an order pool’s worth of effort by just flipping a button back to me, which is exactly what I did.” – WiseKensai www.mercrecon.net

I find this to be something to consider, being able to hold what you capture is very important if you are going first, second as well, but you will usually have the last a time turn to try and flip antennas.

Power Pack Checklist:

  1. Place Multiscanner in Saturation Zone: +2|-1 Points
  2. Capture 1 to 2 Antennas: +2|+4 Points / -0|-2 Points
  3. Hold Antennas: +2|+4 Points / -0|-2 Points

Once again, I have the Xenotech at the top of my checklist. In this mission the multiscanner is a personal three point delta (change/swing). As an order sink it is something that I should have a plan for. A plan that, when accomplished, my opponent cannot take away. The next ideas are more nebulous, capturing the antenna is simple enough, boop the button. The challenge comes in how to keep the buttons that I have booped, booped to me. If I have an aggressive plan to take them turn 1, I better have a really good idea on how to keep a hold of them for the next 4 or 5 active turns.

This checklist is different from the previous one. I have separated the capturing and holding into two separate items, and assigned a good chunk of priority to each. Last time the third goal was about the console. After reading through Adepticon reports and seeing the games played a but more, the console seems like a tertiary objective to turn a victory to a major. Or to try and force a tie is losing.

Transmission Matrix

  • Dominate the same number of Transmission Areas as Opponent: 1 point / Turn
  • Dominate more Transmission Areas than Opponent: 2 points / Turn
  • Kill Designated Target: 1 point
    • With Data Tracker: +2 points
  • Classified: 1 point
    • Globe: +1 point

Additional Rules

  • Standard Retreat
  • Transmission Areas are Repeaters – No Firewall

There are 5 available Transmission Areas on this mission. Two in my deployment zone, two in my opponents and one in the middle. A quick thought seems to indicate that this mission will be fought over the middle zone; since I can deploy dominating mine, and my opponent can do the same. So it becomes a fight about the middle zone, when not taking a target of opportunity in the far zones.

Transmission Matrix Checklist:

  1. Dominate the closest two Transmission Areas +1 Point / Turn
  2. Dominate Middle or Far Transmission Areas: +2 point / Turn
  3. Hunt Designated Target: +1 Point
    1. With Data Tracker: +2 Additional Points

Originally I had written more nebulous Checklist goals, like Dominate the Same Number, and Dominate More. Looking at it again I decided to go with the above list. If I have a solid idea of what I am trying to do, as opposed to generic goals, I will have an easier time breaking myself out of mental blocks. Personally I find “Dominate THIS Zone” to be more helpful mentally than “Dominate this MANY Zones”. One of the purposes of this exercise is to have definable goals to help keep me from spending a lot of orders on doing something foolish that does not help win the game.

 

Looting and Sabotaging

  • Protect your own AC2: 1 Point / STR remaining at EOG (3 max)
  • Damage the enemy AC2: 1 Point / STR lost at EOG (3 max)
    • Destroy the enemy AC2: +2 points
  • Acquire more “things” from Panoplies than adversary at EOG 1 Point
  • Classified: 1 Point

Additional Rules

  • ITS Retreat
  • Armored Fury – TAG fists are anti Material
  • CC Only – A model has to use CC to damage the AC2
  • AC2 is ARM 8 BTS 9 STR 3

I don’t know if it will affect the priorities of this checklist any, but the requirements to damage the AC2 with melee attacks only will present some list building challenges to many factions and sectorials. It also changes how the AC2 can be protected, since preventing melee is different than trying to screen something from ranged attacks. It is worth noting that the AC2 cannot be repaired by an Engineer, I cannot find a specific reference that would allow this. Therefor the only way to score points is by preventing the pieces with Anti-Material close combat weapons from getting to the AC2.

Looting and Sabotaging Checklist:

  1. Deliver my Pieces with Anti-Material CCWs to the Enemy AC2: 1, 2, 3, or 5 Points
  2. Hunt Enemy Pieces with Anti-Material CCWs: 1, 2, or 3 Points
  3. Develop Defensive Net around my AC2: 1, 2, or 3 Points

For Looting and Sabotaging I have structured my checklist differently than my original idea. Originally I was going to have something like “Damage the AC2” and “Protect my AC2”. Those kinds of goals seem to generic and not in alignment with something that could be “Checked Off” the list. By Structuring the goals as above, I have a specific priority to how I would like to spend my orders each round. With the knowledge that these goals can be shifted based off of board state.

List Discussion

From the above nine points there are some models that stand out as decent for all three scenarios, Camo Infiltrators with Anti-Material Weapons being an obvious standout. Camo is always a great choice for anything requiring dominating zones. Camo is almost another Wound on a model, it is a least another short skill before the model can be removed. The presence of Camo also makes people play more cagey, through the chances of mines or other unpleasantness.

Bakunin:

 M4th
──────────────────────────────────────────────────
GROUP 1  10
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 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)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND CUSTODIER Hacker (Assault Hacking Device UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 KUSANAGI Spitfire / Pistol, Shock CCW. (2 | 43)
GROUP 2  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
5.5 SWC | 299 Points

For Bakunin, I knew I wanted some redundancy for Looting and Sabotaging, fortunately I have an abundance of nice resources for that; Bran, Morlocks, and Taskmasters all have double action. They also do nice things in situations where I need to dominate zones. Bran is a superb Camo Infiltrator; the Morlock is cheaper than dirt; and it can be really hard to dislodge from a place where it sets itself up. I also like the addition of Koalas for defensive missions. WIth koalas, mines, and the Heavy Rocket launcher, I can set up some nice “NO” zones. Kusanagi would also be a good data tracker. The moderator spec fire core can also be helpful from time to time.

StarCo:

 May the Force
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
GROUP 2  2
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
4 SWC | 299 Points

StarCo is another faction that has an easier time dealing with Looting and Sabotaging. Bandits can make an AC2 go away very quickly. And Jaguars as backup provide some nice security. Emily is an excellent, if obvious, data tracker, her spec fire grenades can reach out and touch things. Spector is monstrous in Power Pack for the ability to walk onto the back edge of the opponent’s side of the board and then doing drop bear nonsense. The Riot Grrl haris also has some nice staying power in occupying zones.

ForCo:

 May4
──────────────────────────────────────────────────
GROUP 1  10
 VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
 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) Breaker Combi Rifle, Nanopulser / Pistol, Knife. (0 | 15)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 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)
 BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
 AKAL COMMANDO Hacker (Assault Hacking Device) Combi Rifle / Pistol, E/M CCW. (0.5 | 28)
GROUP 2  1
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
  CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
  x3 PUPNIK DA CCW. (0 | 3)
 BRAWLER Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 20)
3 SWC | 300 Points

Foreign Company presents a difficult challenge for Looting and Sabotaging. There are only two models that can reliably damage the AC2, Valkyrie and a Pupnik from the Uberfallkommandos. I could also use D-Charges, but at disposable 3, I wouldn’t rely on it. Fortunately Valkyrie is a very durable model. The list brings both sources of smoke to help deliver Valkyrie up the board. The Akal is in the list for similar reasons as Spector in StarCo, to do rude things during Power Pack.

These three lists seem exciting and fun to try. I will probably use the StarCo list for the next local game night. Until next time!

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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.