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

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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

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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

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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

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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.

Jhokalups – Field Operation Action Report – 6

Jhokalups Field Operation Action Report 6

Bakunin vs USAriadna Ranger Force

300 ITS X – Supplies – Limited Insertion

Welcome again to another Field Ops Action Report. This week was a rematch against Sprocketgx, we called our last game early. This week we were still practicing Limited Insertion for a local event and for the Emerald City Incursion MKII (Improving our skills improves our opponents, or something like that).

Wip Roll

SprocketGx – 10
Jhokalups – 6

Sides: SprocketGX
1st Turn: Jhokalups
1st Deploy: Jhokalups

SprocketGX USARF list:

 LI USARF
──────────────────────────────────────────────────

9  1  1
 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)
 MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
 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)
 MARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
  K-9 ANTIPODE AP CCW. (7)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
6 SWC | 300 Points

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Jhokalups 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

Sprocket won the WIP roll and wanted to go first, then he looked at the table. Since there was clearly a better side, he chose to take it. So, I wound up choosing to go first as Sprocket moved his stuff to the superior side.

Deployment:

I was also had the privilege of deploying first. I hid the Grrls link on, around and inside a silo on my right. Zoe decided that was a good place to hide as well. My Reverend Harris was on a catwalk to my left and I held π-Well as my reserve.

Sprocket put 4 of the five marauders up on the catwalks looking over the central objective and the objective on my right, the last was just below The blackjack took a sniper nest on my far left in the deployment zone. Rosie was behind cover to take a look at the central objective. The unknown ranger was in cover looking over the objective on my left.

Top of 1: Bakunin

To start things off I knew I needed to clear out the Heavy Rocket Marauder. The Reverend link crawled and then put up white noise near π-Well. Then that link activated again to put assisted fire on him. π-Well then activated and used the white noise to shock the Paramedic Marauder off the table. Then the HRL Marauder was shocked off the table. Another order put Rosie into dogged. A fourth dodged the sniper out of my ability to shoot. I spent the rest of my orders positioning the riot Grrls up the board.

Bottom of 1: USARF

With the unknown ranger as the last specialist, Sprocket needs to focus on protecting it. The Devil Dog takes it’s impetuous move, jumping down into the middle of the board. Then an irregular order puts the Devil Dog in a good spot to start laying down the pain onto the Reverend link.

Next Van Zant drops in and uses another order to come up and shoot Zoe off the field. After the second regular order where all the Reverends successfully dodge, I notice that Pi-Well has line of sight to the Devil Dog, and could be AROing. So the next shot he takes Pi-Well shoots back and puts a wound on the Devil Dog. A few orders later and the Reverend Healer goes down but is unconscious.

Top of 2: Bakunin

My goals for this turn were to deal with the Devil Dog, Blackjack and get my specialists in a position to retrieve some boxes. I start by moving Pi-Well and having him take a shot at the dog. The dog succeeds in setting up smoke. The Custodier can now put up shock support on Pi-Well. Who fires an exchange with Van Zant and shocks him off the table. The Riot Grrls are brought further up the field, I am looking at getting the heavy infantry close to his HVT for some classifieds. The Missile Launcher Grrl also takes a shot at the Blackjack and successfully puts him into Battle Ravaged. I use my last regular order to put the HD+ Custodier into Cybermask.

Bottom of 2: USARF

Sprocket Cancels the Devils Dogs Extreme Impetuous Order. He stands up a Marauder Sniper and shoots Pi-Well in the back. I misunderstand my ARO options and fail a dodge, Pi-Well goes unconscious. With Pi-Well unable to re-act the Devil Dog declares an Idle while in base with the Unconscious healer. The AHD Custodier Declares a dodge, and the Devil Dog steals the Healer, completing a classified objective. The Unknown Ranger repositions up to a wall closer to the objective. And the Marauder link reposition to cover some stairs, walkways and objectives.

Top of 3: Bakunin

I am down to just a few specialists. The Riot Grrl Missile Launcher trys again on the blackjack and winds up dieing. I relink the remaining Grrls and try to get use the Specialists Blitzen to shut down blackjack. I am 1 inch into the unfavorable range band, so I miss my two shots, that Grrl may have also taken a wound. I reposition the link again and have the other Riot Grrl with a Blitzen take a shot at Blackjack, I get one hit and Sprocket crushes the Arm rolls with a pair of 17’s. With just a few orders left I need to focus on objectives. I spend an order to divide the Grrls up, sending the spitfire forward to shoot at the Unknown ranger while sending another Grrl off towards the HVT. When the Unknown Ranger fails to go down, I send the specialist and spitfire forward. I claim a classified with the Boarding shotgun riot grrl and the HVT. Unfortunately I don’t have enough orders to get the Specialist Grrl in contact with the objective. I pass the turn.

Bottom of 3: USARF

Once again the Extreme Impetuous order is canceled on the Devil dog. The marauder link activates and lays down fire on the Riot Grrl Specialist and Spitfire, they both succeed their dodges. Next up the Unknown ranger starts putting shots into the Spitfire and the Specialist, they ARO back and both take wounds. The trick is repeated and they both go down.

Sprocket is free to have the Unknown Ranger run up and snag the Objective, which he succeeds the roll at. And that’s the end of the game.

Final Score: 7 – 1 USARF Victory

Lessons Learned:

  • I need to mark my bases to make front arcs clear, I missed some opportunities because it wasn’t obvious to me where my models were facing.
  • I need to pay attention to all the field and not just the models that are activating. I missed several opportunities to have Pi-Well ARO against the Devil Dog.
  • Pi-Well is amazing! But he is also a Forward Observer, which means he has access to Flash Pulse. Had I remembered Flash Pulse and that Pi-Well could have ARO’d the dogs when they first jumped up, I could have likely stopped that avenue of attack in it’s tracks. On my active turn I could have also used it to shutdown any ARO opportunities that the Devil Dog would have had.
  • I need to remember my LT order. I had a plan to coordinate a jump for the AHD Custodier and Pi-Well to be on the ground and running towards boxes. I used the order to instead Cybermask my HD+ custodier. As my LT she could have used that order and let Pi-Well and the other Custodier be on the ground without any consequence.
  • When the game first started Sprocket had wanted to go first, but then switched to choosing deployment. I did a lot of my deployment as if I were going to go second. Many of my troops were not in a good position for what they could do. Particularly the Riot Grrls and at least one member of the Reverend link.
  • The HD+ profile had a pitcher. My first orders moved that pitcher further and further from where I needed it. Had I paid attention to the pitcher I could have gotten the HD+ custodier close enough to drop the pitcher by Blackjack, the the AHD could have used Icebreaker to shut down one of the only hackable heavy infantry in Ariadna.
  • The table itself was a bit of an issue. We were set up on a section of a long table, so it was difficult to get to the sides of the table. This made moving under the gang planks awkward at best. I definitely messed up my movement and ARO opportunities because of my ability to see what was going on.

 

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.