Jhokalups – Frontline Intel Report – 2

Hey All,

Jhokalups here, no Frontline Operation Action Report this week. I wound up getting crushed twice by the best Guildballer in the state, which left it too late to start a game of Infinity. So, four weeks in, I have had my first forays into 300 points for ITS and a few challenging games of Recon+.

On Recon+:

I find this format very enjoyable, but clearly there are some factions with more of an advantage going in than others. For example, Steel Phalanx only has two Lieutenant options.

I have felt very comfortable with Bakunin and more recently with trying out StarCo. I have a StarCo Recon+ list that I want to play; though it is a rude list, featuring a Riot Grrl Harris led by Emily. In the smaller games I have found that the Spitfire is an amazing weapon and have learned a lot about spacing and deployment. In guildball deployment matters very little; I have found that in Infinity, how you deploy can win or lose you the game.

On ITS:

The last game I tried was an ITS 10 limited insertion list, I was trying out a StarCo list, with Avicenna and some Riot Grrls for flavor. And the Bandit. The game went ok, I had some mistakes I made. I definitely need to learn my troop profiles, I had better options for my opening moves. And sometimes dice happen. I am looking forward to trying more 300 point ITS games.

On the game in general, I am a very slow player. I tend to find myself in analysis-paralysis, focused too much on what I could do, and not doing it. My opponents so far have been gracious, which I am thankful for. I really need to find a way to speed up play. Maybe when I create a list I should spend some time thinking how I would deploy it for the various Recon+ or ITS missions we are practicing for.

On The Hobby:

Infinity is scratching an itch that I didn’t know I had. I have recently started work on a cityscape board, sized for Recon+ with an upsize option for a full game. So far I have been working on some three story apartment buildings that have fully accessible interiors. I have the main building of one totally complete, with mechanical stoppers to prevent the floors from sliding relative to each other. I have a second tower that needs the mechanical stoppers, but is otherwise finished. I am working on a third building right now, it has a ⅔ width footprint compared to the other apartments, to provide some visual interest to the boards. One of our locals has suggested doing “green planter walls” basically getting some Faux Moss and running it completely down the side of the building. I think I will do that, as it should be pretty sweet.

Alright, that’s all I have for this week. We’ll be back again next week for another battle report.

Jhokalups – Field Operation Action Report – 4

Jhokalups Field Operation Action Report 4:

StarCo v USArianda Ranger Force

300 ITS 10 : Supplies

This week our group elected to do some ITS 10 practice for the November event. It’s a limited insertion event, and my opponent this week was Sprocketgx and a pretty obnoxious USArianda Ranger list.

LI USA Rangers

 LI USA Rangers
──────────────────────────────────────────────────

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

Open in Infinity Army

StarCo LI Tin Var

 StarCo LI Tinbot Var
──────────────────────────────────────────────────

8  2
 MOBILE BRIGADA Lieutenant MULTI Rifle + Light Flamethrower / Pistol, Knife. (0 | 39)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 HAWWA’ Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
5 SWC | 300 Points

Open in Infinity Army

WIP Roll Winner – StarCo

First Activation – StarCo

First Deploy – StarCo

For my deployment there was a little bit of hiccup. I tried putting the Doc+Grrls link out and ready to go to either my left objective or the center. I was advised this was a bad idea, so they lined up along a nice wall with the missle launcher (ML) profile sticking out. Tinbot Profile was the link leader. Uhahu sat prone on top of a wall to provide some white noise support. The brigada was hidden out of the way and my bandit camo marker was in cover near the left object. My reserve Hawwa hacker went to my right objective.

USARF had the Marauder link way up the field, forward deployment level 2 and a 12 inch deployment zone is scary. His two MSV profiles, the Sniper and heavy rocket launcher were set out to ARO. Blackjack tool a prime sniper spot on the opposite corner of the deployment zone. The devil dog hid behind the Blackjack’s building. Rosie got eyes on the right hand objective and the unknown ranger found an interesting building to look at.

Top of 1 – StarCo

I had a few goals this turn, I wanted to clear the overwatch snipers, take out what specialists I could and maybe snag some boxes. Project one was the Blackjack, I had my ML Grrl become the link leader, pop up and take two shots at the blackjack. One shit went through, and the blackjack took a wound and then went prone. Project two was the HRL Marauder and his Sniper buddy. I had the Grrls go again, using Spitfire as my link leader, she poked out just enough to get eyes on the HRL profile and took a shot, 5 successes, all canceled by the Marauder. The Grrl passed her armor check. I tried again, 4 successes this time, all canceled by the Marauder, this time the Grrl turns into an ash pile… I need to find a way to clear the sniper to have my bandit get her box… I decide instead to have Hawwa sneak around his tech coffin and take a shot at Rosie. It’s a nice shot, but rosie makes her saves and elects to keep eyes on the Hawwa.

My next thought was, ok Spector time, what can we have you do? I spent a lot of time looking at where to put him, eventually deciding on the back board edge of the USARF deployment zone. Uhahu hacked his deployment systems to help the landing and he stuck it. Spector then walked the narrow line to blast the Unknown Ranger off the table.

With that I passed turn.

Bottom of 1 – USARF

The USARF commander had a few goals this turn, tie up Spector and get the supply boxes. The devil dog won the smoke roll against Spector and basically nullified him. Rosie then gunned down my Hawwa. The link team moved up to attempt to grab the box, I had my bandit break cover and shoot at the sniper. The paramedic laid a flamethrower on the bandit. The sniper lived while my bandit went down in flames. Without any LOF the Marauder Paramedic snagged a supply box. Van Zant dropped in to try and get the drop on the riot Grrls, they survived the attempt. USARF passed turn.

At this point it was very late so we called the game. I turn into a pumpkin for three says if I stay out too late.

Based on having a box, more boxes, me having no boxes, and secure the HVT…

Final Score: 7 – 0 USARF Victory

Lessons Learned:

  • Sometimes dice just don’t go your way. I thought it was a good plan shooting at the HRL Marauder with my Spitfire, 5 dice needing 16s vs 2 needing 15s. The dice didn’t want it.
  • AD troops are hard to use. This was my first time trying Raoul Spector, it almost felt like he could do too much. And I felt I didn’t use him effectively.
  • I misused my Bandit and the Hawwa. I could have grabbed the boxes with them and used Uhahu’s white noise to cover their retreat.
  • I should trust my instincts, I had a choice of ARO against the paramedic or the Sniper. Had I hit the paramedic it could have broken the link and then deny specialists to USARF. With the unknown ranger down, taking out the paramedic would have left the USARF with Rosie as a specialist and no good way to open a box without taking fire.
  • I need to remember my link team bonuses, my Riot Grrl that dodged against Van Zant could have shot back at him thanks to Sixth Sense level 2. Two ML shots against Van Zant might have taken him out.
  • Medium infantry with FD level 1 are scary in limited insertion. USARF had a heavy rocket launcher 4 inches from the midline. And my plan for dealing with him was problematic.
  • Riot Grrls have stun grenades, I might have been able to Speculative fire one into the HRL.
  • The specialist Riot Grrl was carrying a blitzen. I don’t remember the exact distance they were apart, but the Blitzen into Blackjack would probably have been a similar modifier to the ML, and left the blackjack on a roof and not providing orders.
  • The bigger table is different from from the Recon+ table.

Jhokalups – Field Operation Action Report – 3

Jhokalups Field Operation Action Report 3:

Bakunin v Steel Phalanx

150 pts Recon+ : Seize the Antennas

This week the Bakunin operational force once again clashed with Aleph’s Steel Phalanx. This time trying to secure control of communication antennas.

Steel Phalanx
──────────────────────────────────────────────────
9 1

EKDROMOS Chain Rifle, Nanopulser / Pistol, DA CCW. (0 | 20)
THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
ALKÊ Lieutenant Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25)
WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
DACTYL Engineer Combi Rifle, Adhesive-Launcher, D-Charges / 2 Breaker Pistols, Knife. (0 | 23)
NETROD Electric Pulse. (0 | 4)
NETROD Electric Pulse. (0 | 4)
AGÊMA Marksman (X Visor) Mk12 / Pistol, Knife. (0.5 | 29)

2 SWC | 150 Points
Open in Infinity Army

 

Riot GRRL Recon+
──────────────────────────────────────────────────
8

RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)

2.5 SWC | 150 Points
Open in Infinity Army

Pre-Game:

WIP Roll Winner: Steel Phalanx

Order: Jhokalups

Side: Steel Phalanx

First Turn: Jhokalups

First Deploy: Jhokalups

Deployment:

One thing I didn’t realize was that the back of the playfield was six inches up from the edge of the table. I accidentally deployed too far back.

The Steel Phalanx attempted to drop the netrods behind a nice wall and out of site from my Bakunin force.

Reserve Troops:


Zero – Assault Hacking Device


Myrmidon

With deployment set we started our first turn.

Top of Turn 1 – Bakunin

The first thing I noticed about the table was a Netrod that was unprotected and a very tempting target. The second thing that I saw was there were not any models with lethal weapons available to ARO until I had models walk past the middle antenna. Three orders later and the Grrls were behind cover overlooking the antenna, the Netrod was destroyed and the Warcor was down for the count. After that I had the FO zero advance up behind the big building and cover two approaches with mines before returning to a Camo marker state. The last order had the AHD Zero crawl forward into total cover.

Bottom of Turn 1 – Steel Phalanx
“How the Myrmidon did not meaningfully contribute”

Starting this turn two models down, with two heavy infantry covering the mid-field and mines preventing easy access to the middle antenna the Steel Phalanx commander felt there was one good option, throwing out a smoke cloud and using the Agema Marksman’s MSV 2 to shoot through it. The Myrmidon’s impetuous order brought it to just behind the closest antenna. The Myrmidon then proceeded to spend three orders trying and failing to throw smoke in front of the Agema marksman.

The commander then had the Ekdromos drop in by my HVT, unfortunately it landed in the zone of control of one Riot GRRLs, who successfully got an ARO dodge/change face. A second order brings the Ekdromos to be right around the corner from the Riot Grrls. With one of the Grrls facing right towards the corner that the Ekdromos, the Steel Phalanx commander elected not to attempt to take out either Grrl. The Dactyl was moved up to get a view of the middle of the operational field. Then a final coordinated order put Alke, the Agema Marksman, Dactyl and a Thorakites into suppressive fire.

Top of Turn 2 – Bakunin
“Jhokalups Discovers the True Power of Riot Grrls”

My biggest concern was an Ekdromos coming around my back field and messing up all the squishier troopers. This was the point at which I discovered that I had deployed all my regular troopers 6 inches further back than the actual deployment line. Mistakes happen, it didn’t change much, I just wasn’t able to shoot the Ekdromos with as much distance as I would have prefered. Using a coordinated order with my Stempler Zond as the Spearhead, I had the Transductor, Stempler and two Moderators take shots at the Ekdromos, after losing the face to face the Ekdromos went down. Next up I had my Zero FO take a surprise shot at the Dactyl in suppressive fire. With the cumulative effects of surprise shot, cover, and range bands the Zero won the face to face, taking down the Dactyl.

Next up the Riot Grrls used a few orders to slowly advance up the field, and square off against a Thorakite, Alke, and the Myrmidon. Then they advance up and take the middle antenna. The Stempler Zond takes my close antenna. A coordinated order puts the Riot Grrls, Stempler Zond and Zero FO into suppressive fire.

Bottom of Turn 2 – Steel Phalanx
“What can a Netrod do with an irregular order?”

Steel Phalanx is in loss of lieutenant, with a Thorakites FO, a Netrod and an Agema Marksman left. The Commander uses a command token to convert the Netrods irregular order to a regular one. The Thorakites FO attempts to take out a Riot Grrl to clear a path to the closest Coms antenna, unfortunately losing the face to face. The Agema marksman crawls forward, then pops up to shoot at the Riot Grrls, also losing the face to face.

At this point we called the game, with only a Netrod left there was nothing that could be done to stop me from taking the last antenna and securing the HVT.

Final Score: 9 – 0 Bakunin Total Victory

Lessons Learned:

  • Riot Grrls are terrifying in Recon+, it felt like there wasn’t a whole lot that the Steel Phalanx had anything in this force to counter them.
  • The game would have been very different if the Myrmidon could have landed smoke once, it failed three times in the active turn and once in a face to face with the Riot Grrl Spitfire.
  • The spitfire is an incredibly powerful tool in this format, combined with a Combi Rifle for support it covers the majority of the field in the +3 band.
  • When my opponent moves a model that I cannot see from where I am standing, I need to circle the table. I missed an ARO opportunity with my Zero FO on the Dactyl when it first moved up.
  • I need to get some more repetition in, my opponent was very gracious with the amount of time I took for thinking.
  • I also need to measure my deployment more carefully, I essentially deployed all my remotes and infantry and the back of my deployment zone. Being able to put the Zonds into a position to threaten from the beginning would have been nice.
  • The AD Combat jump surprised me. Had the Ekdromos been placed differently I would have had no response to it coming forward and providing a very bad time for the unaware Riot Grrls.
  • I should pay more attention to what my opponent puts out, maybe see if there are potentially any nasty surprises waiting to Airborne Deploy or Hidden Deploy and provide a bad time.

Jhokalups – Field Operation Action Report – 2

Jhokalups Field Operation Action Report 2:

Bakunin v Steel Phalanx

150 pts Recon+ : Sweep and Clear

This week I played against Jan and his Steel Phalanx force

Steel Phalanx
──────────────────────────────────────────────────
8

DACTYL Engineer Combi Rifle, Adhesive-Launcher, D-Charges / 2 Breaker Pistols, Knife. (0 | 23)
NETROD Electric Pulse. (0 | 4)
AGÊMA Marksman (X Visor) Mk12 / Pistol, Knife. (0.5 | 29)
THRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Stun Grenades / Pistol, Shock CCW. (0.5 | 30)
THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
ALKÊ Lieutenant Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25)

2.5 SWC | 150 Points
Open in Infinity Army

TryMe Link Recon+
──────────────────────────────────────────────────
6 1 1

MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
REVEREND MOIRA MULTI Rifle / Pistol, Shock CCW. (0 | 30)
ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
SIN-EATER Mk12 / Pistol, CCW. (0 | 30)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

1 SWC | 150 Points
Open in Infinity Army

WIP Roll Winner: Jan

Order: Jan
Side: Jhokalups
First Turn: Jan
First Deploy: Jan

Deployment:

Jan deployed first, placing the Agema in a nice snipers nest to go with the X-Visor. Alke and the two Thorakites near her were in a triad. He had an engineer set up to hit the button.

When I deployed, my main concerns were making sure that my Morlock did not take out every one of his friends during the impetuous phase and getting my Sin Eater into . The Reverends were in a Duo Link with the Healer as the link leader. I put my LT out of sight and out of mind. My Zeros used infiltration to set up behind some high walls and had an extra mine out for fun.

Turn 1 – “Agema has X-Visor and MSV2?!”

1st Active Turn – Jan

The camo marker near the console on my side of the table gave Jan some concerns. He put a lot of thought energy into it, before having the Agema try and discover it. When he succeeded, he saw that it was in fact, a mine. He then proceeded to advance his Thorakite and Thrasymedes up and into cover and out of line of site. His engineer captures his console and is setup to swing around the corner towards the console on my side.

 

2nd Active Turn – Jhokalups

I want to thank Jan for the patience he had with me this game. I spent, probably five minutes in the thought tank on how I was going to get my Sin Eater into an overwatch spot on the building next to my assault hacker. First the Morlock did his Impetuous phase up around the building he was behind, this time well out of Line of Sight (LOS) of the Agema. I wanted to use his irregular order to go up and throw smoke in front of Jan’s sniper. But, the Agema has MSV2 and does not care about the Morlocks smoke grenade, throwing smoke would only hurt, so the Morlock hid around back from my HVT. After reviewing options, I was ready to do a cautious move with the Sin Eater across the gap.Then we both noticed that I had deployed the Sin Eater in LOS of the Agema. With that off the table I spent another few more minutes deciding what to do. Then I was reminded that coordinated orders are a thing, a very good thing to do.

With my Zero Minelayer as my spearhead, I declared a coordinated order with the other Zero, Reverend Moira, and the Sin Eater. Moving all together they triggered one ARO, Jan elected to take it against the Moria. Agema won the ensuing face-to-face roll, but the Moira toughed out the hit. The Zero Minelayer, Zero Hacker, and Sin Eater all took shots at the Agema, and he went down in a hail of Bullets.

I was now free to advance the Sin eater up the ladder, forgetting that the Dactyl was peaking around the corner, shots were fired and the Dactyl was knocked unconscious.

This is where I went a little coordinated order happy. I had both zeros advance up further to layout some more mines. The hacker then used an order to capture the console, and another coordinated order to put the Zeros back into camouflage. With my last order the Reverends regrouped on the cover just outside of the deployment zone.

Fig. 3 Zero Minelayer Bravely leading a coordinated order against the terrible Agema sniper (MK12)

Score: 0-0 (Both of us failed to use the console to try and steal away a zone)

Turn 2 – “The Sin Eater is a great Speed Bump”

1st Active – Jan

Jan needed the Sin Eater gone if he wanted to get to my side of the table. He decided that Thrasymedes would be an excellent choice. After four orders of the sin eater getting hit and being a champ on armor rolls, or Thrasymedes getting to be a champ on armor rolls, The Sin Eater rolled a Crit and Thrasymedes went down. Alke did finish the job, taking out both the Sin Eater, my minelayer Zero, and the Reverend Healer, (apparently dodging prone is a thing that I should have done). The spitfire is a monstrous weapon.

2nd Active – Jhokalups

The morlock did the impetuous thing and swung up next to my HVT. I got the Moira up and next to the console. Then the Zero Assault Hacker crossed the mid-line, dropped a mine to discourage the Thorakites from coming too far around, and took the console away from Jan. Using both consoles I was able to dominate more zones than Jan and got points this round.

Score: 0-2 (Bakunin Favor)

Turn 3 – “The End is Here”

1st Active – Jan

Jan had a few orders left and needed to get across the middle if he wanted to win. His non-linked Thorakites leapt up from his nap and with two orders put an end to my last Zero. Then, having no LOS to anything else, he exposed the rest of the Thorakites and Alke to try and cover me from doing anything clever.

2nd Active – Jhokalups

I had even fewer orders to do anything, but then saw that the Morlock would not get visible on his impetuous path towards a Thorakites. Using his impetuous order the Morlock advanced up the field, and threw smoke in front of Alke and her Thorakites. I then used his irregular order to walk up into the smoke. And one of my two remaining regular orders to Intuitive attack a chain rifle onto the Thorakites. Two decided to chain file back, and Alke decided to dodge. Alke failed her dodge, so all three had to make Armor saves. A single Thorakites passed. With one order left I had to do a lot of thinking about what to do to ensure that either I scored or no one scored this round. WIth that in mind, I used my last command token to Move-Move my Moira around to the other side of the Console, where I had no points since the Morlock had moved out. And moved my moderator out of the deployment zone. Then I spent way too long trying to think through all the permutations of the extra points from the consoles. In the end Jan and I each chose to take one zone away from each other. Leading to a tie in domination and no points scored.

Neither of us was able to complete neither the drawn classified objectives, nor the Secure the HVT option.

Final Score: 0-2 (Bakunin Victory)

Lessons Learned:

  • Dodging Prone is a thing, I know how many more orders there were, and should have thought that he would just shoot them again.
  • Mines are a great area denial tool.
  • Mines can be discovered and shot, it might be worth the use of an order to clear the way forward.
  • Coordinated Orders are very good (the best), I need to remember them and how they work.
  • The Sin Eater can get work done, but isn’t very strong in the active turn. I wish I could have found a way to get him forward into cover.

Jhokalups – Field Operation Action Report – 1

Jhokalups Field Operation Action Report 1:

Bakunin v USArianda Ranger Force

150 pts Recon+ : Seize the Antenna

My opponent for this week was Jordan (sprocketgx) in my first full game of infinity.

My List:

10 Recon+ v2
──────────────────────────────────────────────────
7 1 1
MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
REVEREND MOIRA Combi Rifle + E/Mitter / Pistol, Shock CCW. (0 | 28)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
ZERO Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)

0 SWC | 150 Points

Open in Infinity Army

Jordans List was:
150 2
──────────────────────────────────────────────────
7 1 1
HARDCASE FRONTIERSMAN Tactical Bow, Rifle / Pistol, Knife. (0 | 14)
GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
GRUNT Lieutenant Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14)
GRUNT HMG / Pistol, Knife. (1 | 21)
AIRBORNE RANGER Boarding Shotgun / Pistol, AP CC Weapon, Knife. (0 | 24)
MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)
ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)

2.5 SWC | 146 Points

Open in Infinity Army
WIP Roll Winner: Sprocketgx

Order: Sprocketgx

Side: Jhokalups

First Turn: Sprocketgx

First Deploy: Sprocketgx

Deployment:

Turn 1 –

Top – Sprocketgx:

The first thing that the Ranger Force did, was send its motor cycle up my left flank. Then several orders brought the Rosie Link team forward to claim the antenna closest to the rangers, and put Rosie into a nice overwatch spot and her HMG grunt supporting from below. A nomad moderator bravely tried to take her out in ARO, but got burned to a crisp for his efforts. The motorcycle moved up to over the central flag as a camo marker came forward, revealed itself as the Foxtrot FO, claimed the center antenna, and put out another camo marker, before becoming a camo marker again.

PAGE_BREAK: PageBreak

Bottom – Jhokalups

The extremely impetuous Morlock decided that he wanted to get a piece of the Ranger motorcycle, and booked it out into the open spot between two shipping containers. He tried to throw smoke to cover this rash advance, but Rosie and her HMG buddy decided that they did not like that plan. After a face-to-face with Rosie and the HMG grunt, the Morlock found himself to be on fire from Rosie’s light rocket launcher. Unfortunately in his haste, the Morlock caught the Reverend Moira in the fire and took her out as well.

Using a command token to claim the irregular order as regular, The Riot Grrl played line of site and distance games with the mine and motorcycle. Eventually taking out the mine and the Foxtrot. The Reverend Healer came up to capture the closest antenna, and the Riot Grrl came around to cover the mid field from the antenna. The Zero Hacker model slid over for reasons…

Turn 2

Top – Sprocketgx

The motorcycle rides forward and decides to have a shootout with the Riot Grrl. After several exchanges the two are left glaring at each other. The airborn ranger drops in to take a shot at the Reverend healer, and gets dropped for his time. Then the Hardcase Frontiersman sneaks around to attempt to get the healer. A discovery attempt is made by the moderator, who fails. And when the Reverend Healer is taken out, the moderator gets him as well.

Bottom – Jhokalups

With four orders left there wasn’t a lot to do. The non-hacking zero repositions itself to lose line of site to the HMG and the Motorcycle and does a surprise shot on Rosie. Several shots later and Rosie is still alive with nothing else to show for it. A coordinated order was used to put the Zero and Moderator into suppressive fire.

Turn 3

Top – Sprocketgx

With speculative fire and a bit of luck the Light Grenade Launcher Grunt takes out the zero that’s visible. And the motorcycle gets the Riot Grrl down.

Bottom – Jhokalups

WIth two orders left, and being down by two points, I spent a lot of time thinking about how I could either win, or tie up the game. It was determined that the Zero Hacker could not get to the middle antenna. It was at this point that I realized that using a ladder did not reveal a camo marker, so the zero moved back over to the ladder and scrambled down. The zero then walked over to the unconscious airborne ranger and performed a Coup-de-Gras, completing my classified objective and tying the game.

Lessons Learned:

  • Take more pictures of what happened in the game. It is hard to remember exactly what happened.
  • The Morlock eating a fire template weapon and taking the Moira with him really hurt. He could have been on the other side of the containers and been fine.
  • Remember LOS and surprise shot, the Zero probably could have taken out Rosie earlier, making the rest of turn 2 and 3 easier.
  • Riot Grrls have Frenzy, Don’t forget that rule
  • Camo markers can use ladders without revealing themselves.

 

Frontline Operations Intel Report – 1

Hi, I am Jhokalups and I have recently started my journey into Infinity the game. I have been aware of Infinity for around 5 years at the time of this writing. About when N3 was first coming out. At first I was not interested in the game, the aesthetics didn’t appeal to me and I had just started on playing Guildball. One of the mistakes I made was trying to read the rule book from cover to cover, and trying to understand every rule before getting in; something the book itself advises against…

 

I remained connected to the game. I had good friends who played it, and was able to watch quite a few games when the Infinity and Guildball nights were the same at our friendly local game store. Due to other stores closing and an increase in the popularity of the Magic format played that night, the Infinity group decided to play a different day.

 

I continued to stay connected, they were still my good friends playing, and after playing through some of the Operation Icestorm Missions and watching a few games I was at least interested. I seriously started thinking about actually playing Infinity after a series of game nights where I didn’t have an opponent (scheduling conflicts, work conflicts, family conflicts, too many Magic Players taking ALL the tables in the store). The Guildball group decided it was time to follow the Infinity players to their game day. I personally figured, if I was there and Guildball wasn’t available, then I could play Infinity or something else, and at least get some table time in.

 

When I first started looking at the game, I liked Tohaa, they were alien, had some cool profiles, triades, and a fancy new box. Then I started looking at the models, and the faces turned me off of them. Then I looked at the Combined Army. I liked their tags, the Umbral troops and all the remotes. (Unidrones get plasma!) I never bought into CA, even when I saw the Xenodrone TAGs, which were pretty cool. So infinity faded into the background again.

 

When I first played through Icestorm it got me thinking about just borrowing the Nomad half of the box, since the person who bought it primarily played Pano. I then started looking at nomads with what was in the Icestorm box. One of my favorite looking models in the box was the Mobile Brigada, when I asked about it. I was told it had been traded away, and that it was not really the best heavy infantry in Nomads. He recommended that I check out the Riot GRRLS. They seemed to have a neat profile, but I didn’t much see the appeal. (This was before I knew about the Human Sphere infinity overlay, so I didn’t know what they looked like.) One day when I was. looking through the infinity shelf at some fancy models and thinking about the game I saw the Bakunin starter and the Riot GRRLS boxed set. And I got intrigued, the Bakunin starter had some very interesting looking models, including the Riot GRRL, which looked like something straight out of Fallout or Tank Girl. I started looking at the profiles of the models in the starter and was pretty interested.

 

When the Guildball group made the decision to transfer game nights, I took the opportunity to pick up the Bakunin starter box. And have really started to dive into the game. After assembling all the models, picking up some loaner models, and a lot of discussion I settled on what I would try out for my first Recon+ game.

 

 10 Recon+ v2

──────────────────────────────────────────────────

7  1  1
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND MOIRA Combi Rifle + E/Mitter / Pistol, Shock CCW. (0 | 28)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
0 SWC | 150 Points

Open in Infinity Army


I like this list for 7 regular orders,  two camo markers and a few tools. I am looking forward to trying this out this week.

(Originally written 2018.9.12)