Jhokalups – Field Operation Action Report – 28

Jhokalups – Field Operation Action Report – 28
Tunguska vs StarCo
100/Recon+ – Annihilation

This week we started our escalation league; six weeks of scaling point values until we come to a full blown ITS. My first game was against Markob, a rematch from our last game over a month ago. We had an interesting three level table set up with a lot of tricky angles.

Wip Roll
Tunguska – 14 (Crit)
StarCo – 19

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

StarCo List:

Markob Annihilation
──────────────────────────────────────────────────
7  1  1
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 ALGUACIL HMG / Pistol, Knife. (1 | 18)
 ALGUACIL Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
2 SWC | 100 Points

Tunguska List:

Jhokalups Annihilation
──────────────────────────────────────────────────
4  1  
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34)
2 SWC | 99 Points

With the multi level set up I was looking forward to trying out the Hollowman and the super jumping mobility. Markob choose sides and took the higher tower for himself. That out of the way we started deployment.

Deployment:

I had my securitates in total cover under the platform in my deployment zone. The Warcor was up on top and prone. I had my Spektr in hidden deploy on the second level of the left platform, just shy of the midline. I held my Hallowman in reserve and set him in the middle of the platform.

Markob had an Alguacil Paramedic, Light Grenade Launcher, and HMG on the ground level, hugging the back of the building in the deployment zone. They were guarded on the flanks by a Jaguar and Irmandinho. An Alguacil with a combi rifle, and the Brawler were on the mid-level and inside the building. The FO Alguacil was on the top of the building.

Top of 1: Jhokalups Tunguska

To start things off, I have the Hallowman peak around the antenna to see the FO and regular Alguacil. They each fire back, I split burst and win both face to face, lucky start! Next I have the Hallowman circle around to the left of the antenna to fight the Brawler. The Brawler survives and fails guts out the door. With nothing to see I have the Hallowman jump down, and walk into cover at the midfield, watching both sides of the building. Out of orders I pass turn.

Bottom of 1: Markob StarCo

The Irmandinho, being understandably irate at the deaths of his companions, runs through the building towards my Hallowman. He then throws smoke out the front door to cover his exit and get closer to the Hallowman. After walking through the smoke the Irmandinho rushes in to get a hit on the Hallowman with his AP CCW. The Hallowman tanks the hit and knocks out the Irmandinho with a chain cult. Markob reforms the Alguacil link that I broke earlier, and has the Alguacil HMG attempt a gunfight with the Hallowman. At nearly a 45% chance to wound this seemed a safe bet. The Hollowman, however wins the fight and knocks the Alguacil unconscious. With his last order the paramedic attempts to remotely revive the HMG, but misses.

Top of 2: Jhokalups Tunguska

I start by revealing my TO camo marker and walking it forward to a nice spot in cover. I then attempt a surprise shot at the Jaguar who success through a smoke to defend himself. Oh well, we can solve this problem another way. I have my Hallowman walk forward and declare an intuitive attack with the chain Colt against the HMG Alguacil, the Jaguar and the LGL Alguacil. I manage to wound all three, but my Hallowman takes a wound from the Jaguar’s chain rifle. For my last order, I have the Hallowman jump up to shoot at the Brawler again. The Brawler wins this fight and my Hallowman is knocked unconscious. That done I pass turn.

Bottom of 2: Markob StarCo

The Alguacil Paramedic first goes to pick up the Jaguar. And then Markob passes turn.

Top of 3: Jhokalups Tunguska

I have my Spektr take a few shots at the Jaguar, knocking it out, and shooting it and the LGL off the table. Then I passed turn.

Bottom of 3: Markob StarCo

Markob has the Brawler attempt to shotgun the Spektr down. The Spektr wins the fight and the Brawler goes down. The paramedic takes a shot at the Spektr as well, but our shots bounce off around each other. With me having lost the Hollowman, Securing the HVT and StarCo having a paramedic left, the final score is:

Final Score: 8 – 1 Tunguska Total Victory

Lessons Learned:

It’s harder to draw lessons learned from a game that goes smoothly. I wanted to try out the versatility and mobility of a heavy Infantry with super jump. The table we played on provided a nice playground for my Hollowman.

I liked that super jump allowed the Hollowman to move more easily between levels, I didn’t need to look for stairs or ladders. I was able to use this mobility twice to get him farther up the field faster, surprising my opponent I think.

The Hollowman having a Chain Colt, a direct template weapon solves a lot of problems that the Hollowmen can face. In this game, an Irmandinho engaged my Hollowman, which could have gone poorly, the Chain Colt only allowed the Irmandinho a single hit, which, with an AP CCW was not going to knock out my Hollowman.

I feel better about my use of a Spektr this week, than the Croc Man last week. Spektr acted as a good secondary attack piece and I was patient with the reveal. The TO camo and cover were also good for pushing the face to face numbers. I look forward to trying out Spektr in Sweep and Clear where I can drop an unexpected 30 point model into a control zone, hopefully securing more objective points.

Next week we move up to 120 points and are playing Sweep and Clear. As a zone occupation mission, I will need to put more thought in than just having a Hallowman jump around on a murder spree.

Until next time.

Jhokalups – Field Operation Action Report – 27

Jhokalups – Field Operation Action Report – 27
Foreign Company vs Neoterran Capitaline Army
120/Recon+ – Sweep and Clear

Now that Rose City Raid and some Summer Vacation is out of the way, we can settle back into a more normal flow of things. This week was an off week, no big tournaments coming and an escalation league starting next week we were free to do whatever. I had a 300 ITS list prepared for Safe Area and a 120 Recon+ Prepared for Sweep and Clear. With a Guildball game lined up for later in the evening, Xammy agreed to play a quick Recon+ Sweep and Clear.

Wip Roll
Foreign Company – 2
Neoterran Capitaline Army – 3

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

Neoterran Capitaline Army List:

 NCA Sweep and Clear
──────────────────────────────────────────────────
1
 AUXILIA Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 14)
  AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
 BOLT Spitfire / Pistol, Knife. (1.5 | 23)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 BOLT Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 22)
 AQUILA Lieutenant MULTI Rifle / Pistol, Shock CCW. (0 | 58)
1.5 SWC | 120 Points

Foreign Company List:

 ForCo Sweep and Clear
──────────────────────────────────────────────────
7
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE HMG / Pistol, Knife. (1 | 21)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
1 SWC | 120 Points

We had a nice little table set up on a 2’x3’. We had some nice hills in the middle and some good line blocking pieces in the middle.

Deployment:

A Warcor was on the left in cover. The bolts were up in front of where the Aquilla guard was. The Auxilia and Auxbot dropped in as the reserve on the right.

I left the Securitate HMG out for ARO in the middle, covered my other two Securitate on the left. I had my CSU in cover on my right. I put my Croc Man on the soda can looking thing. The Zero was my reserve and went on the plateau on my left.

Top of 1: Xammy NCA

To start things off, the Aquila and Bolt link comes forward. On the second order with the Bolt Spitfire as leader I reveal the Croc Man to shoot at it. The Croc Man winds up losing the exchange and dying. The Spitfire comes forward more to get in a shootout with the Securitate HMG, winning that fight as well. Out of Orders Xammy passes turn.

Bottom of 1: Jhokalups ForCo

I decided to have my Zero do work. It crawls forward and takes down the Spitfire Bolt before re-camoing. Out of Orders I pass turn. With more zones controlled Xammy scores this turn.

Score at End of 1: 1 – 0 NCA Favor

Top of 2: Xammy NCA

The Aquila guard activates and hikes up the stairs to fight the Zero. I have the Zero drop a mine and then die to shock. The Aquila then advances up and bases my control tower, thing. Xammy passes turn.

Bottom of 2: Jhokalups ForCo

I reform my Securitate link to include the CSU, then send her forward to try and take out the Aquila Guard. Several shotgun blast attempts later and my CSU dies. Xammy scores again.

Score at End of 2: 3 – 0 NCA Favor

Top of 3: Xammy NCA

With all of my guns dead, the Aquila guard in cover and no way to displace it, I say we call the game there. So we do, with another zone score and securing my HVT the final score is:

Final Score: 9 – 0 NCA Total Victory

Lessons Learned:

I messed up with my Croc Man. I revealed too early and deployed it standing. Talking it over, had it been prone and then activated in my active turn, Xammy would have had a much harder time dealing with it. I wish the Securitate had a Spitfire instead. On the Recon+ table, the Spitfire and Missile launcher have good rangebands for almost the entire table. I feel like the HMG can get close ranged too easily. I look forward to starting the league and trying out some of these same things in Tunguska.

Until next time.

Jhokalups – Field Operation Action Report – 26

Jhokalups – Field Operation Action Report – 26
Rose City Raid – Day 2

Game 4 – ZeroTen
StarCo vs Shasvastii Expeditionary Force
300/ITS X – Unmasking

Game 4, day 2, I have slept, I get to start later in the day, since there is no set-up. So I have eaten. I was on another awesome city table today for this game. There were some nice big buildings in the middle. I think this is my first game against Combined Army as well, so that’s super fun.

Wip Roll
StarCo – 3
Shasvastii Expeditionary Force – 14 (Crit)

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

Shasvastii Expeditionary Force List:

 ZeroTen Shas
──────────────────────────────────────────────────
GROUP 1  10
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 NOX (Forward Observer) Combi Rifle, Zapper / Pistol, Knife. (0 | 15)
 NOX (Forward Observer) Combi Rifle, Zapper / Pistol, Knife. (0 | 15)
 NOX Hacker (EI Hacking Device) Submachine Gun, Zapper / Pistol, Knife. (0.5 | 17)
 NOX Lieutenant Combi Rifle, Zapper / Pistol, Knife. (0 | 14)
 CORAX HASHT Spitfire / Breaker Pistol, Knife. (1.5 | 34)
 SEED-SOLDIER (Forward Observer) Combi Rifle, D.E.P. / Pistol, Knife. (0 | 17)
 SEED-SOLDIER (Forward Observer) Combi Rifle, D.E.P. / Pistol, Knife. (0 | 17)
 Q-DRONE HMG / Electric Pulse. (1 | 26)
GROUP 2  1
 R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)
 MALIGNOS Hacker (EI Killer Hacking Device) Submachine Gun, Dazer, Antipersonnel Mines / Pistol, Knife. (0 | 33)
 CALIBAN (Multispectral Visor L1) Spitfire, D-Charges / Pistol, Knife, CC Weapon. (1.5 | 40)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
6 SWC | 299 Points

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
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 Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

Table 17 had some very nice buildings for blocking LOS. I chose a side that had a high building that I could put my sniper on, and deny that spot for the potential Noctifier.

Deployment:

ZeroTen set up the Nox link in the walled Pagoda to the left of his deployment zone. Corax Hasht guarded the front entrance. There were a couple of seed soldier eggs hiding near the midline. A Malignos was hiding in the central building. The Caliban and Drones guarded the right side. A speculo killer deployed right near the Riot Grrls as the reserve.

I put my Brawler Multi Sniper on top of tall building, covered by a Jaguar (learning my lesson from game 1). Emily and friends grouped up around a central food stand. The Riot Grrl Haris covered my right diner. There was a Bandit towards the middle and my Irmandinho on the left.

Top of 1: ZeroTen Shasvastii

First thing that ZeroTen does is send the Speculo Killer in to assassinate Avicenna and the Grrls. It does take out Avicenna, but goes down to the Grrls, spoiling the idea of breaking out the Nox link easily. The Taigha runs forward and dodges a shot from the Multisniper, the Q-Drone then comes forward and manages to take down the multi-sniper. Breaking the link, Corax Hasht does a wound to the ML Grrl, knocking her down. The link can then be reformed and came out to claim the button on the right, revealing one of the targets, that turned out to be a target decoy. The Taigha runs up to be difficult and gets into a difficult to unstick spot.

Bottom of 1: Jhokalups StarCo

Step one, unstick Emily and Friends, it takes a few orders but gets done. Step two is to start breaking the Nox link apart. Emily spec fired and took out three members. Then between my Riot Grrl ML and a dropped Hellcat the link was down to very few members. The Bandit was revealed as part of the deal with Taigha plan. Out of orders I pass my turn.

Top of 2: ZeroTen Shasvastii

A fair chunk of orders were spent by the Nox hacker trying to out fight the Bandit KHD. The Bandit won that exchange. The Q-Drone comes up to cover the left side and marker. I think I lose some Alguacil links members here, unsure.

Bottom of 2: Jhokalups StarCo

My turn has my Hellcat AHD come to the antenna, reveal and kill a target decoy. I take out the rest of the troopers on the right half of the board and pass the turn.

Top of 3: ZeroTen Shasvastii

ZeroTen reveals a Malignos to drop a Dazer. The Malignos then tries to take out the Irmandinho, who with a Booty LGL manages to take out the dazer with the AOE while in a face to face with the Malignos.The Q-drone wanders way towards the middle of the board. That done the turn is passed.

Bottom of 3: Jhokalups StarCo

I have my Jaguar advance up and throw smoke over the Q-Drone. My Irmandinho runs forward to flip an antenna and reveal another decoy. I bring the Hellcat around to activate the last antenna and reveal the designated target. I then bring in Spector on my left side and walk him forward to take out the Designated Target with my last order. Making the final score:

Final Score: 7 – 0 StarCo Total Victory

Lessons Learned:

This mission went almost as well as it could have. I did get a bit lucky against the Speculo killer, that could have been much worse for me. I really like the two AD troopers in the list. I find that most people are prepared for one. But the second one, especially when dropped on a different turn catches a lot of people off guard. The Taigha almost caused a really bad day, if ZeroTen had brought more than one, I would have been in trouble.

Game 5 – Xammy
StarCo vs Varuna Immediate Reaction Division
300/ITS X – Frostbyte

Last game of the day was against someone I know very well, Xammy. Xammy and I have been gaming together since way before either of us had gotten into Infinity. So it was nice to have a more relaxed game against someone I know well for the end of Rose City Raid.

Wip Roll
StarCo – 17
Varuna Immediate Reaction Division – 6

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

Varuna Immediate Reaction Division 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

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
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 Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

The table for this game had a ton of aquatic terrain, I chose a side with slightly less water in the deployment zone. Since Varuna has so much Aquatic Terrain models I figure I should give myself as much advantage as I can.

Deployment:

The Kamau/Fusilier link sets up to the center right. Supported by Helots and some Zulu Cobras. The left side is mostly clear, with a Zulu-Cobra, Tech-Bee and Fusilier watching that side. A Crocman deployed fully visible on some crates on the right to be the data tracker.

I had Emily and the Alguaciles on a center left island looking over the board. The Brawler was also on this Island. On my right the Riot Grrl Haris was hanging out on my right, ready to shoot missiles. I put my Bandit KHD on my left near the big antenna. The jaguar covered the far right.

Top of 1: Xammy VIRD

To start off Xammy has his Kamau Multi Sniper crit my Brawler off the table. Then it forces the Riot Grrl ML into unconsciousness. Some Camo markers start to move up and the Tech bee advances towards the Console on the right. An echo bravo walks in and attacks the Jagaur with a parrot, isolating it before retreating. Getting almost everything he wanted done. Xammy passes turn.

Bottom of 1: Jhokalups StarCo

I have a couple things I would like to get done, the main one being taking out the Croc Man, who as Xammy’s data tracker, is the only way for him to score the middle. I had chosen Avicenna as my data tracker. I drop Spector onto the field, waste one one of the drop bears failing a long range spec fire. I walk Spector closer and land a Drop Bear next to the Croc Man. I then drop my Hellcat in behind the Croc Man. When I attempt to Spotlight the Croc Man, Xammy says he is going to reset. I double check with him that he wants to just eat the mine, he does not, so a normal roll on Spotlight, which succeeds. Emily starts to spec fire at the Croc Man, who dodges Emily, but not the mine. Though it does survive the armor roll. I get Avicenna over to bring the Jaguar back up. And successfully take out the Kamau with either an Emily Spec fire, or from the second Riot Grrl. Out of orders I pass turn.

Top of 2: Xammy VIRD

The tech bee advances up and claims the right console. A Zulu Cobras reveals and activates a second, putting two heaters active on Xammy’s side. Another Echo Bravo drops in and starts taking out some of my alguaciles. Out of orders the turn is passed back to me.

Bottom of 2: Jhokalups StarCo

I make another attempt at the Croc Man with speculative Drop bears, spotlight and spec fire. The Croc Man survives again. I manage to get my Jaguar around to take out the Tech Bee, and maybe the Zulu Cobra that was guarding it. My Riot Grrl takes out the Echo Bravo threatening the rest of my link. And the hellcat got a Warcor and maybe a Helot. With my last orders I have Spector snag a console and activate my back line heater.

Top of 3: Xammy VIRD

Xammy takes out my last Grrl, gets Avicenna down. And slides the Croc Man forward into the exclusion zone before passing turn.

Bottom of 3: Jhokalups StarCo

Out of options I attempt to use my last few orders to take out the Croc Man, but am unable to. With controlling one heater, no data tracker in the zone, and getting wiped out the final score is:

Final Score: 9 -1 Varuna Total Victory

Lessons Learned:

In this game I felt like nothing went my way. Getting models crit off the table sucks. I try to reformulate my plan and come at it from a different angle. For the linked Kamau Multi Sniper, I think the correct response would be to start killing link memebers, once it loses the +3 and sixth sense it is much easier to deal with. Maybe hunkering down and letting Xammy have his run of the board turn 1 would have been better, I would have had more tools available to my active turn to try and counter. Certainly a Spector Drop Bear surprise would have cleared out a couple Fusiliers. It was a fun, if frustrating game. And I was glad it was against someone I knew well.

Final Thoughts:

Rose City Raid 2019 was a blast! Thank you to TheDiceAbide and WiseKensai for facilitating. And thank you to all the judges and people that made the event run smoothly. I don’t think I could have chosen a better event for my first multi-day tournament. I look forward to trying for more in the future.

Until next time.

Jhokalups – Field Operation Action Report – 25

Jhokalups – Field Operation Action Report – 25

Rose City Raid – Day 1
300/ITS X – Red Deck

Game 1 – Avanst
StarCo vs Yu Jing
Highly Classified – Hardmode

The first round of Rose City Raid was finally happening. After we got paired up and got to the table we waited for TheDiceAbide to pull the four classifieds. I would be playing avanst from Canada. Avanst was playing Yu Jing with no sectorial. The classifieds drawn were:

HVT: Identity Check
HVT: Espionage
HVT: Retro Engineering

Extreme Prejudice

For my personal classified I drew Experimental Run. From my practice games and the importance of the secondary classified I knew I would need to take list 2 since it had the remotes I needed for Experimental Run. That decided we rolled out WIP.

Wip Roll

StarCo – 19
Yu Jing – 2

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

Yu Jing List:

 ok
──────────────────────────────────────────────────
GROUP 1  4
 CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
 KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
 KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
 KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
 KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
 LIBERTO (Minelayer) Light Shotgun, Chain-colt, Antipersonnel Mines / Pistol, Knife. (1 | 10)
 DĀOYĪNG Lieutenant L2 Hacker (Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0.5 | 29)
 GŬILÁNG (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 26)
 GŬILÁNG (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 27)
 TIGER SOLDIER Boarding Shotgun / Pistol, Knife. (0 | 25)
GROUP 2  2
 RUI SHI Spitfire / Electric Pulse. (1 | 20)
 XI ZHUANG Combi Rifle + Light Flamethrower, MadTraps / Pistol, Knife. (0 | 20)
 WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, Knife. (0 | 13)
 YÁOZĂO Electric Pulse. (0 | 3)
 SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
 SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
 HAC TAO HMG, Nanopulser / Pistol, DA CCW. (2 | 68)
5.5 SWC | 300 Points

StarCo List:

 RCR List 2
──────────────────────────────────────────────────
GROUP 1  2
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 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)
 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 Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
GROUP 2  1
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
5 SWC | 298 Points

Winning the roll my opponent chose to go first, I picked a side that I thought had some good protection spots and good line of sight. I failed to notice a nice underside of a building on the other side of the table that was a great hiding spot for things.

Deployment:

Avanst set up with his Rui Shi watching over the lower part of the building where he had hidden his Lt and Xi Zhuang. The Kuang Shi were spread out mostly on the left side with several Guiland and a Liberto along the midline. A Hac Tau in regular camouflage was on top of a building on the left. Shaolin were set up to be out of sight until smoke was thrown.

I had my Emily and friends link on my left side. I set my Brawler up in an overwatch spot covered by Uhahu. The stempler is covering my right side and my Lunokohd and its Koalas cover my HVT. I split my two bandits on the left and right side.

Top of 1: Avanst Yu Jing

To start things off the Kuang Shi and Shaolin run up and start throwing smoke. One had to fudge since it’s facing a MSV2 model but makes it through. Next a Tiger soldier drops in, attempting to land right behind my Brawler Multi-Sniper. Uhahu fails to hack his aircraft and the tiger soldier lands. After it is placed the brawler attempts to turn and change face, and fails. The tiger then more down the brawler and Uhahu before turning his attention to my Stempler Zond. After the Carnage a Liberto reveals and snakes the HVT away to hide by the lieutenant. The Guilang come forward to drop some mines, one goes down to the Bandit KHD.

Bottom of 1: Jhokalups StarCo

With my impetuous order I bring the Zondbot forward to help out the Stempler. I try to have Emily spec fire down the Tiger soldier, but he lives. I manage to take out a Kuang Shi and Xi Zhuang with a spec fire, but couldn’t clip the LT like I thought I could. I drop my Hellcat Spitfire onto the backline and have it take out some Kuang Shi, the monstrucker and a Shaolin before going to hide. After bringing back the Stempler and walking the Lunokohd forward I pass turn.

Score at End of 1: 0 – 0

Top of 2: Avanst Yu Jing

This time the impetuous models have free rain to run forward with smoke. A Hac Tau reveals itself and surprise shots down my Hellcat, and the Daoying makes a mad run across the board towards my HVT. A Shaolin has taken out the bandit that could do something. So the Daoying attempts to and fails an Espionage on my HVT. The Daoying then re-camos and Avanst passes turn.

Bottom of 2: Jhokalups StarCo

After sneaking my engineer in with his impetuous order, I have my Lunokohd set off a mine. The Irmandinho brings it back, completing the experimental run classified. I try to have the Lunokohd or Stempler discover the Daoying, but have no good way to get a line on it. I elect to drop Spector in to take it out, but fail the roll and drift toward the building with the Hac Tau. Some unopposed smoke from the Shaolin covers the prime Camo Marker that is the Daoying, making it impossible for Raul to deal with. With nothing else going my way I pass turn.

Score at End of 2: 5 – 2

Top of 3: Avanst Yu Jing

First the Hac Two fights Spector to a dead state before the Daoying successfully datascans my HVT. A liberto makes the long walk to take out Emily I’m an unpleasant manner before completing extreme prejudice. The Avanst passes turn.

Bottom of 3: Jhokalups StarCo

With no link team and few options I send the Irmandinho in and he winds up dying. I don’t have enough orders or the right specialists to get anything done and cannot even coup de gras a second model. Ending my turn and making the game a:

Final Score: 9 – 2 Yu Jing Victory

Lessons Learned:

I got the floor wiped with me. One big change I could have made was to have my Jaguar cover my brawler so that the tiger soldier could not just drop in on me and take out two big pieces in opposed. I also picked my side poorly. Giving Avanst such a nice place to hide the Daoying and move his HVT into really put a damper on things. I think that the Hidden Classified that my opponent had was rescue. But at this point I don’t remember if that was or who rescued whom, but that’s the only way I can get the points to line up. If it was, taking out that pair would have been helpful to even up points a bit.

Game 2 – Twinmasks
StarCo vs Yu Jing
Power Pack

Next round I drew Twinmasks, a semi local who I have chatted with but have never met or played. Until now. We rolled up on a lovely table with some planters and other neat details. After we rolled dice we got underway.

Wip Roll

StarCo 7
Yu Jing 13

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

Yu Jing List:

 Yu Jing
──────────────────────────────────────────────────
GROUP 1  10
 Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15)
 MECH-ENGINEER Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
 BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 21)
 HÚLÁNG (Fireteam: Duo) 2 Submachine Gun, E/M Grenades, D-Charges / Pistol, Monofilament CC Weapon, Knife. (0 | 41)
 RUI SHI Spitfire / Electric Pulse. (1 | 20)
 GŬILÁNG MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 33)
 GŬILÁNG MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 33)
 DĀOYĪNG Lieutenant L2 Hacker (Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0.5 | 29)
 ZHĒNCHÁ (Forward Observer) Submachine Gun, D.E.P., Antipersonnel Mines / Pistol, Knife. (0 | 34)
 TAI SHENG (Chain of Command) Mk12, Chain-colt, Stun Grenades / Heavy Pistol, Knife. (0 | 49)
GROUP 2  2
 SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
 SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
5 SWC | 300 Points

StarCo List:

 RCR List 2
──────────────────────────────────────────────────
GROUP 1  2
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 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)
 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 Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
GROUP 2  1
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
5 SWC | 298 Points

Table 15 was a lovely little city table. I chose the side that I felt I would have a better chance of hiding my link on for Power Pack.

Deployment:

With Power Pack’s unusual deployment, Yu Jing choose to split fire and cover both sides with Guilang snipers. Spring the right side was an Authorized Bounty Hunter and Rui Shi. The left Guilang was supported by Tai Sheng who would run the Xenotech.

Emily and the Alguaciles were on my left deployment zone, split across levels and buildings. Behind them was the Irmandinho and his Zondbot. On my left I had the Brawler on a roof covering a good chunk of the table. My bots were in cover on the right side with the Jaguar babysitting the Xenotech. I do replied my reserve, Uhahu, on the left behind a billboard. I can’t find where I had the two Bandits, they were up in the mud field, covering the left and right antennas.

Top of 1: Twinmasks Yu Jing

To start things off, a Shaolin ran out and got plastered by my Brawler. A guilang revealed and started shooting at by Brawler. The brawler didn’t win, but tied or survived armor rolls for a few volleys. Eventually the Guilang took out the Brawler and an Alguacil that I thought was hidden, but turned out not to be hidden well enough. After that Tai Sheng and the Xenotech advanced into the central zone and then failed to place the multi-scanner. Twinmasks passes turn.

Bottom of 1: Jhokalups StarCo

Knowing that the multi-scanner is a 3 point swing, I wanted to steal the exposed Xenotech. I had Emily spec fire at the Guilang to force it down, so that I could bring in Spector on the side safely. Spector makes it in and brings down Tai Sheng. Stealing the Xenotech and backing it out of the zone. This combination of things burns through my order pool and I pass turn.

Top of 2: Twinmasks Yu Jing

The Rui Shi comes forward and starts blasting my Irmandinho off the table. The Daoying lt reveals and starts takes out Spector, it succeeds, takes a red rum to the brain and lives to tell the tale. The Zencha peaks out and activates the antenna on my left. Then it’s my turn.

Bottom of 2: Jhokalups StarCo

I spend a lot of orders trying to get my FO Bandit to take out the other Guilang sniper, after I burned most of the orders in that pool I had Uhahu setup white noise from the Stempler and used the Stempler’s triangulated fire to take down the Guilang. I use the last order to bring the FO Bandit forward and try to capture the right antenna, and fail the WIP roll.

Top of 3: Twinmasks Yu Jing

The Zencha comes through the middle of a building and takes out the Bandit and the Stempler before capturing the middle antenna. A Shaolin comes forward to harass my Bandit KHD. The Zencha then gets into a spot to secure my HVT.

Bottom of 3: Jhokalups StarCo

With a very limited order pool and no way to get the Jaguar forward I attempt to get my Bandit into base with an antenna. She dies before she gets there and that’s the game.

Final Score: 5 – 0 Yu Jing Victory

Lessons Learned:

There were several places where I messed up my order use. One of my biggest issues was in deployment, the spot I thought safe for my Alguacil was not safe, as it went down turn one. When I was clearing out the second Guilang, on my right side, I should have remembered Triangulated fire earlier. At an almost 40% success rate with only Dodge as the option it would have gone much better for me. I would have had more orders available for the Bandit FO activate the antenna.

My biggest mistake was probably that I never moved the Jaguar and my Xenotech. I could have had 2 points to the 5. Being able to contest the antennas would have also helped.

Game 3 – Pseudonymmster
StarCo vs Tohaa
300/ITS X – Transmission Matrix

The last game of the day was against Pseudonymmster, one of the players up from California. We drew the plane crash table, which had a big impact on my list decision.

Wip Roll

StarCo – 12
Tohaa – 7

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

Tohaa List:

 Tohaa
──────────────────────────────────────────────────
GROUP 1  10 1
 MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
 HATAIL AELIS KEESAN K1 Combi Rifle, Nanopulser, Flash Pulse, D-Charges / Pistol, Knife. (0 | 29)
 GAO-RAEL Spitfire / Pistol, CCW. (1.5 | 33)
 SUKEUL HMG, D-Charges / Pistol, Breaker Pistol, Knife. (1.5 | 35)
 KAELTAR (Chain of Command) Light Shotgun, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 21)
 SAKIEL Viral Combi Rifle, Nimbus Plus Grenades / Pistol, Knife. (0 | 24)
 CLIPSOS Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 24)
 KUMOTAIL Combi Rifle, D-Charges / Pistol, Knife. (0 | 22)
 KAAURI Sentinel Boarding Shotgun, Nullifier / Pistol, Electric Pulse. (0 | 15)
 SUKEUL Lieutenant (Forward Observer) K1 Combi Rifle, D-Charges / Pistol, Breaker Pistol, Knife. (0 | 32)

GROUP 2  1
 MAKAUL Heavy Flamethrower, Eclipse Grenades / Pistol, Viral CCW. (0 | 13)
 KAELTAR Light Shotgun, Flash Pulse + 2 SymbioBombs / Pistol, Electric Pulse. (0 | 15)
 SAKIEL Spitfire / Pistol, Knife. (1.5 | 23)
5 SWC | 299 Points

 

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
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 Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

From the table we were playing, I knew that I would want my Riot Grrls for all of the Low Vis zones. I also knew that I wanted to go second on Transmission Matrix, so I took deployment and had my opponent deploy first. He chose to go first, so mission accomplished.

Deployment:

A Sukeul HMG triad and a Kaauri were set up on the left side. There was a lone group triad and a Hatail Aelis Triad guarding the middle. On the right side there was the Sukeul LT and a Kumotail. No models were deployed inside of Transmission Control Areas.

To cause maximum disruption I set my Brawler MSV2 Sniper prone on top of the airplane fuselage to watch the table. The Riot Grrl Haris was on my right side guarding that Transmission Zone with the Jaguar. I had Emily and the Alguaciles guarding the left Transmission Zone and watching my HVT. My Bandit was deployed up on the left behind some trees. The Irmandinho was in the central back field.

Top of 1: Pseudonymmster Tohaa

To start things off, The Sukeul HMG triad starts advancing up to try and take out the Brawler. It does take a few orders, but dice win out and the Brawler goes down. A few more orders are spent advancing with that triad, putting them onto a nice plane and taking down my HVT. The lone triad then advances up to try and cover the middle Transmission Zone. The Riot Grrl ML caused a bit of a headache for trying to get in without losing the link. The Sukeul LT uses its special order to get up and threaten my left side. With them in position the turn was passed.

Bottom of 1: Jhokalups StarCo

I attempt a few speculative shots with Emily at the designated target and miss, before turning my attention to the central link. After getting them spread out I was able to use my Riot Grrl ML to take out a couple members. I drop my Hellcat in on his back field and have him take out the Kumotail before walking up a bit to take out some members of the Hatail Triad. That done I pass turn. I have the two Transmission areas in my deployment zone to the one that Tohaa controls in the middle, so I score 2 points.

Score at End of 1: 2 – 3 Tohaa Favor

Top of 2: Pseudonymmster Tohaa

Many orders are spent advancing the Sukeul HMG triad into range of the Riot Grrl Haris and fighting them. After knocking the ML out of the fight, and taking out the Jaguar, all the orders are spent and that team is over extended. Tohaa passes turn.

Bottom of 2: Jhokalups StarCo

I drop Spector in behind the Sukeul team, being out of line of site and out of zone of control the Triad cannot react. I have spector walk up and shotgun the team. I take out two members of the triad and eventually put the Sukeul into the inactive Symbiont army. With no zone control being changes, I score again.

Score at End of 2: 4 – 3 StarCo Favor

Top of 3: Pseudonymmster Tohaa

The Sukeul HMG advances up, taking out Spector and both Riot Grrls. Ultimately Avicenna brings it down. A clipsos reveals and walks into the center zone. The Kaauri walks into another zone, and a Makaul runs up to threaten Avicenna.

Bottom of 3: Jhokalups StarCo

I finally spec fire down the HVT with Emily, netting 3 points. I take a couple shots at the Makaul threatening Avicenna before trying to take out the models in middle Transmission Zone. After taking out the two I wanted, I try once on the Kaauri before passing turn. Controlling two zones to my one (I forgot about the Clipsos), Tohaa Scores. Making the final score:

Final Score: 7 – 6 StarCo Minor Victory

Lessons Learned:

This was a fun game, it was close and well fought. Had I remembered the Clipsos I could have put more shots into the Kaauri and Makaul. Taking out the Makaul would let me put Avicenna safely into my right Transmission zone, making the score 8-5, still a minor, but better. If I had also taken out the Kaauri, I would have pulled off a 9-4 major. Lessons learned, remember what’s on the table, check from many angles.

Overall I had a blast with day one. Stay tuned for my day two adventures.

Jhokalups – Field Operation Action Report – 24

Jhokalups – Field Operation Action Report – 24

StarCo vs Black StarCo

300/ITS X – Highly Classified – Red Deck, Hard Mode

After a crazy couple of weeks being unable to play I was finally able to get back to the game store. My opponent this time was new to me, after we got the table set up and all of the classifieds picked (Experimental Drug, Predator, Extreme Prejudice, and HVT Identity Check) we asked what the other was playing. It turned out that we could say with confidence, that StarCo was probably going to win.

Wip Roll

StarCo 18
Black StarCo 4
Decision: Marko
Deployment: Jhokalups
Initiative: Marko
1st Turn: Marko
1st Deploy: Marko

Black StarCo List:

 Black StarCo
──────────────────────────────────────────────────
GROUP 1  1
 ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL HMG / Pistol, Knife. (1 | 18)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 ZONDBOT Electric Pulse. (0 | 3)
 ZONDBOT Electric Pulse. (0 | 3)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 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)
GROUP 2  6
 REAKTION ZOND HMG / Electric Pulse. (1 | 26)
 ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
6 SWC | 299 Points

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
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 Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

In the cat walks again, this time we had a central room dividing left from right. There was one side that had a good sniper nest, but terrible spots to hide troopers in the deployment zone. With Black StarCo choosing to go first, I have them the side with the sniper nest (this also meant not having to pack my stuff up and carry around the table.

Deployment:

Black StarCo put a TR Bot and Alguacil Missile Launcher on the sniper nest. A small group of Alguaciles and Jaguars grouped under that tower. Another group of Alguaciles was grouped around a central cover piece. Finally Avicenna and some Jaguars grouped off on the Black StarCo right side. There were two Camo markers midfield, a Bandit KHD and an Al Hawwa AHD. Emily was the reserve and placed down with the middle group of Alguaciles.

I had my Emily and Alguaciles look team in my left, gathered around and on a small building. Centrally the Breaker sniper was on the ground looking out with a Jaguar covering. On my right Avicenna and the Grrls were covering, with the missile launcher up too for ARO. I held my Bandit KHD in reserve and deployed it near the enemy HVT.

Top of 1: Black StarCo

I use my command token to stream two orders from the group with Emily and 8 other members. To start off a Raoul Spector Drops in behind Emily and friends. He the process to go up and hit Emily with sticks, knocking her down before taking her out with a coup de gras. Then Spector takes out an Alguacil, the Brawler and the Jaguar before finally going down. The camo markers moved forward a bit and then the turn was done.

Bottom of 1: StarCo

Emily is dead, Brawler is down, the situation is not good. But I still have my Grrls and it’s time to put them to work. First though I have my Irmandinho run out, hoping to create a smoke screen for Avicenna to go pick up the Brawler and Jaguar (accomplishing experimental drug). Unfortunately the Irmandinho goes down to the TR Bot. Next I have my ML Grrl stand up and take a shot at the TR Bot and Alguacil, she loses and takes a wound. On her second try she beats the Alguaciles, but goes down to the TR Bot. Fortunately the hit takes out both the TR Bot and the Alguacil. I walk Spector into a spot where he cannot be seen. Then walk himforward to place down a drop bear overlooking several models. As he walks around and takes the shot the drop bear and shotgun take out two Alguaciles, a Zondbot, and a Jaguar. Walking around the other edge of the building Spector peaks out and tags an Alguacil in Emily’s group, catching several other Alguaciles and Emily in the blast zone, taking them all down. I drop my Hellcat in to try and take it the other Irmandinho. He did not.

Top of 2: Black StarCo

The Black StarCo Irmandinho angrily charges down my Hellcat, killing him. The Irmandinho then advances up and throws smoke to cover Avicenna. A Camo marker advances up through the smoke and reveals an Al Hawwa, who attempts to Spotlight Avicenna. Avicenna successfully resets out of it. The other camo marker advances more and gets revealed to be a Bandit KHD.

Bottom of 2: StarCo

My Riot Grrl on the ground takes out the Al Hawwa and the Irmandinho. Then Avicenna walks over to be able to pick up my Brawler next turn.

Top of 3: Black StarCo

The enemy bandit takes out mine and then does a coup de gras against my Alguacil. A Black StarCo Alguacil attempts to get knocked down by Raul to be picked up by Black StarCo Avicenna. Unfortunately the Alguacil lives. And the turn is passed to me.

Bottom of 3: StarCo

My Riot Grrl performs a coup de gras on the shed Irmandinho. Then Spector knocks down and does a coup de gras to the Alguacil with a death wish. Finally my Riot Grrl walks over and picked up the unconscious Hellcat with CaseVac. Having both completed a main classified and my private classified I have more classified objectives completed. Making it a:

Final Score: 7 – 1 StarCo Major Victory

Lessons Learned:

This was quite the game. It was my first time playing against StarCo. Our two different approaches to list building give a lot to think about. The Alguacil ML and Reaktion Zond combo on the sniper nest was an intimidating ARO threat, I feel like reading the Riot Grrl for that ARO was a good choice. And she had a decent chance of winning, in convert and in both good range bands she has a 50% of winning that fight.

This was the first game that I got Spector to do with for me. The drop bear ARO and boarding shotgun template took out a good chunk of my opponent’s force. It seems like using Spector to great something with sticks might be a mistake. I do like having two AD troopers in my list, the two being able to drop in and support each other.

For Highly classified, I didn’t realize the importance of the secondary objective until accomplishing it got me a 7-1 major. If the main classifieds are tied, a secondary can take you over the top, which had a huge swing.

Next report will be from Rose City Raid, so until then, keep playing those games.

Jhokalups – Field Operation Action Report – 23

Jhokalups – Field Operation Action Report – 23

StarCo vs Spiral Corps

300/ITS X – Unmasking

This game day I get a rematch against my round one opponent from May the Fourth, Zagdag. This time we are playing unmasking. I have brought a different list than I did at the tournament. Zagdag was bringing a similar list as before.

For this game we had a Nimbus Zone (Low Vis, Saturation, and Reflective) that was set up towards the middle of the board. This zone made some cross board shots more difficult than normal.

Wip Roll
StarCo – 15 (fail)
Spiral Corps – 5 (pass)

Decision: Zagdag
Deployment: Jhokalups
Initiative: Zagdag
1st Turn: Spiral Corps
1st Deploy: Spiral Corps

Spiral Corps List:

 Than Spiral Thursday
──────────────────────────────────────────────────
10
 DRAAL Submachine Gun, Pulzar, D-Charges, Dazer / Viral Pistol, Knife. (0 | 30)
 DRAAL (Minelayer) Submachine Gun, Pulzar, D-Charges, Antipersonnel Mines / Viral Pistol, Knife. (1 | 31)
 DRAAL (Minelayer) AP Marksman Rifle, D-Charges, Antipersonnel Mines / Viral Pistol, Knife. (1 | 40)
 KIEL-SAAN (Special Fireteam: Triad) Mk12, Panzerfaust / Heavy Pistol, DA CC Weapon, Shock CC Weapon. (0 | 53)
 KIIUTAN Submachine Gun + E/Mitter, E/Mauler / Viral Pistol, Knife. (1 | 28)
 KIIUTAN Submachine Gun + E/Mitter / Viral Pistol, Knife. (0.5 | 26)
 KRIIGEL Lieutenant Submachine Gun, Phero-Booster / Viral Pistol, Knife. (0 | 24)
 TAAGMA (Multispectral Visor L2) Viral Sniper / Pistol, Knife. (1.5 | 25)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
 KAELTAR (Chain of Command) Combi Rifle, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 26)
6 SWC | 300 Points

StarCo List:

 Frostbyte Ohh Ha Ha
──────────────────────────────────────────────────
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 Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

Based off of what I had in my list and where the Nimbus Zone was I chose the side with some higher towers.

Deployment:

Zagdag set up primarily on the right two-thirds of the board. With a double layer of triads in the middle. After realizing about the exclusion zone the mines were moved back to cover the deployment zone. The Designated Target was all the way to the right covered by one of the Draal. Both Kiiutan deployed into the space between my deployment zone and exclusion zone just to make things exciting.

I decided to set up a cross of fire lanes and use the center to protect my Alcuaciles. The Brawler MSV2 Sniper was on the right in an elevated spot, able to cover a good half the board. I had my Riot Grrl Haris on the left side with the Missile Launcher Grrl out to ARO. I put my Alguacil LT into a very difficult spot to get to, and had Emily on the ground ready to walk out as needed. For this game I chose to have my targets be all deployed in nicely defensible spots and then shuffled some tokens to select a designated target. If I don’t know which one it is, I cannot give any clues to which one it is, right?

Top of 1: Spiral Corps

The first thing that Sprial wants to get done is to get rid of my Multi-Sniper. The Taagma reveals itself, comes forward and takes a shot at the Brawler. My Brawler shoots back and I get the lucky 1 in 5 result that puts the Taagma into unconsciousness. In order to clear out the multisniper, the Kriigel put up mirrorball to protect the other Triad as it moved up. A Draal put up it’s stratus cloud, then advanced up to try and take out the brawler. That Draal also perished. One of the Kiiutan then starts an attack run on Emily. It gets revealed by Avicenna. As it starts attacking; Emily, Avicenna, and the Irmandinho all fire back. After about 4 repetitions, the Kiiutan is down with Emily still standing. The last thing that is done has the Kiel-Saan and the remaining Draal come forward. The Kiel-Saan goes into suppressive fire and then the turn gets passed to me.

Bottom of 1: StarCo

The Irmandinho advances up and throws smoke. The Riot Grrl ML reveals the other Kiiutan and breaks it’s Symbiote Armor, that Kiiutan drops prone. I have Emily drop some grenades on the Kiel-Saan to break it out of suppression. I have the Hellcat drop in and attempt to isolate the Kiel-Saan. After a couple of tries the Kiel-Saan is still in a normal state. I have Emily come forward to take shots at the Kiel-Saan and the second Draal. She takes the Draal down and the Kiel-Saan fails guts into total cover. With the last couple orders I have Emily take out the last Kiiutan. That done I pass turn.

Score at End of 1: 0 – 0

Top of 2: Spiral Corps

Zagdag has the Kriigel come forward and it goes down in a firefight with, something. Maybe the Brawler? Next up the Kiel-Saan and two Draals come together and activate a console, revealing the HVT on my left, which turns out to be a Target Decoy. Next the Kiel-Saan starts walking across the board to get towards the central console. It gets into a fire fight with the Missile Launcher Grrl. After several exchanges the Riot Grrl is still standing and the Kiel-Saan is in Inactive-Symbiote Armor Mode.

At this point it was starting to get late, and based off of the board position Zagdag feels confident calling the game in my favor.

Based off of what the current board state was, and what I would almost certainly be able to do we scored it as a Designated Target kill for me with not that data tracker.

Final Score: 2 – 6 StarCo Victory

Lessons Learned:

This was a very interesting game. The Brawler Multi-Sniper hit well above her weight class this game. The first exchange with the Taagma should have gone the other way, there was about a 50% chance that the Brawler dies, and only a 20% chance of the outcome that we got on the table. With the Brawler Multi-Sniper living and the Riot Grrl Missile launcher on the other side, I had a nice vice to keep the middle clear.

One thing that really helped this game was the amount of orders that the Kiiutan put into Emily, with only a 20% chance of succeeding, it was some pretty long odds. Especially while eating 3 normal rolls from the other side.

The Assault hacker felt like it was decently placed for what I wanted it to do, the Kiel-Saan having stealth made the reactive turn a little tricky though. After the game I felt confident that my choice of not deploying Spector on my first turn was the correct one. In game I spent a lot of time agonizing about how I could bring him in safely. When that opportunity didn’t present itself I was fine with waiting for a later turn where another AD troop would be more useful.

I felt like the Nimbus Zone made the game a bit tricky on both sides. As a saturation zone and reflective it reduced the effectiveness of the Taagma, The Brawler was also impacted, but not by quite as much. The zone directly increased the Brawlers chances of living by 12%, while only reducing its effectiveness as an ARO piece by ~3%.

One of the biggest things that went my way in this game was a lack of focus on scenario by my opponent. There were several opportunities in the first turn to be able to hit buttons and set up mines and AROs to make it harder for me to complete the scenario. Instead my ARO pieces were fed a continuous stream of models to chew up. Which left the Spiral Corp a bit crippled to deal with the scenario on later turns.

Thank you Zagdag for the game, and I look forward to when we can play again.

Until next time.

-Jhokalups

Jhokalups – Field Operation Action Report – 22

Jhokalups – Field Operation Action Report – 22

Tournament Report 1

300/ITS X – May the Fourth – Red Deck

This was my first Infinity tournament, very exciting, and nerve wracking. Due to family circumstances I had my children with me for round one. It made setting up and game one a bit of a challenge. Fortunately my opponent was very understanding and it all worked out. I brought my apartment table and two lists that were slightly modified based off of the last few weeks of practice.

Game 1 – Power Pack

StarCo vs Spiral
Jhokalups vs Zagdag

Wip Roll

StarCo 17
Spiral 3

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

Spiral Corps List:

 Than Power Pack

──────────────────────────────────────────────────
10 
 KIIUTAN Submachine Gun + E/Mitter, E/Mauler / Viral Pistol, Knife. (1 | 28)
 KIIUTAN Submachine Gun + E/Mitter / Viral Pistol, Knife. (0.5 | 26)
 DRAAL Submachine Gun, Pulzar, D-Charges, Dazer / Viral Pistol, Knife. (0 | 30)
 DRAAL Submachine Gun, Pulzar, D-Charges, Dazer / Viral Pistol, Knife. (0 | 30)
 DRAAL (Minelayer) AP Marksman Rifle, D-Charges, Antipersonnel Mines / Viral Pistol, Knife. (1 | 40)
 KIEL-SAAN (Special Fireteam: Triad) Mk12, Panzerfaust / Heavy Pistol, DA CC Weapon, Shock CC Weapon. (0 | 53)
 TAAGMA Lieutenant (Multispectral Visor L2) Viral Sniper / Pistol, Knife. (1.5 | 25)
 KAELTAR (Chain of Command) Combi Rifle, Flash Pulse + 2 SymbioMates / Pistol, Electric Pulse. (0.5 | 26)
 KRIIGEL Submachine Gun, Phero-Booster / Viral Pistol, Knife. (0 | 24)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
5 SWC | 299 Points

Open in Infinity Army

StarCo List:

 Maythe4 Offense
──────────────────────────────────────────────────
GROUP 1  1
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  2
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER (Fireteam: Haris) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 17)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
5.5 SWC | 299 Points

This was the only game where I took pictures of the deployment. For events in the future I will need to remember to bring something to take notes on and take more pictures. For these games I will use a generic picture courtesy of WiseKensai and his Instagram photos of the event.

I deployed on the blue side. The three yellow forests were played as Jungle: Difficult Terrain, Saturation, and Low Visibility. The trees were played as actual cover within the zone.

Deployment:

I had my Emily link deployed on the left side castled up and spread around protecting Emily. I also had Uhahu and a jaguar over on the same side. On the other side I had my Brawler Multi Sniper haris another Jaguar and the Irmandinho.

The set of Draals were poised to get to each of the antennas. There was a haris on my left side, I know it had the Taagma Multi Sniper. And something with Eraser. The other side had a brawler and Kiel. Then there were two Kiiutans hiding by my Emily Link to get the Xenotech.

Top of 1: Spiral

To start things off Spiral looks at removing the Brawler Multi-Sniper. After the Multi sniper went down the Kiiutans took out the Jaguar linked to the xenotech. The thing Taagma that was deployed as Armand revealed itself to discover and shoot at my Bandit KHD. The Bandit was taken off the table. After that the Brawler got the Xenotech up into the zone to place the multiscanner. Next up the Kiel got up to cover the antenna on the left. The Draals did a coordinated thing to drop off some Dazers (Zagdag has very fancy flashing dazers) and then attempted to snag antennas, getting the one on my left.

Bottom of 1: StarCo

I have a couple problems that I want to solve this turn, and I think I know how I want to do them. First I try taking a spec fire shot at the Taagma with Emily, it lives but does fail guts backwards so it is no longer on super overwatch. Next I have Uhahu put up assisted landing and attempt to drop Spector in up on the roof with the Taagma, Spector fails this roll, drifts off the table edge and I deploy him near the Alguaciles link. I have Spector then take out one of the Kiiutans, who laid down an e-mauler while getting shot into unconsciousness. After the Kiiutan went down I had my Bandit FO take out the other Kiiutan. I dropped the Hellcat successfully into the backfield were no one was looking, walk up and take a shot at the backs of the Brawler, Kiel, and the Draal with the Marksman rifle. Between wiffing rolls and models making armor saves, all of the Hellcats targets live. I try to E/M down the Draal and Kiel with Emily, but both dodge successfully and prone. After a couple more shots with the Hellcat I am able to take out the Brawler AHD.

Top of 2: Spiral

The AP Draal captures the second antenna, then crawling back the AP Draal manages to take out my Hellcat. The Kiel and some others start wandering towards the middle and manage to take out my Brawler FO. The Kiel also takes out Spector as it walks over. The Draal on my left gets up close and personal to where my Alguacil link is hiding.

Bottom of 2: StarCo

I am getting really annoyed with the Taagma, then I remember a trick I could do with Uhahu and white noise. While walking her up to put White Noise around Emily to force dodges out of the Taagma, While walking Uhahu up to enact this plan she gets plastered by the Kiel. I try to have my other Brawler and CSU take out the Drawl to get up to take out the Kiel from behind, this setup does not go very well.

Top of 3: Spiral

Spiral is able to take out the remaining Brawler and CSU. Then the Kiel and a Draal rush into the console and the turn is passed over to me.

Bottom of 3: StarCo

I have Emily and friends try and take out the Kiel and Draal on my console. I get the Kiel, but lose Emily, and most of the Alguaciles. I don’t have enough orders to re-sync my xenotech, and so the game ends.

Final Score: 10 – 0 Spiral Victory

What a start… Spiral is an interesting puzzle to figure out. I can see a couple mistakes that I made in my turns. After this game the crew headed out for lunch before returning for round 2.

Game 2 – Transmission Matrix

StarCo vs Tunguska
Jhokalups vs natetehaggresar

Wip Roll

StarCo 17
Tunguska 8

Decision: natetehaggresar
Deployment: natetehaggresar
Initiative: StaCo
1st Turn:StarCo
1st Deploy:StarCo

Tunguska List:

 Transmission Matrix
──────────────────────────────────────────────────
GROUP 1  10
 SECURITATE HMG / Pistol, Knife. (1 | 21)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 PUPPET MASTERS (Minelayer) Submachine Gun, Antipersonnel Mines / PistolKnife. (0.5 | 14)
 HECKLER Red Fury / Pistol, Knife. (1 | 24)
 HECKLER Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Assault Pistol, Knife. (0 | 24)
GROUP 2  2
 INTERVENTOR Hacker (Hacking Device Plus) Boarding Shotgun / Pistol, Knife. (0.5 | 24)
 SPEKTR Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 31)
5.5 SWC | 298 Points

StarCo List:

 Maythe4 Offense
─────────────────────────────────────────────────
GROUP 1  1
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  2
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER (Fireteam: Haris) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 17)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
5.5 SWC | 299 Points

This was my first game against another Nomad faction, I was looking forward to seeing what was coming. Since it was transmission Matrix I thought that Mary would be there. I mean why not? After picking the side with some nicer things I chose to go first and got to work.

For this table I deployed on the blue side and my opponent used the red. The Tree park in the middle was Jungle Terrain: Difficult Terrain, Saturation, Low Visibility; with the trees being actual cover. On the opposite side of me there was a water feature that was aquatic terrain and a second jungle.

Deployment:

I have my Emily and Alguacil link spread into the building on my left with a Jaguar and Irmandinho on the ground outside that same building. In a central building I had the MSV2 Brawler up top with the second brawler on a balcony and the CSU on the ground floor. The other Jaguar was in the Antenna zone on my right. I hid Uhahu the central building. My Bandit FO was placed into the middle capture zone. And I had the Bandit KHD hiding in the cafe to the right. I put my Designated target in an easily accessible location so that I could Sync it and pull it back.

There was a Securitate with Perseus link in the central building on the Tunguska side. There was a Puppet Master, Interventor, mine and Mary Problems behind a building on my right. There were two suspicious looking Camo Markers (both Hecklers) where watching the center building and the left antenna. The designated target was hiding behind the central building next to a dumpster.

Top of 1: StarCo

I know that Mary Problems is going to be a problem. I want to take her out before trying to land my AD troops. I start with an E/M grenade spec fire at Mary, but that doesn’t work. I then walk the Hellcat Spitfire on beside the building on the right. Try to discover the mine and fail. Try to drop Spector in, but fail the roll and have to deploy him in my deployment zone. Spector then runs up into the apartment that Mary is hiding behind and tries to shoot down Mary. Mary successfully dodges out of LOS.

I have the Jaguar on my left sync with my Designated Target and then pull the target back around the corner of my building.

Bottom of 1: Tunguska

To start things off, Mary idles, trying to take out Uhahu, I reply with a SuckerPunch from Uhahu and RedRum from my Bandit KHD. Nothing dies in this go round. The Kriza then starts walking around the building, avoides a hit from Spector. Walks around the corner and takes out the Hellcat. The Kriza then spends way to many orders trying to take out the Bandit KHD. Due to range bands, cover and camo, the Bandit survives many shots and even puts a wound onto the Kriza. Eventually the Kriza does prevail and the Bandit goes down. A Spektr reveals itself and gets discovered. It then spends an order trying to take out the Bandit FO. After the dust settles both models are alive. With the Spektr in the middle zone, Tunguska controls more areas.

Score at End of 1: 0 – 2 Tunguska Favor

Top of 2: StarCo

To start I have the Brawler Multi Sniper take out the Spektr. The Bandit FO Coup de gras the spektr and then Forward Observes the designated target. Emily then proceeds to take out the designated target, clipping and taking out a Heckler in the process. I start moving the jaguar on the right towards the center objective. And have Spector go in to shotgun down Mary.

Bottom of 2: Tunguska

The Heckler armed with a Red Fury tries to go hunting my Designated Target. The DT survives several shots and continues to dodge backwards, bringing the Heckler forward. The interventor comes up and isolates Spector and the Kriza retreats back. The Securitate link starts moving, with the HMG taking out my Multi Sniper. Perseus sneaks into the middle building and takes out the bandit FO. With two zones controlled to my one Tunguska scores again.

Score at End of 2: 3 – 4 Tunguska Favor

Top of 3: StarCo

I start by having Emily take out the Red Fury plaguing my Designated Target. I then have the Jaguar advance up and throw some smoke down over Perseus. Then using a set of coordinated orders, I get the Jaguar into CC with Perseus while the CSU forces a change face from Perseus. The Jaguar crits with a DA CC weapon and Perseus goes down.

Bottom of 3: Tunguska

Looking at the board, all that natetehaggressor has to do is walk into the zone on his side on the left to win the game. In addition to that, the Securitates take out the CSU and walk into the center zone. With three to my one, Tunguska scores again.

Final Score: 3 – 6 Tunguska Victory

Game 3 – Transmission Matrix

StarCo vs Hassassins
Jhokalups vs Zelaponeepus

Wip Roll

StarCo 17
Hassassins 4

Decision: Zelaponeepus
Deployment: Jhokalups
Initiative: Zelaponeepus
1st Turn: Hassassins
1st Deploy: Hassassins

Hassassin Bahram List:

 Erik Entirely Possible
──────────────────────────────────────────────────
GROUP 1  10
 FIDAY Rifle + Light Shotgun, Smoke Grenades / Pistol, DA CCW, Knife. (0 | 31)
 FIDAY Rifle + Light Shotgun, Smoke Grenades / Pistol, DA CCW, Knife. (0 | 31)
 FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23)
 GOVAD HMG / Breaker Pistol, Knife. (1.5 | 29)
 FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23)
 MUYIB Doctor Plus (MediKit) Rifle + Light Shotgun, D.E.P. / Pistol, Knife. (0 | 27)
 MUYIB (X Visor) Heavy Rocket Launcher, D-Charges / Pistol, Knife. (1 | 22)
 MUYIB Lieutenant Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1.5 | 23)
 ASAWIRA Boarding Shotgun, Nanopulser / Pistol, Shock CCW. (0 | 35)
 ASAWIRA AP Rifle + Light Shotgun, Nanopulser / Pistol, Shock CCW. (0 | 41)
GROUP 2  3
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
 MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)
4 SWC | 300 Points

StarCo List:

 Maythe4 Defense
──────────────────────────────────────────────────
GROUP 1  2
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 HAWWA’ Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 27)
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
GROUP 2  1
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
4 SWC | 300 Points

For this game we played on a nice dessert table. I spent some time comparing sides, and picked what I thought would have been the easier one to defend. I no longer thing I made the correct choice.

I picked the blue side with thee AC2 underneath that central tower. The yellow zones were played as Desert Terrain. I deployed on the blue side, giving my opponent the red. After playing the game, I think the red side was the superior side.

Deployment:

Once I picked out the side I had my Lunokhod and Koalas right by the AC2. My Emily and Friends link was on my right with the LT up high. The spare Aguaciles and a Jaguar were also on the right. On my left I had a Brawler Multi Sniper, another Jaguar and the Irmandinho. I had my Bandit KHD far forward on my left and the Brawler FO central watching my AC2. Uhahu was up high on a pillar. I have the Hawwa sniper up on another pillar ready to do some shooting.

There was a link across the back field. Some Mutts scattered across the left middle and right of the board. The Govad was central on a rock looking over the board. And some camo minelayers on the left and right. There were two Fidays deployed up close and personal.

Top of 1: Hassassins

To start of the Mutts walk up and throw smoke, the Brawler shoots at one and misses. After the Mutts the Govad takes a couple shots at the Brawler, taking it out. A Fiday activates and takes out my Jaguar near the Emily team before going back to the Impersonation state. With some measuring it was found that the Hawwa did not have an elevated prone position from the Govad, and so goes down quickly.

Bottom of 1: StarCo

With two models gone from the main group I move my Lunokhod and a Jaguar over to group 1. I then have the paramedic Alguaciles reveal and then take out the Fiday that is on my right. I use the Irmandinho to block a line to Uhahu to have her put up assisted landing. I attempt to land Spector in a spot to be able to take out the link, unfortunately even with landing assistance I fail the roll and Spector drifts right into the middle of the link team. Fortunately he survives the landing, but I won’t be able to use him like I wanted. I shoot some spec fires at the Govad and the link in the back. I manage to Isolate a doctor from the link. And then pass turn.

Top of 2: Hassassins

After the Mutts did the impetuous move, Zelaponeepus had the Mutts and others take out Spector so that the link could move freely. The Govad took out the Lunokhod and Uhahu, disabling the Koalas. Then the remaining Fiday walked around and with a couple of swings put the AC2 into the damaged state (0 str).

Bottom of 2: StarCo

I started trying to get the Irmandinho off to the right. To help unstick my middle units. It died on the way over. Some Emily specfire to try and get the Govad down eventually succeeded. I use a Jaguar to take out the Fiday. I then tried to get a Jaguar and some bandits into position to get to the AC2 on my next turn.

Top of 3: Hassassins

The isolated doctor takes a walk and brings the Govad back up. After Mutts open up some panoplies Zelaponeepus puts the link team into suppressive fire and passes turn.

Bottom of 3: StarCo

I use the spare Alguaciles to clear out some models on the right side. I then start a run with my Bandit KHD on the AC2. In the end the Bandit dies and doesn’t get to scratch the AC2. WIth 3 damage on my AC2, his AC2 undamaged and having gotten things out of the Panoplies, Zelaponeepus scores.

Final Score: 8 – 0 Hassassins Total Victory

Lessons Learned:

This was a long event for me, and there is a lot to unpack from my games.

Power Pack

I can identify three deployment errors that I made this game. First, I should have switched the sides of Emily and the Brawler Multi-Sniper. Second, the bandit KHD was visible to what I thought was Armand. And finally, with two Impersonators in my zone I still deployed the Xenotech on the same side as them. The Brawler sniper in Emily’s tower would have had a fairly commanding advantage over the board. I knew that my opponent wanted to try and steal my Xenotech, but I still put it in a spot to make it easy for him. If the Bandit had been out of sight, then I would have been able to probably take out the Brawler AHD and strand the Xenotech.

I mismanaged orders in this game, and had no good plan to get into the antennas. The terrain pieces had a big impact. I kept thinking that models were out of LOF when they were only going through a low vis zone. Or I missed that a model was hiding behind a building and could see. I need to do a quick set of checks before spending orders:

Do I need to do this?

Is this the best model to this?

Is this model safe while doing this?

Is it worth the risk?

As my first game with impersonators, I need to figure out a good plan for them.

Transmission Matrix

The biggest mistake I feel I made in transmission matrix was walking the jaguar out of my right hand antenna’s area. On turns 2 and 3 by not controlling my own zone I gave up on tieing or exceeding zones and gave up quite a few points. I think if I had my second brawler on a lower level I would have had an easier time covering my own zone while I tried to take the middle zone.

Looting and Sabotaging

I believe I lost this game at deployment. The side that I chose did not have the advantages that I thought it did. The snipers nests that I thought I saw had huge blind spots. Compared to the spot where the Govad set up my nests were inferior. There was a time when I attempted to shoot a glue gun at the Govad with my Lunokhod. Had I put the Koalas into Standby, then the Fiday would not have had free reign over my AC2.

I had a lot of fun at my first Infinity event. It gave me a good idea of what to expect, and showed me weaknesses in my own play and strategies. The saturation zone on Power Pack changes the math on face to face rolls. I also found that three games in a row is a drain, mentally and physically. I have started some programs to help improve my endurance for both.

Jhokalups – Field Operation Action Report – 21

Jhokalups – Field Operation Action Report – 21

StarCo vs Caledonian Highlander Army

300/ITS X – Transmission Matrix – Red Deck

This week I wound up playing against SprocketGX again, people scheduled against specific people and wanted to play against certain armies. So we throw down again. I have modified my StarCo list from last week, taking into account some weakness I found from game last time. So I get to see if the changes helped any. After setting up the apartment complex we got our classifieds and rolled off.

(Side note, my classified choices were between having the HVT civ-evac’d with one of my guys, or bringing back people with a doctor, both impossible* for my list)

Wip Roll

StarCo 13
Caledonian Highlander Army 11

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

Caledonian Highlander Army List:

 LnS

──────────────────────────────────────────────────
GROUP 1  9  1  
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 SCOT (2nd Battalion) (CH: Camouflage) AP Marksman Rifle / Pistol, Knife. (0 | 27)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 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)
 112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)

GROUP 2  1  8  8
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 32)
 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)
 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)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)

5 SWC | 299 Points
Open in Infinity Army

StarCo List:

 MayMatrix
──────────────────────────────────────────────────
GROUP 1  2
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HAWWA’ Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 27)
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
GROUP 2  1
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
4 SWC | 300 Points

The apartments present such a tricky challenge for deploying. The safety of the upper floors it’s offset by a decrease in mobility. And the fire lanes can be both very open and surprisingly safe. The balconies provide good convert from upper sniper nests. Sprocket picked the sides for this mission, and looking back I think that might have been the better choice.

Deployment:

The location of Sprockets HVT; mid-field, on my left; dictated where I wanted Emily and friends. I put my Bandit KHD up on the second level near the middle zone. My other Bandit was in the apartment on my left. I had the Lunkhold cover Emily and friends. My Jaguars where in my central building, with the Irmandinho at the rear. My CSU and Uhahu were covering the antenna on my right.

Sprocket had the majority of his models in the apartment on his right; spread between the bottom two floors. He had a cateran and two highlanders on his left.

Top of 1: StarCo

Sprocket did the wise thing of taking orders from Emily’s pool, which also had Spector and the Hellcat. I walk the Irmandinho up to start covering the main area with smoke. I then spent 5 of my remaining regular orders Spec Firing with Emily at the Designated target; who then made successful armor saves on all 5 hits. After that I had my Jaguar Sync with my HVT and pull it into my center apartment. Then I realized how big (small) the control areas of the antennas were and that I had nothing in the middle area. I dropped my Hellcat in behind cover in what I hoped was within the central control area. Turn mangled I passed turn.

Bottom of 1: CHA

To start off all the impetuous things walk forward, then McMurrough comes jumping over the apartments and breaking out of any glue that hits him. When on top of the roof of the apartment by Emily and Co, he throws down a grenade that takes out Emily, while getting hugged by a Koala.

Then McMurrough jumps down, throws some smoke to cover the approach, walks around and double chain rifles the rest of the aguacils, taking out the LT. McMurrough takes another Koala and Heavy shotgun to the chest. A camo marker and some of the Highlanders walk into the center zone and Sprocket Passes turn.

We measure and the Hellcat is in the zone, but the Camo marker is worth more, so Sprocket scores this round.

Score at End of 1: 2 – 0 CHA Favor

Top of 2: StarCo

Starting the top of turn two in Loss of Lieutenant isn’t great. I do some visual eyeballing, then have Uhahu put up assisted landing and drop Spector in near the Cateran. Apparently I didn’t eyeball well enough, since one of the highlanders gets a change face. I use a command token to have Spector go in and take out that Highlander, then get into Sprocket’s zone on my right. I stand up my Al Hawwa and have it tank every shot and take out some Highlanders. After repositioning my Jaguars and CSU to watch for things, I pass turn.

Bottom of 2: CHA

The Highlander by Spector goes in with the Impetuous order and puts Spector into no wound In-cap. Another order and the Highlander takes out Spector. The AP HMG Grey gets up on the Roof and takes out the Al Hawwa, then the Lunkhold gets taken out. Next a Highlander comes in to try and fight my Irmandinho. The Irmandinho eventually wins the CC fight against the Highlander. Sprocket has another set highlander come around and take out the Irmandinho. The M12 rides up to try to save an Unconscious highlander and puts it into the dirt. That done Sprocket passes turn.

Controlling three zones again Sprocket scores another 2 points.

Score at End of 2: 4 – 0 CHA Favor

Top of 3: StarCo

Ok, things are bad, but not irrecoverable, actually they are fairly irrecoverable. I don’t have enough orders to get to the M12, kill and steal the MedPack, come back to bring back two people, then control zones. I will settle for trying to score a point or two. I start by having my Irmandinho throw out a smoke cloud to cover A retreat by my bandit to get the Designated target. The Irmandinho ties the face to face with the Grey by both rolling 2s. The bandit starts the run anyways and winds up going down. I then think I could at least get some points by controlling zones, So I have the Hellcat advance around a building to try and take out some models only to get plastered by the Cateran. Without orders I pass turn.

Bottom of 3: CHA

After looking at the board, what Sprocket needs to get done and what has already been done we decide to call the game there.

Sprocket controlling more zones on the last turn give him 2 more points.

Final Score: 6 – 0 CHA Major Victory

Lessons Learned:

Before I get too far into balming dice and lamenting that Sprockets DT should be dead, dead, dead. Let’s take a look at the Check List from OO3.

  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

Now, on my list I have Hunting the Designated Target as the last thing I should be doing. And on my first turn, I spent over half my pool with both drop troops spec firing at the DT. This left me without orders to actually get models into the middle zone, or develop a defensive net to deal with McMurrough. Basically I got focused on correcting dice, spent too many orders and then left myself on my back foot. Had I developed my defensive net turn 1 I could have protected Emily and Friends better than they were. Set up some ARO’s to actually deal with McMurrough, and maybe even put the Camo Markers into position to ARO

Another error I had was with my Bandit KHD deployment. By having her up on a second floor balcony I couldn’t bring her down without spending way too many orders. I also thought she was inside the zone of the antenna. She was in ZOC, but antennas score within 4”. The KHD should have been on the ground and inside the middle zone.

I think my second turn went about as well as it could have. The only thing I could have done better would have been to have the Al Hawwa ARO the Highlander on the way into Spector. I find myself struggling with how to use Spector. Running the numbers he doesn’t have a great chance in CC against the Highlander. I like the idea of him walking/dropping in to bash heads and force some weird AROs with the Drop Bears, but I haven’t gotten him to click yet.

There is a lot to think about from this mission, how I play it, how to play and deploy on my table, and how to build lists for all of these things. Hopefully I will have something sorted by our next event.

Alright, until next time.

-Jhokalups

Jhokalups – Field Operation Action Report – 20

Jhokalups – Field Operation Action Report – 20

StarCo vs Caledonian Highlander Army

300 / ITS X – Looting and Sabotaging – Red Deck

Our Warcor suggested Looting and Sabotaging for everyone to play this week. I decided to go back to StarCo for a bit. My opponent, Sprocketgx, brought CHA again, probably for all that sweet sweet melee. Goals for tonight are get Spector and some others into melee to cut stuff up, damaging the AC2 and trying to keep mine from being trashed.

Wip Roll

StarCo 11
Caledonian Highlander Army 15

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

Caledonian Highlander Army List:

 L&S CHA
──────────────────────────────────────────────────
GROUP 1  4
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 32)
 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35)
 112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 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)
 SCOT (2nd Battalion) (CH: Camouflage) AP Marksman Rifle / Pistol, Knife. (0 | 27)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
GROUP 2  10
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 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)
5 SWC | 298 Points
(Author’s Note: The combat groups are almost certainly wrong, but that doesn’t affect the report all that much)

StarCo List:

 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

Since both Sprocket and I arrived a but late the table was already set up, there were some high buildings on both sides, but one had two overwatch areas and the other had a sniper tower that had some large blocked area by a building in front of it. I had Sprocket take the sniper tower side, which may have been a mistake.

Deployment:

Sprocket had several fistfuls of guys to deploy. On the right Wallace was surrounded by a pack of Volunteers and a Highlander. The middle had a Volunteer Core with a Grey HMG, and a Highlander.The middle left had McMurrough, a Volunteer, and a Cateran up high. His left had the 112 and another Highlander. He had the two Scots guard on the left and right thirds. And Uxia infiltrated to the top of a building just outside of my deployment zone with Emily.

I had the Emily/Alguaciles link on my left side with Emily up top. I had the two Jaguars watching the AC2. A CSU and the Grrl haris was on a building on my right, with the Spitfire up to ARO. The other CSU and Irmandinho where in total cover on my right. My Bandit FO was incover around the middle of the table, and I countered Uxia with my Bandit KHD.

Top of 1: CHA

All of the Highlanders and McMurrough took their impetuous order for a move and smoke. The Spitefire Grrl was able to draw a line on McMurrough and won the face to face, preventing smoke, but McMurrough passed armor. Next the Grey HMG stuck his head out to put shots into the Riot Grrl, who elected to dodge. A crit later the Grrl has one wound, no others and fails guts prone. Uxia revealed to take some Assault Pistol shots at Emily, Emily and the Bandit respond by shooting back, winning the face to face, but Uxia passes armor. Next Uxia walks into base with Emily, The bandit and Emily shoot back and again Uxia lives. While in CC both Emily and the bandit attempt to dodge Uxia and Emily takes a wound, fails armor and goes down. Next Emily takes out the bandit KHD and one of the Alguaciles on the ground. In another face to face with a different alguacil Uxia finally goes down. The Volunteer/Grey link advances up to better cover the AC2 and McMurrough spends all the orders to create a smoke wall that lets him get to my AC2 uncontested and take it out in two swings. Ouch.

Bottom of 1: StarCo

Okay, I am admittedly in a really bad spot, it’s not irrecoverable, I can still take out Sprocket’s AC2 and then shoot for other scoring methods. What I want to do is coordinate some Jaguar Chain rifles with a CSU Light Shotgun to try and take out McMurrough. To start off I advance the Irmandino with his impetuous order towards McMurrough, what I didn’t realize with this was that McMurrough had his facing to be able to catch a sliver of the Irmandino. They have a face to face, pistol vs. smoke, because my plan for McMurrough doesn’t work if he got smoke off. McMurrough gets smoke off and I start looking for other things. I am looking for a spot to land Spector, I want him to use mines and his shotgun to get favorable face to faces as I wander around the backfield. There were two spots that I was looking at landing:

Each on opposite sides of the building. I would have prefered the one in back (dashed circle) since it was closer. I was unable to tell what the highlanders facing was, so I wasn’t sure if Spector walking in there would be in the front arc allowing for an ARO. I decided it wasn’t worth arguing over and landed at the solid circle. After going slightly around the corner and throwing out a dropbear, we noticed that there was a volunteer that could see Spector through a tiny sliver. Spector and the Volunteer shoot at each other a couple times, with the Volunteer scoring a crit and putting spector into No Wound Incap. Feeling a little frustrated I try for something desperate and stand up my Riot Grrl with the Blitzen and have her walk along the wall to put two shots into the AP HMG Grey, it shoots back and the Riot Grrl crits! Taking the Grey out of the link and essentially out of the game. With the link down to four Spector goes at the Volunteer again while backing back around the corner, both volunteers go down this time. I bring the Spitfire Grrl back up to try and pick at a few more volunteers, but can’t make the roles. With the last orders in group 2 I have my FO bandit walk his way into the building right by the enemy AC2 and pass turn.

Score at End of 1: 8 – 0 CHA Favor

Top of 2: CHA

With an abundance of Orders Sprocket has the practical run of the place. The Highlanders all take their impetuous orders, with the one by the dropbear mine successfully eating it and passing armor. The Spitfire Grrl puts one on my left into dogged. The others advance and smoke. McMurrough cancels his regular impetuous order, because that’s a thing he can do on his own now. McMurrough throughs some smoke to go try and take out a Jaguar, smoke goes off (normal roll) then McMurrough walks out of smoke and makes a face to face with the Alguacil LT, winning the roll for more smoke. McMurrough walks into base with my Jaguar and they start fighting. After several lucky and unlucky rolls my Jaguar puts a wound on McMurrough. Deciding to do something else the Cateran Multi Sniper reveals and takes a shot at the Spitfire Grrl, the Bandit gets a free shot with the Light Shotgun at the zero band (I need to remember it comes with an ADHL for time like this) and the Grrl dodges. The Cateran wins the Grrl dodges, and the bandit misses. Next a Scots guard walks around and takes out the bandit, then the Spitfire Grrl before going into suppressive fire.. The Highlander that was in dogged makes it to the Panoply and gets an Automedkit, then revives itself. A coordinated order brings the highlanders up to threaten everything and Sprocket passes turn.

Bottom of 2: StarCo

Well, I am down a lot of pieces, but I still have a chance to turn this around. The Irmandinho uses his impetuous order and comes out to fight a Highlander and a sniper. He dodges a chain rifle, but not the Sniper and goes off the table. I then have my unengaged Jaguar walk towards McMurrough, and gets a bunch of AROs, he throws smoke and is super happy, I then send him into McMurrough, two dice, double the odds. That Jaguar loses and goes dogged, I try a couple more times with that order pool, and we get a whole lot of ties on the rolls, *sigh*.

My other plan involves getting the Riot Grrl backup and reforming the link, this is where the extra walls on the roof they were on interfered with the plan. Avicenna was unable to get to the Grrl, could not bring her back. I may have also took some shots at some highlanders without Consequence. Out of orders I pass turn.

Score at End of 2: 9 – 0 CHA Favor

Top of 3: CHA

I point out to Sprocket that if he takes out the last Jaguar I have to way to even tie the game. McMurrough does and we call it there. With a dude near my HVT and his HVT way far from any of my guys this one was sealed up nicely.

Final Score: 10 – 0 CHA Major Victory

Lessons Learned:

After the game I realized I missed an opportunity use the new stealth FAQ to get a MA2 vs Change face on McMurrough. I might have even been able to do it twice. As I was writing this I found another opportunity missed to do the same thing. On my first turn when McMurrough was in smoke I could have done a coordinated order with the CSU and Jaguars to trigger a Change Face against the CSU and then use Martial Arts level 2 against McMurrough. Running the Numbers I would have had over a 75% chance to would McMurrough, and 32% chance of putting the Doggy into unconsciousness. Later on my second turn, when I walked my Jaguar in, I could have positioned the smoke a little differently and then do a coordinated order and have the CSU trigger an ARO off McMurrough before walking in and swinging. I should talk to my Warcors about this one, this has some, confusing interactions.

The other thing I could have done is more finely tuned list for Looting and Sabotaging, having for anti-material options and a Dchage backup was great. (Insert exaggerated author swearing here) I could have had my specialists pick up D-Charges from the Panoplies! There was still a chance! The Panoplies (while terrible to rely on) do allow for Specialists and lucky non-specialists to take out the AC2. This definitely affects list builds and prioritization.

Back to the original point. I set up my defensive net poorly, I could have done that better. While I love the Grrls, in this scenario I think the Grrl Core would do better as a set of Lunkholds, with Koalas and a profile with disposable glue guns would have allowed for a much better defensive net around the AC2. I would probably do something like this instead.

 Modified 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)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
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)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
3.5 SWC | 300 Points

I have much to think on and apply to my next game.

Thanks for reading.

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!