Jhokalups – Field Operation Action Report – 13

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

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

Wip Roll

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

Caledonian Highlander Army List:

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

Bakunin List:

 Riot Punch!
──────────────────────────────────────────────────
GROUP 1  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
GROUP 2  1
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
5 SWC | 300 Points

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

Deployment:

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

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

Top of 1: CHA

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

Bottom of 1: Bakunin

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

Top of 2: CHA

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

Bottom of 2: Bakunin

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

Top of 3: CHA

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

Bottom of 3: Bakunin

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

Final Score: 10 – 1 CHA Total Victory

Lessons Learned:

  • Think about deployment better! In attempting to protect the more valuable Grrls I wound up squandering my range band advantages and losing a link when I could have forced Sprocket into a difficult position.
  • I had no reason to put the Moderator where I did. She could have been prone on a roof without access. And then that order would have been available.
  • Knowing our area, I need to have a plan for Ariadna. The Custodier Haris, which can be fairly monstrous into most other factions, is fairly use impaired into Ariadna and especially CHA. Talking it over with the guys. I have a Fearsome February style list that would be much stronger into what I played against in this game.
  • ODD is a nice tool, but I cannot rely on it to protect my Reverends. I need to work on getting them deployed in better areas that allow them to access the areas I need while protecting them from my opponent. They have been too exposed in the last three games. I think forward deployment from ITS X is a trap a lot of the times for the Reverends.
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Jhokalups – Field Operation Action Report – 12

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

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

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

Wip Roll
Bakunin – 5
Caledonian Highlander Army – 19

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

Caledonian Highlander Army List:

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

Bakunin List:

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

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

Deployment:

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

foar 12 sprocket deployment

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

bakunin deployment

Top of 1: CHA

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

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

Bottom of 1: Bakunin

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

Top of 2: CHA

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

Bottom of 2: Bakunin

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

Top of 3: CHA

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

Bottom of 3: Bakunin

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

Final Score: 8 – 1 CHA Total Victory

Lessons Learned:

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

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

5

4

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

Open in Infinity Army

Bakunin 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

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
──────────────────────────────────────────────────
6  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

Open in Infinity Army

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
Open in Infinity Army

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.