Jhokalups – Field Operation Action Report – 49

Jhokalups – Field Operation Action Report – 49
Jurisdictional Command of Bakunin vs Shasvasti Expeditionary Force
300/ITS 11 – Supremacy

In an effort to improve our local showing at this years Rose City Raid, our Warcors have initiated a Tigerland training program. In the January event, several games went over time and much of that time was spent in deployment. So, we are working on deploying fast(er)

  • Select lists and roll for sides – 5 minutes
  • Player one deploys – 10 minutes
  • Player two deploys – 10 minutes
  • Reserves and exchange lists – 5 minutes

WiseKensai’s stated goal with this exercise is to have our players able to get 1.5 to 2 games per night. This month’s bromad mission is the Cyberpunk Hipster, a mission about focusing on mission specific goals, with a renforcer to do this of taking away high burst guns (anything over 4). My list tonight was all about occupying zones, and doing so without using a HMG or a spitfire.

Wip Roll
Jurisdictional Command of Bakunin – 10
Shasvasti Expeditionary Force – 12

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

Shasvasti Expeditionary Force List:

 Combat Groups are wrong
──────────────────────────────────────────────────
GROUP 1  10
 GWAILO Lieutenant (Multispectral Visor L2) Heavy Rocket Launcher / Breaker Pistol, Knife. (2 | 43)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 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)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 MENTOR (EI Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 30)

GROUP 2  5  5
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
5.5 SWC | 300 Points
Jurisdictional Command of Bakunin List:
 Eye of the Tiger
──────────────────────────────────────────────────
GROUP 1  10  
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11)
GROUP 2  3  2
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
4.5 SWC | 300 Points

 

My opponent for this week was my brother Doodleking and his Shasvasti. While I got the rest of my stuff out of the bag he finished up setting up our table. We had a nice mid industrial table with some height and natural features to break up some lines. There was a couple nice sniper nests on opposite corners and some good terrain in each zone to hide behind. After hurriedly unpacking we rolled the dice and got underway.

Deployment:

Doodle was a bit rushed in deployment, and instead of saving one of the speculos for a reserve, he deployed them both out early with mines. Both Shrouded managed to infiltrate and lay out dazers in inconvenient spots near the antenna on my side. The two Ikadron were hiding on the left and right sides behind buildings. The Gwailo hid behind a large tower on the right. Caliban was ahead on the left, ready to walk to a console. The Taigas were spread out all over ready to run up and cause a mess.

On my left side I set up my DA Morlock, the Custodier on top of a building and my taskmaster below it on the right. To the back up on a small square building I had my Warcor. In the middle I had my Moderator paramedic holding down the fort. My two Zeros where forward on my right side, ready to sneak into the far quadrant. Surrounding the building on my right was my Riot Grrl team, with the Missile Launcher in a commanding spot up high.

Top of 1: DoodleKing SEF

To start things off the Taigas had to run forward. Several of them got pasted by the Riot Grrl up high as they were running out. Then Doodle has the Gwailo walk out to try and get the Missile Launcher Grrl, after the Gwailo dies, we roll the game back, and talk about how this wasn’t the best idea. Instead the Speculo on my right comes forward and does its best to mess up my Grrls. The Speculo trades for one of my Blitzen Grrls before going down in ARO. After some Camo shuffling and bringing a Caliban forward to try and flip the console in his quadrant on my right side, Doodle ends his turn.

Bottom of 1: Jhokalups Bakunin

I start off by using my Morlocks to clear the mine on my right and lay out smoke. I then have my Custodier take out the dazer on my right. And have the grrls take out the dazer on my right. I bring the Grrl team forward and capture the console on my right side. On the left the Taskmaster has a Koala successfully take out the mine and survive the ensuing blast. After moving my two Zeros into the far right quadrant I end my turn. With three zones controlled and a console hacked I get 3 points.

Score at the End of 1: 3 – 0 Bakunin Favor

Top of 2: DoodleKing SEF

Doodle has his remaining Taigas run forward, dodging a missile and almost clipping the caliban in the same blast. After trying to unstick some models only to lose them in ARO, including the Gwailo, Shrouded and other speculo, Doodle decides that we should just call the game here.

Securing the same three zones as before, I get another 2 points, making it a:

Final Score: 5 – 0 Bakunin Total Victory

Lessons Learned:

The first tigerland was an interesting experience, I had spent a lot of time in the week before tuning my list and thinking about how to deploy and the turns. I would say that everything went exactly to plan for me. Deployment was smooth with few mistakes for me. In talking with Doodle about the game, he was very rushed during deployment. And it showed, not keeping a Speculo in reserve was rough, me being able to counter deploy against them took a lot of their sting out. Though they still could have been really annoying with some smoke placement, or walking completely behind a Riot Grrl.

This game was another one for the Cyberpunk hipster mission for me. I found that I didn’t miss the Riot Grrl Spitfire as much as I thought I would. The Taskmaster HRL is quickly becoming one of my favorite profiles, Koalas and a fire template with stealth can solve so many problems. Even if that problem is only clearing a pesky mine. Being very focused on how I was going to accomplish my missions really helped me to be purposeful with my orders and be a dominate force in this game.

Until next time.

Jhokalups – Field Operation Action Report – 46

Jhokalups – Field Operation Action Report – 46
Jurisdictional Command of Bakunin vs Jurisdictional Command of Tunguska
300/ITS 11 – Biotechvore

First game of the new year, we had a random roll for scenario this week and got Biotechvore. This will be good practice for Rose City Raid, and a good experience with a scenario I am not as familiar with. This was the first list I tried for the January Bromad Academy mission; which is about not relying on high burst weapons and more focusing on playing to the mission.

Wip Roll
Jurisdictional Command of Bakunin – 18
Jurisdictional Command of Tunguska – 3

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

Jurisdictional Command of Tunguska List:

 Seshia Techvore
──────────────────────────────────────────────────
GROUP 1  7
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE (Repeater) Boarding Shotgun / Pistol, Knife. (0 | 15)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 GRENZER Missile Launcher / Pistol, Breaker Pistol, Knife. (1.5 | 29)
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)

GROUP 2  5  
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 SPECTOR FTO (Regular) MULTI Rifle, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 36)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
6 SWC | 300 Points
Jurisdictional Command of Bakunin List:
 Hipster Techvore
──────────────────────────────────────────────────
GROUP 1  6  1  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 KUSANAGI MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (0 | 44)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  7  
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 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 Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
4 SWC | 300 Points

Our table was the catwalks with a lot of little walls blocking some of the cross table firelanes. The purple crystals at the board provided a good set of challenges for getting out of our deployment zones, but alsos good things to hide behind.

Deployment:

Seshia had a Securitate core on the left side. On the right the Perseus, Spector, Stemlpler haris was covered in overwatch by a hollow man. There was a Transductor zond, and Mary problems occupying the right side. There was a Kriza that was hiding on the left side.

I had 5 attempts to have models start outside my zone, my Reverend Haris and my two zeros. Out of the 5 confused deployment rolls, I only managed to pass one. So I set the Reverends up on my left ready to run up, and my Zero minelayer was near them. A thing I didn’t realize, is that since I didn’t over infiltrate my Zero, it would have stayed in a marker state, instead of being revealed. I had Zoe and Pi Well ready to move out of my zone as well. Since Seshia deployed null, I had my taskmaster deploy exposed. My Moderator core was on my right side, behind some crystals.

Top of 1: Jhokalups Bakunin

With my opponents mostly null deployment I have the freedom to run models up. There is a securitate not completely hidden that I hope I can get to. I have the Taskmaster coordinate with the Zero minelayer to bring them both out of the biotechvore zone. After hiding them I have the Moderators run up out of the zone and, mostly into cover. I manage to land a pitcher forward under some stairs to cover where the Kriza is. I then get Zoe and Pi-Well out of the zone. Lastly I bring my reverend haris forward I can get the Custodier into cover, but the healer and Kusanagi are only out of sight. Out of orders I end my turn.

Bottom of 1: Seshia Tunguska

To start things off, Seshia has their Hollowman stand up and walk over to take a shot at Kusanagi. The Hollow Man gets a crit and Kusanagi fails guts out of sight. The hollow man then jumps down and takes out my Taskmaster in a face to face. The Perseus, Spector, Stempler haris comes forward and lands drop bears covering my reverend Haris. I am able to get a couple shots on models as they walk by, but can’t hit anything. The Kriza comes forward with a lieutenant order and gets hacked through the repeater, unfortunately I cannot succeed my hacking rolls. After that the Securitate link team comes forward to take out a moderator, Pi-Well and the repeater. Out of orders Sesia ends their turn. The Hollow Man, a Transductor Zond, Mary Problems, and the Kriza all take Biotechvore rolls. The Hollow Man takes a wound, and the Transductor goes unconscious.

Top of 2: Jhokalups Bakunin

I need to clear out the dropbear that is covering my Reverends. I start by having my Zero minelayer trying to get a line on it. But have to clear the Hollow Man first. The hollow man crits the Zero. I spend some orders trying to spec fire grenades onto the securitate link, with no luck. I then try to have Kusanagi attempt to take out the Hollow man and Spector. I take out spector, and get a hit on the hollow man but it passes armor. I missed that the securitate could get a line on Kusanagi, and she goes down to a combi rifle crit. I then reveal my Zero KHD to try and take out both Drop Bears. I get the one covering my custodier, but lose the Zero to the Hollow Man. I try and have the custodier take out the stempler, but it passes its armor roll and rolls out of sight. After clearing the Stempler I complete my data scan classified against Perseus. I have a plan to slip the Custodier forward to take the remote out with hacking, forgetting about Mary, but passing the hacking exchange. As I try to get her out of the danger zone I lose her to Mary’s lightning.

At this point we call the game, I have Zoe, a Reverend Healer and 4 Moderators left.

With most of their army alive, and me completing the only classified, the game ends as a:

Final Score: 6 – 2 Tunguska Victory

Lessons Learned:

This game had me really frustrated, during the game I felt like I couldn’t pass a roll, and that my opponent couldn’t not pass a roll. My opponent said that they felt like I outplayed them, but our dice said no. After a bit of time I can see some areas for improvement.

One thing I could have done better was to manage my orders better. I over extended the Taskmaster and left a flank exposed. If I had it further back, I probably could have tucked my moderators completely away. I am not sure what I could have done better with group 1, but I would have liked to have the Reverends and Pi-Well fully in cover.

On my turn two, I got very focused on trying to clear out the mines on my left side. I am unsure if there would have been a different way to deal with the mines. I had a Morlock, but on turn two it went down against the Securitate. I would have liked to have used it to Chain rifle down the drop bears. Thinking back I am not sure on the distance, but I might have been able to drop the Reverend healer out of the link to take out the close drop bear.

The Bromad mission for January is about focusing on the mission, to force us to do that, we are asked to take no weapons with a native burst greater than 4. This list was my first pass at this, I found that on turn 1 I did really well of getting all of my models out of the biotechvore zone. One thing I didn’t do well, or got greedy about, was that I over spent orders on some units for the chance of being able to attack something out of cover. I overextended my Taskmaster, my Morlock, and this left my moderators, Pi-Well, and some of my Reverends out of position. In the future for Biotechvore (a scenario for Rose City Raid this year), I will need to focus on not just getting my models out of the Biotechvore zone, but also ensuring they are in a good position while out of the zone. The dice were not in my favor this game, there is no denying that. But I did not do myself any favors by having so many models in the open and out of cover.

Thank you Seshia for the game, and thank you for your patience with me. I am sorry for letting the dice get to me and not being able to provide an enjoyable game.

Until next time.

Jhokalups – Field Operation Action Report – 45

Jhokalups – Field Operation Action Report – 45
Jurisdictional Command of Bakunin vs Steel Phalanx
400/ITS 11 – Capture and Protect – Tactical Window

This game took place the day after Christmas, the store was a bit quiet, but we were still practicing for our January event. I’ll be honest, at the time of this writing I don’t have a strong memory of how this game went.

Wip Roll
Jurisdictional Command of Bakunin – 16
Steel Phalanx – 12

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

Steel Phalanx List:

 Achilles
──────────────────────────────────────────────────
GROUP 1  8

 MACHAON Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CCW. (0.5 | 38)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 THRASYMEDES (Fireteam: Enomotarchos) Submachine gun, Light Rocket Launcher, Nanopulser, Stun Grenades / Pistol, Shock CCW. (0.5 | 30)
 THORAKITES Engineer Combi Rifle, Nanopulser,  D-Charges / Pistol, Knife. (0 | 18)
 THORAKITES Paramedic (Medikit, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 14)
 THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12)
GROUP 2  7  
 ACHILLES Spitfire, Nanopulser / Pistol, EXP CCW. (2.5 | 75)
 SCYLLA Hacker (Assault Hacking Device. UPGRADE: Icebreaker) Boarding Shotgun, Nanopulser + 2 Devabots Charybdis / Pistol, E/M CC Weapon. (0.5 | 37)
   DEVABOT CHARYBDIS Heavy Flamethrower / Electric Pulse. (7)
   DEVABOT CHARYBDIS Heavy Flamethrower / Electric Pulse. (7)
 TEUCER (Multispectral Visor L2) Feuerbach, Nanopulser / Pistol, Knife. (2 | 48)
 PHOENIX Lieutenant Heavy Rocket Launcher, Nanopulser, Smoke Grenades / Heavy Pistol, DA CCW. (2 | 40)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 LAMEDH Rebot Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
8 SWC | 400 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
──────────────────────────────────────────────────
GROUP 1  7  1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  6  1  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

[Pre-Deployment Statement]

Deployment:

Sprocket had a defensive Thorakites enomotarchos around the beacon. There was a myrmidon enomatarchos led by Machaon just to the right of the beacon. On the container above that team, a Lamedh was on overwatch. The right side had a Phoenix enomotarchos with two myrmidons. The left side was covered by Teucer and Scylla.

My left side was covered by a Reverend healer on the ground then a DA Morlock. Ahead of them I had my Minelayer Zero prone on a catwalk. Centrally my taskmaster covered the beacon with his Koalas. On my right I had Zoe on top of the roof of a square building, behind my missile launcher Grrl. The rest of the Grrls were on the ground behind that building, with a Blitzen Grrl to the right of that building out to ARO. Pi-Well and the E/M morlock secured my back right flank. My KHD Zero was forward on top of a building on my right.

Top of 1: Sprocket Steel

Sprocket spends this turn trying to get out of his deployment zone. The ML Grrl covered a huge area of the board, making it difficult to move several units without taking an explosive ARO. After taking out the Blitzen Grrl and forcing the Missile launcher down. He is able to bring Achilles forward to put some pressure on my front.

Bottom of 1: Jhokalups Bakunin

I start bringing models forward, take out Tuecer and knock Thrasymedes unconscious. After a bit of reshuffling I end my turn.

Top of 2: Sprocket Steel

Achilles is pinned down, and while he tries to get out, Achilles goes down in ARO. The Thorakite paramedic is able to bring Thrasymedes back up. Scylla moves up the field but gets caught in the zone of my KHD Zero and eats an unopposed Red Rum. Out of options Sprocket ends his turn.

Bottom of 2: Jhokalups Bakunin

I start trying to bring my guys up to snag the beacon. Unfortunately the Thorakites defensive net is still too tight and I cannot break through. Out of orders I end my turn.

Top of 3: Sprocket Steel

Sprocket spends his turn tightening the defensive net around his beacon before ending the turn.

Bottom of 3: Jhokalups Bakunin

I spend my last turn trying to get to the beacon, but cannot break the net. With no classifieds, and neither of us capturing the beacon, the game ends in a:

Final Score: 3 – 3 Tie

Lessons Learned:

This game is a lesson in how a lack of focus on the objective can cost victory. I had a 235 victory point advantage at the end of the game. But being that ahead on troops and orders didn’t give me the victory in the end. I didn’t ever take the time to set up a good run on the beacon. I had good tools to do it, but I was too focused on killing. On the plus side, I didn’t lose, but I didn’t win either.

For future games of capture and protect, I will need to devote more effort to being able to capture the beacon. I have gotten fairly good at protecting my own beacon. But protecting it has only ever gotten me ties. Maybe some more models that are better able to get close to the beacon? Or maybe some better allocation of smoke resources to get up? Something to think on.

Until next time.

Jhokalups – Field Operation Action Report – 44

Jhokalups – Field Operation Action Report – 44
Jurisdictional Command of Bakunin vs Ikari Company
400/ITS 11 – Countermeasures – Tactical Window

Finally, after over a year of playing in the same store, I face off against WiseKensai. Rolling up Countermeasures again, we set up our table and got to it.

Wip Roll
Jurisdictional Command of Bakunin – 15
Ikari Company – 8

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

Ikari Company List:

 Ikari Company

──────────────────────────────────────────────────
GROUP 1  2
 DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32)
 KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 43)
 YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21)
GROUP 2  2
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 WÚ MÍNG HMG / Pistol, Knife. (2 | 39)
 WÚ MÍNG (Fireteam: Haris) Chain Rifle, Submachine Gun / Pistol, Knife. (0 | 25)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 20)
 TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
 YÁOZĂO Electric Pulse. (0 | 3)
 YÁOZĂO Electric Pulse. (0 | 3)
 KENDRAT (Fireteam: Duo) Vulkan Shotgun, Chest Mines / Pistol, DA CC Weapon. (0 | 24)
 KRAKOT RENEGADE Red Fury, Chest Mine / Pistol, Shock CC Weapon. (1 | 24)
8 SWC | 400 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
──────────────────────────────────────────────────
GROUP 1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
  ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
  PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

Open in Infinity Army

Our table was a mix of catwalks and stove more natural terrain and buildings, there were some long fire lanes, but it wasn’t a sniper dream nap or anything.

The first three classifieds we got were Sabotage, Inoculation and Data Scan.

Deployment:

Having won the roll and chosen to go first I had WiseKensai deploy first. And switched sides of the table with him. I wanted a nice building to hide my link, and the highest spots.

On the left side ground level WiseKensai set up a Tokusetsu Doctor, Yojimbo and a Druze shock marksman rifle. Forward of them was a Druze Hacker. On the catwalk above was the Tanko missile launcher, Druze HMG and Druze LGL. A Krakot and Kendrat duo covered the middle. On the right a Brawler MSR covered two lanes while the engineer hid forward. The two Wu Ming and Brawler Lt were above on the catwalk and the Karakuri reserve dropped in behind some boxes.

I had my Riot Grrl link on the right side, with the missile launcher and spitfire out to ARO (spitfire up high and missile on the ground). The other Grrls were spread out to avoid getting caught by the same template. Zoe was hidden nearby the Grrls to be able to help unstick them if something happened. I had my Zero minelayer on top of a tall hill with the mine aat ground level. On the other side of this rock I had my first Morlock. The other Morlock was up on the catwalks behind. My Taskmaster was behind a building here peeking out. π-Well hid on the other side of the building by the Taskmaster. I had the Custodier up top with the Reverend healer below her. The Zero KHD was ahead in the ground to cover an approach to the Custodier. I had Bran over infiltrate on my right side near the Druze link.

Top of 1: WiseKensai Ikari

At the top of his turn, WiseKensai chose not to discard any classifieds. After some discussion it was determined that Yojimbo would have a bad time with his impetuous order, so it was canceled. After failing to launch smoke, the Brawler takes a shot at my spitfire, forcing her prone. The Druze with the E/M light grenade launcher then isolates and immobilized her (stupid fatality and that extra damage). After the Grrls were dealt with the Tanko takes down the Taskmaster the Brawler engineer comes forward to try and snipe the Custodier, he is unable to and retreats behind some cover.

Bottom of 1: Jhokalups Bakunin
Discard Inoculation
Draw Predator

At the top of the turn I have a couple goals. I want to recover my Taskmaster, complete an objective or two and reposition the Grrls. I cancel one impetuous order because I don’t want to risk all the fire. My other Morlock starts running across the top of the catwalks. He loses the face to face and winds up unconscious. I have the other Morlock use his order to put up a smoke screen. The morlock that rolled regeneration was unconscious and now out of sight. In trying to recover he died. I used some orders from the Custodier and Healer to move the healer closer to the Taskmaster. I fail a couple attempts at Data Scan before the Healer breaks coherence. After recovering the Taskmaster I am able to complete Data Scan with the Custodier.

After completing orders in that group I move to the Grrls group. I spend several turns bringing the Grrls down from on top of the building and up the field. My missile Grrl forces movement out of the Karakuri, and takes down the Brawler multi-sniper. When I go after the link team I get my Grrl isolated and immobilized. I don’t have the orders to bring Zoe up so I end my turn.

Classifieds: Bakunin(1) Ikari(0)

Top of 2: WiseKensai Ikari
Discard None

Again, WiseKensai chose not to discard any of the available classifieds. The Druze link team and Tanko manage to bring down my three remaining Grrls, leaving one unconscious. They also bring down the Taskmaster again, this time killing him outright. Then Yojimbo sets up a small smokescreen and brings the Krakot duo forward, the CC down the unconscious and immobilized Grrl. Yojimbo comes forward too, in what I guess would be a move to sweep my back field. With his Krakots forward, WiseKensai ends his turn.

Bottom of 2: Jhokalups Bakunin
Draw Experimental Drug
Discard Sabotage
Draw HVT Retroengineering

At this point I am fully committed to a single group. So I use what command tokens I have left to move everyone into group 2. I want to clear the Krakots and Yojimbo out from my right side, so I am not getting squished in a vice. I have Zoe* (my datatracker) complete Telemetry against Kendrak. Then I have my Zero on top of the mountain come forward to take a surprise shot at Yojimbo. The zero completely wifs the roll and Yojimbo covers himself in smoke. I then have that Zero move over to peak out at the Krakot before moving back to see where Yojimbo was. I may have killed the Krakot? It’s not really important to the final outcome. Out of orders, I end my turn.

Classifieds: Bakunin(2*) Ikari(1)

Top of 3: WiseKensai Ikari
Draw Test Run
Discard Test Run
Draw Mapping

The one classified I did not want to see came up, mapping. Yojimbo is out for blood, and does a move-move over to be near Zoe. I have my Zero drop a mine. Yojimbo activates again and takes out Zoe, while himself and Kendrat fall to the mine. WiseKensai then has his Karakuri* (his data tracker) start to come forward across the map. I take some pot shots at it, but fail to get through its BTS. Having revealed my Zero to do so. WiseKensai has the Brawler Engineer jump down behind the Zero (who failed to change face twice during this). The Brawler then takes out the Zero, runs over to the HVT and completes Retro Engineering. With the way clear, the Karakuri completes mapping and then moves to threaten my Reverend Healer.

Bottom of 3: Jhokalups Bakunin
Draw HVT Kidnapping
Draw HVT Designation
Discard HVT Kidnapping
Draw HVT Identity Check

I don’t like the options I have, so I throw away Kidnapping and pick up Identity Check. At this point if I complete one classified I tie, if I can get two I will win. I have my Custodier attempt to land a pitcher near the closest HVT, which takes two tries. I then spend the rest of my few remaining orders trying to put Spotlight onto the HVT, succeeding only once. With 3 classifieds completed to my two that brings us to a:

Final Score: 9 – 4 Ikari Total Victory

Lessons Learned:

There is a lot to unpack from this game, one of the first things is my deployment. I had two of my good attack pieces, the Grrl Spitfire and the Taskmaster HRL, out to ARO on fire lanes that were longer than their good range band. Swapping where I had the Spitfire and Missile Grrls would be a good start. Additionally, I should leave the Taskmaster HRL out of sight on my reactive turn, it is a much better active turn piece. Another error I had was with Bran, with where he was deployed I got him pinned down by Koala’s the whole game. At some point I should have risked the Koalas to do some mayhem. At the time of the game, looking at my last turn, I think I should have kept Kidnapping. I probably could have gotten Bran easily into base to base with an HVT. During turn 1 I probably could have risked my Custodier a bit more after completing data scan to eliminate the Brawler. That Brawler was what won the game for WiseKensai. A couple things to note about a situation that we noted after the game; a model cannot stand up during a cautious move, and a model cannot make a cautious move while in the zone of control of another model. Oh well, live and learn. It was an excellent game and wonderful to finally play against WiseKensai. Hopefully we won’t wait a year and a half before we play again.

Until next time.

Jhokalups – Field Operation Action Report – 43

Jhokalups – Field Operation Action Report – 43
Jurisdictional Command of Bakunin vs USArianda Ranger Force
400/ITS 11 – Countermeasures – Tactical Window

This report may be a bit more brief. I have not been inspired to write lately and it has been a couple weeks at the time of this writing since I have played this game.

This week was the last regular game night before we got fully into winter break and people traveling. I rolled up against Markob and we decided to do Countermeasures on Tactical Window and 400 points.

Wip Roll

Jurisdictional Command of Bakunin – 10
USArianda Ranger Force – 11

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

USArianda Ranger Force List:

 Highly Suspect

──────────────────────────────────────────────────
GROUP 1  10
 MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN Missile Launcher, Light Flamethrower / Pistol, CCW. (1.5 | 29)
 BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36)
 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
 112 Light Shotgun / Pistol, CCW. (0 | 12)
 DOZER Rifle, D-Charges / Pistol, Knife. (0 | 13)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34)
GROUP 2  4  1  1
 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 22)
 MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 32)
   K-9 ANTIPODE AP CCW. (7)
7.5 SWC | 399 Points
Jurisdictional Command of Bakunin List:
 Capture and Protect
──────────────────────────────────────────────────
GROUP 1  7  1  1
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  6  1  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
7 SWC | 400 Points

Our table was a little bare, we had some varying height buildings and some crystal structures breaking up sightlines. I chose the side that had some more buildings to hide things behind.

Deployment:

Markobs three HVTs were across the middle of the board, each in a separate third. The two black jacks covered the right side fire lane. With an motorized 112 behind the small grey building with the blackjack. The Foxtrot was front and center, right by an HVT. The Marauders were up top on the grey building to the left. And the minutemen hug the ground level of that same building.

I had my E/M Morlock and the minelayer Zero on the green building to me left. The Taskmaster covered one set of crystals with my Spitfire Grrl. The missile Grrl was hiding behind a low wall to look down the firelane that had the Blackjacks looking her way. Around the back of my center gray building I had the rest of my Grrls. Zoe was tucked in on the right side of that same building. My Zero KHD was behind the right purple crystal. I had my Reverend Healer on the ground of the right grey building, and my Custodier up top on that building. My DA Morlock was behind that building. Pi-Well covered my back field from behind the green building on my right.

Top of 1: Markob USARF
Experimental Drug
Predator
Test Run
Discard: Test Run
Draw: HVT Designation

In the initial flop, we have Experimental Drug, Predator, and Test Run. With no remotes, Markob elects to discard Test Run, and picks up HVT Designation in its place. Markob then proceeds to use a foxtrot to come up and complete HVT Designation, unfortunately, the Foxtrot also goes down to a Zero in ARO. After that, a Marauder HRL stands up to try and clear out some of my Grrls. The Marauder goes down unconscious. Out of orders in that group, and feeling the models were pinned in the other group, he ends his turn.

Completed: HVT Designation

Bottom of 1: Jhokalups Bakunin
Draw: HVT Espionage
Discard: Experimental Drug
Draw: HVT Kidnapping

I drew Espionage, and elect to discard experimental drug, since there was a paramedic right by that unconscious marauder, and draw HVT Kidnapping to replace it.
I start by setting up my Grrls to start clearing the way of Blackjacks. Then have the spitfire Grrl take down a devil dog that is creeping up my left side. Then my Morloks rush forward and take out the unconscious foxtrot and Devil Dog in CC, giving me Predator. After shuffling models into a defensible position, I ended my turn.

Completed: Predator

Classifieds complete at end of turn 1: USARF(1) Bakunin(1)

Top of 2: Markob USARF
Draw: Capture
Discard: HVT Espionage
Draw: Net Undermine

Markob draws capture and elects to discard HVT Espionage, he draws Net Undermine as the replacement. He then immediately has Van Zant walk on, and complete Net Undermine. Van Zant then comes forward and ties up my Reverend Healer, he then walks into base with her unconscious body. After that he ends his turn.

Completed: Net Undermine, Capture

Bottom of 2: Jhokalups Bakunin
Draw: Data Scan, Follow Up

I draw Data Scan and Follow Up, and seeing that I can easily complete both of those I do. An interesting thing about Counter Measures and the Capture classified, is that normally it is scored at the end of the game. In Countermeasures it is scored at the end of turn, which leaves the model that completes it engaged until that player’s next turn. So I immediately have my Custodier complete Data Scan on the trapped Van Zant. Then I walk my taskmaster up a bit and complete Follow Up. After that I spend a lot of orders futzing around with Van Zant, eventually killing him, but taking too many orders to do it, leaving myself in a poor position. Knowing that I end my turn.

Complete: Data Scan, Follow up

Classifieds complete at end of turn 2: USARF(3) Bakunin(3)

Top of 3: Markob USARF
Draw: Sabotage
Discard: Sabotage
Draw: Mapping

Markob draws Sabotage, discarding it to draw mapping. After knocking out one of his Minutemen, he has a different Minuteman pick the unconscious one up and carry it forward to complete Rescue. He also successfully takes out his own Marauder with the paramedic. Out of orders, he ends his turn.

Completed: Rescue

Bottom of 3: Jhokalups Bakunin
Draw: HVT Inoculation
Discard: HVT Inoculation
Draw: HVT Retro Engineering

I draw HVT Inoculation, but discard it because I have no doctor, I draw HVT Retro Engineering as a replacement. The only two I can realistically finish are Kidnapping and Mapping. I have my Taskmaster complete Kidnapping. I then spend the rest of my orders running my Custodier across the map to attempt mapping. She makes two attempts and fails both.

Complete: Kidnapping

Classifies complete at end of turn 3: USARF(4) Bakunin(4)

With four classifieds a piece and no data tracker to complete them, the game ends in a:

Final Score: 6 – 6 Draw

Lessons Learned:

This was a pretty interesting game, seeing a Tactical Window USARF list was… interesting. It had all the toys, but none of the usual chaf (grunts) that I am used to seeing. Playing Countermeasures with the Green deck is, a little silly, we were both able to complete 4 classified objectives, and I nearly finished 5. After this game and a couple others, I really see the appeal of the red deck.

I didn’t like the way that Capture works in countermeasures. It didn’t feel right that Van Zant was stuck by my Reverend Healer, trade-offs I suppose. I really messed up my plan for dealing with Van Zant, it took too many orders and was not reliable. Having Pi-Well take him out with Triangulated Fire would have been much easier and with no risk to any other pieces. I really need to remember Triangulated fire, seeing as I have so many models with it.

Until next time.

Jhokalups – Field Operation Action Report – 42

Jhokalups – Field Operation Action Report – 42
Jurisdictional Command of Bakunin vs O12
400/ITS 11 – Capture and Protect – Tactical Window

This game was my first time able to play Infinity in the game story in over a month. So this will be exciting. Earlier in the week we had rolled up Capture and Protect as this weeks scenario, it is one of the three scenarios that are part of our January event. The January event has Capture and Protect, Looting and Sabotaging, and Countermeasures. Since the only model with an actual anti-material close combat weapon in Tunguska is Persues, I elected to switch my sectorial for this event, going back to Bakunin.

Wip Roll
Jurisdictional Command of Bakunin – 17
O12 – 3

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

O12 List:

Xammy Capture and Protect

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

GROUP 1

7 1 2

VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

ALPHA Lieutenant (Strategos L2) 2 Light Shotguns, 2 Nanopulsers / Pistol, DA CC Weapon. (0 | 26)

GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)

SIRIUS Hacker (Assault Hacking Device) Submachine Gun + 1 SiriusBot / Pistol, Knife. (0.5 | 25)

SIRIUSBOT Heavy Riotstopper / Electric Pulse. (0 | 5)

ZETA Hyper-Rapid Magnetic Cannon + Heavy Riotstopper / AP CC Weapon. (2 | 93)

ZETBOT Flash Pulse / Electric Pulse. (0 | 0)

EPSILON MULTI Sniper, Nanopulser / Pistol, Knife. (1.5 | 30)

MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, Knife. (0 | 13)

YUDBOT Electric Pulse. (0 | 3)

GROUP 2

7 1

BETATROOPER Spitfire, 2 Nanopulser + 1 TinBot A / Pistol, Knife. (2 | 42)

CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 20)

CYBERGHOSTS Hacker(Hacking Device Plus) Combi Rifle + Pitcher / Breaker Pistol, Electric Pulse. (0.5 | 26)

RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)

VARANGIAN Light Shotgun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

KYTTÄ Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

PEELER HMG / Electric Pulse. (1 | 26)

8 SWC | 400 Points
Jurisdictional Command of Bakunin List:

Capture and Protect

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

GROUP 1

7 1 1

RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)

RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)

RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)

RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)

RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)

ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)

BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)

MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)

GROUP 2

611

TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)

REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)

REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)

ZOE & PI-WELL . (0 | 47)

ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)

PI-WELL Combi Rifle / Electric Pulse. (0 | 19)

ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)

MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

7 SWC | 400 Points

Open in Infinity Army

Our table this week was a bit more open than I am used to, there was still enough in the middle that there was not dominant sniper spots that could get the whole board from deployment zone to deployment zone. We chose sides before the beacons were down. I probably would have switched sides knowing where the beacon was on Xammy’s side.

Deployment:

Xammy spread well out over his side of the table, this might have had a lot to do with how little covering terrain there was. The beacon being on top of a tower let him conveniently cover it with a Peeler total reaction bot. Next to the total reaction bot was Cho pretending to be a Gamma, I think. A Razer Minelayer and Gangbuster KHD set up an ablative midfield defense. Advanced up the field on the right was team Sirus. Behind where team Sirius was guarding there was a large rock with a Varangian, the Alpha and eventually a Zeta. Mid-back field had a Monstrucker and Varangian, the Monstrucker’s Yud bot by where the Zeta would be. Left side has an Epsilon Sniper, a Cyberghost, Kytta flash pulse bot, a beta Trooper and the last Varangian hiding behind buildings.

I set my Riot Grrl link team up behind a railroad container in the middle. With the missile launcher out on the right, the spitfire out to the left, and a Combi prove on top of the container. I had the reverends on the right side with my Custodier prone on a roof. I had my morlock and Taskmaster on that same side at ground level. π-Well was hiding behind a rock on my mid right. Up towards the middle I had my zero hacker prone on a raised rock. On the other side my Minelayer put himself and the mine watching a corridor into my side of the table. Zoe and a morlock his on the left as my back field defense. Bran failed his infiltration roll and had to come in by the Taskmaster.

Top of 1: Xammy’s O12

To start off his turn, Xammy had the Varangian guard run out to start smoking. I had a Riot Grrl on the roof attempt to gun down the Varangian on the left with little success. On my right the varangian was able to come around the building, Bran took a shot at extreme range and missed. Then the Epsilon decided this was a good time to take down the rooftop Riot Grrl, after a couple shots she went down.

Bringing up the Sirius Team, the Sirius bot ate a mine before going unconscious. After that the Epsilon brought down my Zero KHD. The right hand Varangian came forward and took out my Reverend Healer while Bran ducked out of the way.

The Beta Trooper Spitfire then came forward and took out Π-Well. Then the Beta manages to knock out my Riot Grrl Missile launcher before hiding. Then the Zeta started to reposition forward along my left side. Out of orders, Xammy ends his turn.

Bottom of 1: Jhokalups’ Bakunin

I wind up canceling the impetuous order for my right morlock, not wanting to deal with the Epsilon and not being able to lay down a smoke screen. My other morlock comes forward to provide cover for the Grrls to come out a bit more. I bring my Taskmaster forward to take down the TR Bot and catching Cho in the blast. The Peeler only goes unconscious and I move on to taking out the Epsilon. I believe that I had my Spitfire Grrl take down the Beta. I then bring forward the left Morlock to complete Extreme Prejudice by having the Morlock performing a Coup De Gras against the Beta. After repositioning my Riot Grrl net to be more ready to deal with a Zeta, I end my turn.

Top of 2: Xammy’s O12

The Zeta comes forward to try and bully the Riot Grrls a bit. He has the monstrucker bring back up the Peeler which gets him Test Run. After the Zeta takes down my other Zero, and a Morlock, then takes a wound; Xammy hides it behind some boxes, and ends his turn.

Bottom of 2: Jhokalups’ Bakunin

I have my Taskmaster walk across to get eyes on the beacon, bringing forward Koalas and putting them into Standby. I have my Custodier launch a pitcher forward near the beacon and then end my turn.

Top of 3: Xammy’s O12

The Zeta comes forward, shooting down the two Koalas before trying to glue the Grrls, the Grrls remains unstuck and put some wounds onto the Zeta. The Zeta grabs the beacon and starts to retreat before getting gunned down. Xammy spends some orders setting up his defensive net and ends his turn.

Bottom of 3: Jhokalups’ Bakunin

The only chance I have is to have Bran make a mad dash to the beacon and pick it up. In the process of reverting to marker state and running, Bran gets discovered and gunned down.

With neither beacon captured, and a classified each, it would have been 4-4, but Test Run had the extra point tag for this mission, making it a:

Final Score: 4 – 5 O12 Minor Victory

Lessons Learned:

One of the most important things for me to remember, is that if the Taskmaster does not have an HMG, it’s bringing along Koalas. I neglected the Koalas in my deployment and that changed how I positioned models. I made a mistake with the third Grrl that I left out. I was too worried about templates that I moved her to a spot that exposed her to fire she couldn’t have responded to in a way to remove her from danger. I think the biggest thing for me was the overexposure of pieces, I lost a lot of models turn 1 because they were in a position that allowed Xammy to determine the terms of engagement. I also need to have a more complete idea of where things are before picking which side I want.

This was my second game using more evenly split groups. The upcoming format, 400 points, with Tactical Window, lends itself really well to having an even split, a 10-5 or 10-4 doesn’t do as well. I have found that I have much fewer orders that feel dead, or wasted. With this list I was able to split up my attack groups, so that each attacking piece would have their own set of 7-8 orders to accomplish something in a turn. In this one I had the Grrls and Bran in the same group, figuring I would either be attacking with the Grrls, or disrupting with Bran. The other group had Π-Well, Zoe, the Reverends and the Taskmaster; I set up this way to be able to have both of my heavy attack pieces, the Grrls and the Taskmaster, be able to operate independently without affecting each others resources.

An interesting side effect of playing the tactical window format is how much it has improved my view of the Taskmaster. Being able to freely move between combat groups is amazingly helpful with a split group. Having the extra command token available from not having to spend it on the taskmaster is amazing. It allows for an extra coordinated order, or a reroll on a doctor engineering, or reforming a link team. I also like how the way the lists are structured that they can fold into each other well. Often leaving just a couple orders behind to still accomplish something great. So, in short, I love tactical window and I love the more even splitting of combat groups.

Until next time.

Jhokalups – Field Operation Action Report – 10

Jhokalups – Field Operation Action Report – 10
Bakunin vs Caledonian Highlander Army (CHA)
300 / ITS X – Hunting Party
Finally able to play a game again, it feels like it has been too long. This last week I once again faced off against Sprocketgx, who has been one of my more challenging opponents. This week we tried hunting party, in preparation for an ITS in January. I was trying out Cassandra Kusanagi and Bran Do Castro for the first time. After getting our terrain on the table we rolled off.
Wip Roll
Bakunin – 6
CHA – 3
Decision: Bakunin
Deployment: CHA
Initiative: Bakunin
1st Turn: Bakunin
1st Deploy: Bakunin

Caledonian Highlander Army List:

 Jordan’s Hunting Party
──────────────────────────────────────────────────
GROUP 1  3
 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)
 SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
GROUP 2  7
 UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27)
 VOLUNTEER HMG / Pistol, Knife. (0.5 | 19)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Rifle / Pistol, Knife. (0 | 8)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Light Grenade Launcher / Pistol, Knife. (1 | 13)
5.5 SWC | 300 Points
Bakunin Army List:
 KusaSmoke for ED
──────────────────────────────────────────────────
GROUP 1  10
 KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 33)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
 PROWLER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (0 | 32)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 BRAN DO CASTRO (Specialist Operative) Combi Rifle + E/Mitter / Pistol, DA CCW. (0 | 37)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
GROUP 2  3
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
3 SWC | 300 Points

Winning the roll, I took a look at the table, and deciding that I liked both sides fairly evenly, that I would like to set the pace for the first engagement, and elected to go first.

Deployment:
Deploying this list was interesting, there are only seven models that are not in a marker state. I had my Reverend haris off on my right surrounding a nice sniper tower. The tower had my moderator lying prone, and I spread my Morlock off on my left flank, rolling Armor, Physique, and BTS with their meta chemistry. My prowlers went on either side of the board, towards the middle. The Zero hacker was in the middle near my HVT. The minelayer Zero placed it’s mine forward of itself in cover, whole being prone in cover further back. The FO Zero was up on a building near the antenna on my right. I held Bran in reserve, hoping to do some damage with him.

CHA Deployment.jpg
Sprocket brought a lot of Camo markers as well. Wallace was prone up on a roof. A volunteer link was off to the right on his side. The Inferior Infiltrating Volunteer failed it’s roll and walked on near the other volunteers. Uxia successfully deployed near my Reverend haris.

CHA Deployment

Top of 1: Bakunin
One of our Warcors has been writing about mental fatigue and how a checklist can help reduce mental strain and improve results, soto follow that theme I had the following list.

  1. Keep Kusanagi alive and un-hunted.
  2. Capture antennas and make it difficult for Sprocket to recapture.
  3. Use Bran to disrupt things in the back.

To start things off, the Morlocks went on a rampage, one advancing and throwing out a smoke cloud, then another double moved, I misjudged the distance and angles and that poor Morlock got plastered by a volunteer with a rifle. The final Morlock moved up just behind the others limp body. In retaliation I moved my left most Prowler forward along the crates, as it cleared them it was able to take a shot on the volunteers, taking the link down from 5 to 4. Another order takes down the infiltrating volunteer that wasn’t able to infiltrate. And then finally the Prowler circles around the boxes to lure out an SAS and then blasts it off the table.
The camo marker close to my Lieutenant was concerning. The healer volunteered to take care of the issue, wandering over to bait out ARO’s from the marker. The marker revealed itself to be Uxia, and after a few exchanges Uxia was unconscious. Next up my Zero FO camo marker crawled towards the antenna and dropped a mine marker (rules flub, cannot drop mines with a camo marker in the trigger area), then walked over to the antenna. An SAS revealed itself, tanked the mine and shots from the Zero. Another attempt by the Zero to deal with the SAS got the Zero frozen. Some orders got Kusanagi into cover, the healer covering a possible approach from McMurrough. Final orders re-camouflaged the Prowler and then a coordinated order moved my markers forward.

Bottom of 1: CHA
Sprocket had a bit of a puzzle on his hands. I have some camo markers up in aggressive spots and doing too much with the volunteer link would risk the wrath of Bran. To start off, the Highlanders took their Impetuous moves towards Bran. Then McMurrough took his towards my Zero up top. After winning a smoke face to face with the Reverend Healer, McMurrough proceeds to start creeping up in the smoke, hoping to take out Kusanagi and the link. McMurrough face tanks the mine bluff. Unfortunately on his next walk he gets an adhesive launcher to the face and gets stuck in glue. Next a Scot wielding a missile launcher popped out of camo and took shots at my Reverend healer. Fortunately she dodged well out of site.
The last group to activate was the fourman link, which was down to four orders. One member starting climbing up a ladder toward Bran, while the others advanced to cover the objective marker. Bran lucked out and the volunteer that made it up failed it’s first discover roll. That left the volunteers without much else to do and so Sprocket passed turn.

Top of 2: Bakunin
Going back to my checklist, so far I haven’t accomplished much on it. I need to capture antennas still. I have eliminated but not hunted down a couple specialists, and have revealed where others are. With my impetuous orders I bring my two remaining Morlocks up. The first climbs a ladder towards the volunteers, while attempting to chain rifle one down, it dodges. The other starts the long climb towards the ML Scot. The leftmost Morlock decides it is time to sacrifice itself to free Bran up. It advances and takes the volunteer standing by Bran out, whole getting gunned down itself. I use Bran to then isolate the volunteer paramedic, and start to play Spider-Man, hiding on the sides of the walls to block line of sight. My other Morlock climbs up the ladder and chain rifles the Scot down. At one point, Bran got Immobilized, so I spent a good chunk (3-4) orders trying to reset him. When he did he went back into Camo. My FO zero stunned the SAS that was by him. And my hacker Zero came forward and secured the left antenna. Also while using it for cover.

Bottom of 2: CHA
With the volunteers down to three members, Sprocket moves the two over to group 1, to fill out orders. Bran, a Highlander, and the volunteers all have a Merry game of tag that ends with a dead Highlander, dead Prowler, and Bran dancing in the sides of a building. Unable to secure any of my specialists the turn is passed.

Top of 3: Bakunin
Third turn, I have captured one antenna, and between Bran, my Zero and isolating the paramedic, there isn’t much to fear about losing control of it. I therefore forces on getting the second antenna, protecting Bran, and setting up a good defense block.
The FO zero successfully knocks out the SAS next to him and then captures the right hand antenna. I spend a few orders trying to get Bran into a good spot to isolate the LT, and then use a coordinated order to move my camo marker spitfire prowler up. With that done I pass turn.

Bottom of 3: CHA
Looking at points, Sprocket needs to hunt down more specialists than me to tie. So that’s what he sets out to do. Fortunately Bran dodges around the building, but my Zero hacker gets glued.
Next up Wallace decides to take a stab at binding Bran, when he stands up to walk the Prowler sends a glue ball omat Wallace, which he easily avoided with a smoke screen. Unfortunately when walking over with the last two orders to take Bran out, Wallace gets tagged by the Prowlers adhesive launcher. Which ends the game. With two antennas, a tie on specialists, no classifieds and one stuck Lieutenant, the Bakunin force takes home victory.

Final Score: 6 – 0 Bakunin Total Victory

Lessons Learned:

  • The checklist plan is actually very helpful. Having a list to fall back on in times of doubt really helped this game. Thanks WiseKensai!
  • Mines cannot be dropped with a camo marker in their trigger area, write it down and remember it.
  • I have found nothing in the rules saying that a model that is unconscious cannot also be isolated or immobilized. This could be helpful information for future Hunting Party missions.
  • Bran Do Castro was an awesomely disruptive piece. He tied up a whole link team with his infiltrating and distracted my opponent from pushing forward. I just wish I had been able to do super jumping with him.
  • I really like the Kusanagi haris supported by all the camo markers. Though another list may have done a bit better in Hunting Party.

Jhokalups – Field Operation Action Report – 9

Jhokalups – Field Operation Action Report – 9
Bakunin vs Varuna Immediate Reaction Division
150 Recon+ – Sweep and Clear

A new week and it’s back to the local game store to throw some dice. One of our local Warcor’s lived the dream of having a birthday on the local game night. Several people showed up for his Showdown Birthday Bash. I was planning on joining them, unfortunately my duties as a Pundit meant that I couldn’t participate, I had to roll dice for a different game. After my games were done, I was able to finally get a real game of Infinity against the person who got me into the game. We selected Recon+ so we could set up a table and finish quickly. I choose a repeat list, and my opponent built a brand new Varuna Immediate Reaction Division (VIRD) list. There was a lot of excitement and the Recon+ rules for list building were briefly forgotten. Patsy is not a valid choice, and had to be pulled off the table. With that done we got to the game.

Wip Roll
Bakunin – 4
Varuna Immediate Reaction Division – 15

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

Varuna Immediate Reaction Division List:

 Varuna Immediate Reaction Division
──────────────────────────────────────────────────
1
 MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
 KAMAU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 22)
 KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
 TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
 CROC MAN Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 36)
 ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
2.5 SWC | 150 Points
Bakunin List:
 Riot GRRL Recon+
──────────────────────────────────────────────────
8
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
2.5 SWC | 150 Points

The table we had set up had several high spots with lanes across each side of the table. The middle had a giant obnoxious building that meant no shooting corner to corner and no single sniper dominance.

Deployment:

20181129_225735

I set my moderators close together on my right, behind a building and hopefully out of site. The Riot Grrl link covered was to the left, ready to make a bee line for the close console. Transductor Zond was on the roof of a building on my left, the Stempler on the ground behind it. I had my FO zero prone in camo up to the right of the console, and held my AHD zero in reserve.

20181129_230435

The VIRD commander had a camo marker on top of a building on his left. A Trauma doc nestled between a building and a trash can. The Kamau link (with Machinist) settled in behind some buildings at the middle. And a Helot Decoy set up across the roof of those buildings. Then I was asked to leave the table as a hidden deployment Croc Man hacker was placed up on my left.

Top of 1: Bakunin

First thing I wanted to do was figure out which Helot was the real one, and what equipment it had. I had the transductor expose itself and trigger some AROs. The kamau took a shot, the Helot didn’t. My zond flash pulsed the Kamau for a face to face. But the Kamau passed BTS. Next the Grrls walked out to get up to the close console. The Helot revealed itself and fired a light rocket launcher. Fortunately the Helot missed. Not wanting to take another LRL I had my AHD Zero sneak up in camo to the corner, then take a Surprise shot at the Helot, who went down in a hail of bullets. Since the Zero was already revealed I decided to have it make things more difficult and lay down some mines. As he advanced up, a Croc Man AHD revealed itself to try and Carbonite my Zero. The Zero decided to send some frozen programming back at the Croc Man. The Zero got a critical in the face to face and froze up the Croc Man.

20181129_232229

The Grrls then walked up and around the console, taking a shot at the Croc Man, successfully securing the console. Unfortunately the Croc Man passed armor and went prone, also successfully resetting itself. With a coordinated order I got the Grrls out of hacking range and up towards the passage on my right. My Zero as the spearhead, layed down a mine. That done, I passed my turn.

Bottom of 1: VIRD

The Varuna commander had concerns about the mine, there were several high value pieces that would trigger the mine. The camo marker revealed to be a Zulu-Cobra who attempted, and failed, to reveal the mine with three orders (it was late and sensor was missed). After the mine was discovered and destroyed, the HRL Kamau came up and did mean things to my AHD zero, who responded by dropping another mine. The Zero died for his efforts, but trading a zero for 5 regular orders seems like a really good trade. In order to deal with the mine, the Trauma doc climbed over the container to tank the blast, successfully dodging the blast (this was technically illegal, climbing for the trauma doc is an entire order). With the mine dealt with the Zulu-Cobra used it’s Lieutenant order to re-camo itself.

I used the console to score 3 of the zones at the end of turn 1.

Score at End of 1: 1 – 0 Bakunin Favor

Top of 2: Bakunin

Well, I know who the Varuna lieutenant is, and the Riot Grrls have MSV1… So I decide that this will be the best plan. I use a command token to re-link the Riot Grrls, then have the Spitfire Grrl walk over and attempt to discover the Zulu-Cobra, and fail. The Specialist Grrl tries next and succeeds in the discover. And a third order puts the Zulu Cobra into the ground. Next task is taking out the pesky HRL Kamau, which they do with the next order, also dropping the trauma doc. More orders put the trauma doctor into the ground and brings the Grrls close to the far console. With that done I pass turn.

Bottom of 2: VIRD

Starting in Loss of lieutenant and down 3 of the 6 remaining troopers, The Varuna Commander first attempts to have a Kamau heal a Kamau, but in true Pan-O fashion kills off the Kamau. The engineer ambles up a bit and the Croc Man goes around a corner towards my HVT. A new lieutenant is appointed and the turn is passed.

With models in 3 of the 4 zones and a connected console, I get 2 points for round 2.

Score at End of 2: 3 – 0 Bakunin Favor

Top of 3: Bakunin

The only thing I really need to do is capture another console, so I have the Grrls walk up to it. And then fail to hit the button 5 times. I take a break from that to kill the Kamau paramedic. Then proceed to fail to hit the button a 6th time. I pass my turn.

Bottom of 3: VIRD

The Varuna commander has two orders left and a whole lot to do. The Croc man walks over towards my Transductor Zond and completes a classified objective. Then passes turn.

With my console and Grrls still dominating zones, I score 3, and another 1 for connecting to a console.

Final Score: 7 – 2 Bakunin Total Victory

Lessons Learned:

  • This was my first time playing with Decoy, I thought I had a good plan with the Transductor, I just didn’t see that a Kamau also had the same fire lane.
  • The Zero AHD was an MVP this game. His mines and surprise shot let the Riot Grrls walk around uninhibited.
  • Heavy Infantry are mean in Recon+, there are not as many tools to deal with them.
  • Sensor give a bonus to discover rolls. It shouldn’t have taken all the order to get rid of the mine.

Jhokalups – Field Operation Action Report – 8

Jhokalups – Field Operation Action Report – 8
Bakunin vs Steel Phalanx
150 Recon+ – Sieze the Antennas

This week was a quiet one at the local shop. For speed of play my opponent and I elected to do a Recon+. Since I hadn’t prepared anything for the Recon format I decided to let fate decide what I played. So, we had a quick skirmish between a rapid response Bakunin force and a Steel Phalanx strike force, both attempting to secure the communication antennas.

Wip Roll:

Bakunin – 5
Steel Phalanx – 19 (fail)
Decision: Bakunin
Deployment: Bakunin
Initiative: Steel Phalanx
1st Turn: Steel Phalanx
1st Deploy: Steel Phalanx

Steel Phalanx List:

 Recon+List 1004
──────────────────────────────────────────────────

9
 DACTYL Engineer Combi Rifle, Adhesive-Launcher, D-Charges / 2 Breaker Pistols, Knife. (0 | 23)
 EKDROMOS Chain Rifle, Nanopulser / Pistol, DA CCW. (0 | 20)
 AGÊMA Marksman MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30)
 ALKÊ Lieutenant Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25)
 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)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 NETROD Electric Pulse. (0 | 4)
 NETROD Electric Pulse. (0 | 4)
3 SWC | 148 Points

Open in Infinity Army

Bakunin List:

 Random List
──────────────────────────────────────────────────

6  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
 ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
 ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
2.5 SWC | 150 Points

Open in Infinity Army

For this game we used some WIP buildings that I have been making for a city block table. This week we put on the roofs and added some elevators. Added in some construction barriers, dumpsters and antennas, and we were good to go.

For this week we played true line of site, if a model could draw a line through the building, it could see through it.

Deployment:

I set my prowler spitfire up on the roof corner looking over two antenna. I had my Zeros set up in secluded spots to be able to lay down mines in ARO. The moderator was set down between a building and a dumpster, looking over the back field. Lt. Custodier was on the dumpster, prone and in cover. Riot Grrl choose to be in the building with a straight shot to the closest antenna. I held the Warcor in reserve, it went on the roof with the prowler.

The two FO Thorakites hid behind one building, and Alke behind the other. The Agema marksman set up on the roof. The Myrmidon was behind the far antenna. Two netrods successfully dropped in out of sight. And a Dactyl engineer was held in reserve then placed inside a building.

Top of 1: Steel Phalanx

First the Myrmidon used it’s impetious order to advance up. Another order had it advance up more and threw smoke triggering a Zero ARO, who dropped an e/Mauler. With one further order the Myrmidon attempted to Chain Rifle down the Zero, who dodged away. While the Myrmidon took an e/Mauler to the face, and failed BTS, isolating it. I also revealed my prowler to shoot at the Myrmidon, who passed that armor roll. The Zero dodged around the corner for the Myrmidon. Next Alke advanced up and shot the Zero off the table. Covered by smoke the Agema marksman advanced up his roof with impunity. It then took a shot at my Custodier. (Since it was just me and my opponent in the shop, and neither of us know the rules super well, we couldn’t find the reference that would have let the Custodier Dodge in face to face.) Hitting twice my Custodier took 4 armor rolls (multisniper double action) and was removed from the table. With that damage done, the Steel Phalanx used an FO Thorakites to secure the farthest antenna, then passed turn.

Bottom of 1: Bakunin

Well, that could have gone better, down two models and in loss of lieutenant. Not wanting to give up I had two goals, capturing my antenna and removing the Agema from the table. The Riot Grrl used her irregular to double move into base with the antenna. Unfortunately I misjudged angles and she got shot by Alke, fortunately she toughed it out. Converting the Warcor order to be regular, I had the Riot Grrl attempt to dodge and capture. She succeeded in dodging, but failed to secure the antenna. I had my prowler to shoot at the Agema, who dodged prone. I advanced up the Zero to try and cover the middle antenna and passed turn.

Top of 2: Steel Phalanx

Having killed a Zero, Alke became impetious thanks to Fury, she advanced up and took shots at my Riot Grrl, I chose to shoot back with her Combi Rifle, because I am some kind of genius (the Blitzen has the same bands as the Spitfire, shooting with the same results as Alke or dodging on 16’s would have been a better choice…), and my Riot Grrl goes down in a hail of bullets. At this point I inform my opponent that I have no specialists left (thank you random list generator) and with no way to take antennas from him he has won the game. We call it there so that he can head out to pack for the Thanksgiving trip he has the next day.

Final Score: 1 – 0 Steel Phalanx Victory

Lessons Learned:

  • As confident as I am in my abilities, I have only played 7 (now 8) games, I should only use the random list utility for ideas, not actual lists, yet.
  • A model being shot out of or from through a Zero Visibility Zone can dodge with no modifier in Face-to-Face. This is under the Zero Visibility Zone rules. (maybe if I write it enough times I won’t forget again…)
  • Leaving the Custodier visible was a mistake, probably a game losing one. Most of her kit could be used in zone of control anyways.
  • The Riot Grrl Specialist has a Blitzen, and all Riot Grrls have Hyper Dynamics. Dodging on 16s and shooting on 16s are much better than shooting a Combi on 10’s.
  • The Prowler has a cool kit. I will be using it again I’m the future.
  • I could have swapped the Repeater e/Mauler Zeros with the FO Zero profile at no change in list points. But gaining two specialists and anti personnel mines, which would be more useful in Recon+. In a full game the repeater profile has some appeal, especially with the Custodier Lt. I think I got distracted by having a huge hacking coverage zone, and didn’t actually think about what would be useful.

Jhokalups – Field Operation Action Report – 7

Jhokalups – Field Operation Action Report – 7
Bakunin vs Imperial Service
300 ITS X – Supremacy – Limited Insertion

Hello and welcome again to an operation report from the field. This week a Bakunin expeditionary force faced up against a force of Imperial Service troops.

My opponent this week came down for some last minute Limited Insertion practice for Emerald City Incursion MK II. We rolled on the list and got Supremacy. We rolled our Wip and got the game underway.

Wip Roll

Bakunin – 15 (fail)
Imperial Service – 2

Decision: Imperial Service
Deployment: Imperial Service
Initiative: Bakunin
1st Turn: Bakunin
1st Deploy: Bakunin

Imperial Service List:

 ISS Limited Insertion
──────────────────────────────────────────────────

10
 CRANE IMPERIAL AGENT (X Visor) Spitfire, 2 Nanopulsers / Pistol, DA CCW. (2 | 54)
 CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21)
 CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
 CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13)
 CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13)
 PHEASANT IMPERIAL AGENT (Chain of Command) Boarding Shotgun, Stun Grenades / Pistol, DA CC Weapon. (0 | 29)
 ZHÀNYING (Sensor) Breaker Combi Rifle, Nimbus Grenades, MadTraps / Pistol, Electric Pulse. (0 | 28)
 ZHÀNYING (Sensor) Breaker Combi Rifle, Nimbus Grenades / Pistol, Electric Pulse. (0 | 26)
 HSIEN Lieutenant HMG, Nanopulser / Pistol, AP CCW. (2 | 61)
 NINJA Hacker (Assault Hacking Device) Combi Rifle / Pistol, Shock CCW, Knife. (0.5 | 40)
5.5 SWC | 298 Points

Open in Infinity Army

Bakunin List:

 Bakunin LI
──────────────────────────────────────────────────

10
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 ZOE & PI-WELL . (0 | 47)
  ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
  PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
5 SWC | 300 Points

Open in Infinity Army

This was my first time playing supremacy. This scenario was an interesting challenge, it has points that score at the end of every game round, different points that are scored at the end of the game, and a mandatory objective that, if not completed, will lose points.

Deployment:

Bakunin Deployment:

Remembering my issues from last week against USARF, I elected to do split level deployment, with units on top of the catwalks and units on the ground.

My Reverend Harris was on my left near the console. I had my AHD hacker on top of the catwalk, ready to walk in and claim it. The healer and HD+ we’re on the ground, ready to walk around towards another console.

My Riot Grrl core was on my right, with tinbot boarding shotgun and the non-specialist Combi rifle were on the catwalks. The specialist, missile launcher and spitfire on the ground. Zoe and the Xenotech we’re up high and out of sight. I had π-Well as my reserve.

Imperial Service Deployment:

My opponent also had a core and a Harris. The core was on my right behind a building and out of sight. The Harris deployed up on the catwalks on my left, watching the line to the console I was eyeing. The Pheasant Imperial Agent was attached to the Xenotech and on my left. The Hsien was the reserve and placed with the Harris.

Top of 1: Bakunin

Seeing that there were two heavy infantry on the field I wanted to see what my AHD custodier could do. I also only saw 9 models on the field, and a mysterious PHY roll. So I was concerned about the possibility of a hidden deployment ninja or something else nasty. First order had the reference link advance up a bit. Putting AHD into the building with the console and HD+ around a corner. I used HD+ to shoot a pitcher to be under the catwalk near the Harris with the Hsien. Another order had a successful face to face of ice breaker vs reset. (Here we forgot the rules of ice breaker and the Hsien passed his BTS using his 6; the Hsien should have failed and been immobilized. Oh well, live and learn…) The Hsien passed his BTS and I tried a couple other attempts to break the link with the Reverends. But it was not to be. Since the Hsien was still up I thought I would try to get two things at once with my boarding shotgun. While the Grrls moved up a ninja popped out trying to take a Grrl out of the link with some hacking. Fortunately the TinBot did its job and protected the Grrls. Once the Grrls were out of hacking range I had boarding shotgun go up and take a shot at the Hsien and a Zhanying. She missed, the breaker didn’t and she went unconscious, breaking the link. Next, I had Zoe and the Xenotech advance up the stairs a little and then put up assisted fire on to π-Well. π-Well then tried to to shoot the ninja. The ninja won the face to face with a dodge change-face, stupid TO Camo… using a coordinated order the Grrls and π-Well took down the ninja, and getting the specialist Grrl close to a console. I reformed the riot Grrl link and passed turn.

Bottom of 1: Imperial Service

The first concern of the imperial service was to ensure that the repeater was gone so that Hsien could activate with getting several hacker AROs. The core team of celestial guard advanced a little and shoot the repeater π-Well took an ARO and was knocked unconscious for his troubles. After taking out the robot and repeater, the celestial guard and the Phoenix operative decided to to take out my specialist Riot Grrl it took a few shots and it almost got blitzened,but in the end they got her. Next, the Hsien decided it was party time, and stood up to advanced down a staircase, the riot Grrl still on the catwalk took a couple shots at him with her Blitzen. The Hsien won the face to face and she took a wound, failing guts and dodging prone. Next the Hsien strategically advanced up to shoot my HD+ Custodier (also my Lt) off the table. Causing me to go into loss of LT. At this point Imperial service was out of orders and passed turn.

With models in three of the four zones and my Xenotech in one of them I scored 2 points.

Score at End of 1: 2 – 0 Bakunin Lead

Top of 2: Bakunin

Being in loss of lieutenant everything was irregular. First up I had Zoe and the Xenotech go. They both advanced and then the Xenotech placed the Multiscanner with the help of some hackers on the board giving a +3 to it’s WIP roll. Next, the custodier made a dash across the open space to a console, successfully hacking it. She unfortunately went unconscious for her efforts. Not wanting to break the Riot Grrl link I passed turn.

Bottom of 2: Imperial Service

Being behind by 4 at the start of this turn, Imperial service had some catching up to do. The Celestial core worked together with the Phoenix operative to take out the missed launcher. Luckily the Phoenix got a critical and he didn’t lose all the Celestial guards to a missile launcher template. After the missile launcher Grrl was gone, the Phoenix operative took out the Reverend healer. The core then secured the objective, which let the Grrl on the catwalk dodge change-face. Sulhe succeeded her role and stood up to threaten down below with stun grenades. Using his Hsien and Zhanying link he advanced towards my side, I had the remaining riot Grrl successfully dodge on both orders. The celestial core then ran toward the console on my right, the Riot Grrl up top failed to land a stun grenade and they hacked the console. Finally the Hsien used his Lt order to cross into the zone on my right, getting gotcha’d by Zoe for his trouble.

Having placed my Multiscanner and hacking a console, I picked up two more points. With two consoles and dominating more zones the Imperial Service got 3 points.

Score at End of 2: 4 – 3 Bakunin Lead

Top of 3: Bakunin

With Zoe and a single Riot Grrl left, I started my turn in retreat. I used one command token to have Zoe ignore the effects of retreat, and a second one to turn the Riot Grrl order regular. Using these two orders I advanced Zoe into the Zone of Control of the Imperial Service HVT, then ended the game.

After discussing with the available Warcore we determined that we would do end of round scoring. Imperial service picked up another point for dominating. Since the Imperial Service Xenotech never even activated, let alone place a multiscanner, the Imperial Service force also lost one point.

Final Score: 4 – 3 Bakunin Victory

Lessons Learned:

  • The Xenotech is a very important scenario piece. In this game the Imperial Service force lost 5 points by not even advancing it. Three for it being in a dominated zone, not getting a point for placing the Multiscanner, and losing an additional point for not placing the Multiscanner.
  • I need to learn my hacking programs. Ice breaker is a zero BTS program. Everything after the second order would have been affected since the Hsien would have failed without his BTS.
  • The Phoenix agent is a heavy infantry. I didn’t realize that until turn 2, I should have had a plan for it as well.
  • I could have done better pitcher placement. I elected for caution to guarantee placement. But shooting it a bit further would have made it much more difficult for Imperial Service forces to remove. Locking down the Hsien for fear of more hacking devices.
  • The ninja revealed in the Zone of control of π-Well, who is a repeater. I could have used the having device plus to take out ninja hacker without having π-Well fail to shoot it.
  • Retreat can really mess with missions. Imperial Service could have easily won with one more turn.