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!

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 – 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.