Jhokalups – Field Operation Action Report – 30

Jhokalups – Field Operation Action Report – 30
Juridictional Command of Tunguska vs Onyx Contact Force
150/Recon+ – Smash and Grab

My brother, DoodleKing has recently started playing, and I had the pleasure of playing game 3 of our escalation league against him.

Wip Roll
Juridictional Command of Tunguska – 5
Onyx Contact Force – 15

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

Onyx Contact Force List:

 DoodleKing Gem Wk3
──────────────────────────────────────────────────
8
 ÍMETRON . (0 | 4)
 RODOK Combi Rifle, 2 Light Shotguns / Pistol, Knife. (0 | 26)
 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)
 Q-DRONE Plasma Rifle / Electric Pulse. (1 | 25)
 RODOK Hacker (EI Killer Hacking Device) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 22)
 NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24)
 NOCTIFER Spitfire / Pistol, Knife. (1.5 | 30)
3 SWC | 149 Points

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Juridictional Command of Tunguska List:

 GEL Wk3 S&G HM

──────────────────────────────────────────────────
1
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
2.5 SWC | 150 Points

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We set up an interesting catwalk board. The deployment zones were a bit spare on total cover. We had one Tech Coffin on a raised platform, and one inside a building.

20190801_201918

 

Deployment:

DoodleKing set up a Noctifer, Q-Drone and the Rodok KHD up top on the catwalk. The Nexus was hiding down low, the Ikadrons and other Rodok were on the ground ready to walk to cover.

Lacking a lot of cover that I could deploy in, I had my securitates prone on the ground, hopefully out of sight of anything unless it really committed to getting into my deployment zone. My Interventor LT was prone at the top of a Staircase near my Hollow Man Spitfire. The Hollowman Specialist was hiding behind some stairs. And the Stempler and Puppet master hid behind the same pillar. I had a Warcor Standing on a platform just to be able to flash pulse anything coming down my left side.

Top of 1: DoodleKing Onyx

DoodleKing starts by having a Ikadron on my right walk into cover. The Nexus puts Marksmanship onto the Q-Drone. Then the Rodok on the right starts walks up and gets a crit flash pulse into stunned. The Rodok continues to walk towards total cover and looking in on the Tech Coffin on my left. Next up the Ikadron on my left gets up to walk into cover, my Hollow Man shoots at it, winning the face-to-face. Ane the Ikadron passes armor to fight another day. Lastly the Q-Drone activates to try and take out my Hollow Man, I elect to shoot back and get a Crit taking out the Q-Drone. That done he passes turn.

Bottom of 1: Jhokalups Tunguska

I start off by having my Hollow Men link walk forward, with the Spitfire hugging the wall to take out the Rodok KHD. I then have them super jump to take out the Nexus. The Specialist Hollow Man becomes the leader and gets the data cube from the left Tech Coffin. I then have that Hollow Man take out the Rodok near him. With that done I have the Stempler jump up to the other Tech Coffin, a Noctifer reveals it self, firing at the Stempler. They exchange fire and the Stempler forces the Noctifer prone before grabbing the other Data Cube and running back to my deployment zone. I leave my Spitfire up for ARO and pass the turn. Having both Data Cubes at the End of 1 I score 1 point..

Score at End of 1: 1 – 0 Tunguska Favor

Top of 2: DoodleKing Onyx

In loss of lieutenant, DoodleKing debates with Xammy and I about options. After some discussion DoodleKing has the Noctifer return to the TO marker state, then stand up and take a surprise shot at my Hollow Man spitfire. The Noctifer inflicts a wound and I have the Hollow Man fail guts prone. Here we had a discussion about options, there was a possibility that an Ikadron could get up and flame over or more of the Hollow Men. After some hypothetical measuring and template theory, it was determined that the Ikadron would only get one of the Hollow Men. Then there was a decision about having the Noctifer enter the camo state or use suppressive fire. After talking through what the Stempler Zond could do with Triangulated Fire outside of 24″ from the Noctifer. The Noctifer entered the TO marker state and walked a bit down the upper catwalk. That done here passed the turn.

Bottom of 2: Jhokalups Tunguska

This turn I knew I wanted to get rid of the Noctifer. I have the Stempler walk around the crate it’s behind and drop off the Data Cube, then I have my Puppet Master come forward to pick up the Cube before retreating back up again. I make the Stempler the link leader and have it walk forward to catch the Noctifer’s marker, the Stempler attempts a discover and fails. I spend several orders shuffling forward my Spitfire Hollow Man to take out the Ikadron on my right without provoking an ARO from the Noctifer. I then back them up prone to get some distance.

Score at End of 2: 2 – 0 Tunguska Favor

Top of 3: DoodleKing Onyx

The Noctifer comes sneaking in around the corner to take a surprise shot at my Hollow Men. Who both elect to Chain Colt the Noctifer. I lose my Spitfire Hollow Man, but manage to take down the Noctifer. With only an Ikadron left he passes turn.

Bottom of 3: Jhokalups Tunguska

I bring up my Stempler to take out the last Ikadron then end my turn. By having all the cubes for the entire game I get a:

Final Score: 9 – 0 Tunguska Total Victory

Lessons Learned:

This was a bit of a brutal game. I had been looking forward to running the Hollow Man Stempler haris. In Recon+ is is only possible at the 150 point bracket. The combination of Super Jump, a burst 5 Spitfire and some of the highest arm/bts that you would see in Recon+ make them a particularly hard nut to crack.

In this game my decisions came down to eliminating models that challenged my path to the Tech Coffins and then squirelling the data cubes away. I did get a fortunate crit on turn 1 to take out the Q-Drone in the reactive turn. Looking back on the game DoodleKing made the right call of shooting with the Q-Drone in the active turn, the odds are better than doing it with a Noctifer and the Hollow Man has a much better shot of winning in my active turn. Winning that roll really helped my game.

At the end of my first turn, when I left my Hollow Man Spitfire standing, I had a choice about whether I wanted him to go into Suppressive Fire or not. I chose not to for a couple reasons, first, the haris bonus. Going into Suppressive Fire would have removed him from the link for 1 more burst than I had already. Secondly, position. With where I left the Hollow Man, almost everything on the board was sin my +3 range band.

At the end of DoodleKings second turn, he had a similar decision about the Noctifer. He had already knocked the Hollow Man prone, so the Noctifer was free to move about without AROs. I think that DoodleKing made the correct choice here again. Had the Noctifer been in Suppression, the Stempler likely could have taken it out with a Triangulated fire from outside of 24”. Additionally, putting the Noctifer into Suppressive fire would nor improve his board position. I would have had a free-ish turn to pull my models back and pass the Data Cubes off to other safer models.

Overall it was an interesting game, if brutal. Next game is 200 points and regular ITS, so no more character, wound, nor warband restrictions. I will have to give some thought to how I want to prepare for that.

Until next time.

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Jhokalups – Field Operation Action Report – 29

Jhokalups – Field Operation Action Report – 29

Tunguska vs Ramah Taskforce

120/Recon+ – Sweep and Clear

It’s week two of the escalation league! For this week I was paired against RomanLegion, normally a YuJing player, for the league he is running Ramah. This week was 120 points and Sweep and Clear, which is a mini Quadrant Control mission. After finding out table we rolled for initiative.

Wip Roll

Tunguska – 4

Ramah Taskforce – 9

Decision: RomanLegion

Deployment: RomanLegion

Initiative: Jhokalups

1st Turn: Jhokalups

1st Deploy: Jhokalups

Ramah Taskforce List:

RomanLegion S&C

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

17

GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
GHULAM (NCO) Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 16)
MUKHTAR (Multispectral Visor L2) Red Fury, 2 Nanopulsers / Pistol, Knife. (1 | 37)
WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
2 SWC | 120 Points

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Tunguska List:

Gel Wk2 S&C

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

5

HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
HECKLER Boarding Shotgun, E/Marat / Pistol, Knife. (0 | 19)
2 SWC | 120 Points

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This week our table was based off of something like Moon Base Alpha, we had large purple stones in and around the deployment zones, and a small corridor module in the middle.

Deployment:

The first thing I deployed was my Spektr in hidden deploy on top of the Moon base. I had my Interventor on the left side behind the rocks. My Hollowman and Securitate were on the right side. And I held the Heckler as my reserver and put it near some boxes by the crate.

RomanLegion had his Ghulams lined up behind the rocks with the LGL and Doctor on the left side. There was a Warcor out for ARO on his right. The Mukhtar was a reserve and was placed in cover by some crates near the Moonbase.

Top of 1: Jhokalups Tunguska

To start things off I have my Hollowman walk forward to the Moonbase, before jumping on top of it. He walks over to a spot and puts four shots into a Ghulam, putting him down. The Warcor successfully flash-pulses the Hollowman and he gets stunned. So I reveal my TO marker and then use a command token to get some distance forward with the Hollowman, Heckler, Securitate and Interventor. The heckler gets revealed on the way. So I pass turn.

Bottom of 1: RomanLegion Ramah

The first thing that happens is the NCO goes out to shoot a smoke grenade. After much discussion it is determined that if the smoke hits the edge of a building it will not go over the lip, and if the Mukhtar climbs to the roof it will be visible. So the smoke goes down by the Mukhtar instead and the Mukhtar walks out to see the TO marker. Another order is a discover shoot, so I try and have the Spektr dodge. I fail the Dodge but pass armor so I fail guts to safety. The Mukhtar then advances and guns down my Heckler. Out of orders the turn gets passed. I have control of two zones to his one. So I score first turn.

Score at End of 1: 1 – 0 Tunguska Favor

Top of 2: Jhokalups Tunguska

There are a lot of things in places I don’t like. So I have my Hollowman go around to try and deal with them. A few chain colts from the roof puts the Mukhtar into No Wound Incapacitation. I am unable to finish off the Mukhtar and cannot take down the Ghulam Doc. Out of Orders I pass turn.

Bottom of 2: RomanLegion Ramah

First smoke goes down to cover the Mukhtar’s advance. The Mukhtar then circles around some crates in smoke to shoot at my Hollowman, I attempt to chain colt but am just out of range. The Hollowman takes a hit, saves armor and I try to fail guts prone, forcing the Mukhtar to move out. The Mukhtar does and puts my Hollowman into unconscious 2, and the Ghulam Doc comes around to Coup de Gras the Hollowman. A couple spec fires take down my Securitate LT. The last order puts the Mukhtar into suppressive fire. Having two zones to my one, RomanLegion scores.

Score at End of 2: 4 – 1 Ramah Favor

Top of 3: Jhokalups Tunguska

I am in loss of LT and have only two orders to have the Spektr do things. I spend one to have it walk up and split burst at the Mukhtar and the Ghulam NCO. After the roll, I thought I would need a 3 to Crit the Mukhtar, roll a three, then recheck the math. It’s only a normal hit, so the Spektr will take two saves. The other two shots put the Ghulam NCO unconscious. My Spektr goes down. I have the Interventor killer hacker run up towards the console, am out of orders and pass turn.

Bottom of 3: RomanLegion Ramah

The Ghulam doc picks up the NCO who spec fires a couple times at the Interventor before ending turn. Occupying two zones to my one, the game ends in:

Final Score: 8 – 1 Ramah Total Victory

Lessons Learned:

I was a bit bad brained for this game. It’s not an excuse for the loss, RoamnLegion beat me hands down. I do think that my mental and physical fatigue affected some of my decisions. I never looked at the actual zones and where the break lines were. So instead of using the Securitate and Interventor to hold my back two zones with the Hollowman up front. I wouldn’t have felt the need to reveal my Spektr so early, and wouldn’t have moved my Heckler. When I had the Hollowman super jump to take out the first Ghulam, I committed to my attack before we realized the Warcor could have flashed pulsed. I elected not to change my choice or the result of the dice we rolled. Which led to the Hollowman be stunned in a situation that would have been beneficial to not be. Had I split the burst I would have had a chance of taking out the Warcor, and a better chance of not being stunned. Having the Hollowman not stunned and able to crawl up to chain colt the Mukhtar could have made a huge difference in the game.

For my Spektr, I definitely revealed too early, and then the only model it could see was the Mukhtar with MSV2 which negates what the Spektr brings. I wish I had paid more attention to zones and kept the Spektr for turn two or three.

Until next time.

 

Jhokalups – Field Operation Action Report – 27

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

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

Wip Roll
Foreign Company – 2
Neoterran Capitaline Army – 3

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

Neoterran Capitaline Army List:

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

Foreign Company List:

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

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

Deployment:

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

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

Top of 1: Xammy NCA

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

Bottom of 1: Jhokalups ForCo

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

Score at End of 1: 1 – 0 NCA Favor

Top of 2: Xammy NCA

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

Bottom of 2: Jhokalups ForCo

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

Score at End of 2: 3 – 0 NCA Favor

Top of 3: Xammy NCA

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

Final Score: 9 – 0 NCA Total Victory

Lessons Learned:

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

Until next time.

Jhokalups – Field Operation Action Report – 26

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

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

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

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

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

Shasvastii Expeditionary Force List:

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

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

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

Deployment:

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

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

Top of 1: ZeroTen Shasvastii

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

Bottom of 1: Jhokalups StarCo

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

Top of 2: ZeroTen Shasvastii

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

Bottom of 2: Jhokalups StarCo

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

Top of 3: ZeroTen Shasvastii

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

Bottom of 3: Jhokalups StarCo

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

Final Score: 7 – 0 StarCo Total Victory

Lessons Learned:

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

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

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

Wip Roll
StarCo – 17
Varuna Immediate Reaction Division – 6

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

Varuna Immediate Reaction Division List:

 VIRD – Killer Bee Assault
──────────────────────────────────────────────────
GROUP 1  1
 CROC MAN (Forward Observer, Deployable Repeater) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
 ZULU-COBRA Hacker (Killer Hacking Device) Breaker Combi Rifle / Pistol, Knife. (0 | 28)
 ZULU-COBRA Spitfire / Pistol, Knife. (1.5 | 28)
 KAMAU (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 32)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
 FUSILIER (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
 FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ECHO-BRAVO Paramedic (MediKit) Combi Rifle + Light Shotgun, WildParrot / Pistol, Knife. (0.5 | 27)
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
GROUP 2  3
 ECHO-BRAVO Red Fury / Pistol, Knife. (1 | 25)
 ZULU-COBRA (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
 TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5)
 FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
 FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
 HELOT MILITIAMAN Shock Marksman Rifle / Pistol, Knife. (0 | 13)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
6 SWC | 299 Points

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

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

Deployment:

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

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

Top of 1: Xammy VIRD

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

Bottom of 1: Jhokalups StarCo

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

Top of 2: Xammy VIRD

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

Bottom of 2: Jhokalups StarCo

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

Top of 3: Xammy VIRD

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

Bottom of 3: Jhokalups StarCo

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

Final Score: 9 -1 Varuna Total Victory

Lessons Learned:

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

Final Thoughts:

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

Until next time.

Jhokalups – Field Operation Action Report – 25

Jhokalups – Field Operation Action Report – 25

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

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

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

HVT: Identity Check
HVT: Espionage
HVT: Retro Engineering

Extreme Prejudice

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

Wip Roll

StarCo – 19
Yu Jing – 2

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

Yu Jing List:

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

StarCo List:

 RCR List 2
──────────────────────────────────────────────────
GROUP 1  2
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
GROUP 2  1
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
5 SWC | 298 Points

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

Deployment:

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

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

Top of 1: Avanst Yu Jing

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

Bottom of 1: Jhokalups StarCo

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

Score at End of 1: 0 – 0

Top of 2: Avanst Yu Jing

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

Bottom of 2: Jhokalups StarCo

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

Score at End of 2: 5 – 2

Top of 3: Avanst Yu Jing

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

Bottom of 3: Jhokalups StarCo

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

Final Score: 9 – 2 Yu Jing Victory

Lessons Learned:

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

Game 2 – Twinmasks
StarCo vs Yu Jing
Power Pack

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

Wip Roll

StarCo 7
Yu Jing 13

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

Yu Jing List:

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

StarCo List:

 RCR List 2
──────────────────────────────────────────────────
GROUP 1  2
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
GROUP 2  1
 HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
5 SWC | 298 Points

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

Deployment:

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

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

Top of 1: Twinmasks Yu Jing

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

Bottom of 1: Jhokalups StarCo

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

Top of 2: Twinmasks Yu Jing

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

Bottom of 2: Jhokalups StarCo

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

Top of 3: Twinmasks Yu Jing

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

Bottom of 3: Jhokalups StarCo

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

Final Score: 5 – 0 Yu Jing Victory

Lessons Learned:

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

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

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

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

Wip Roll

StarCo – 12
Tohaa – 7

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

Tohaa List:

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

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

 

StarCo List:

 RCR List 1
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

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

Deployment:

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

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

Top of 1: Pseudonymmster Tohaa

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

Bottom of 1: Jhokalups StarCo

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

Score at End of 1: 2 – 3 Tohaa Favor

Top of 2: Pseudonymmster Tohaa

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

Bottom of 2: Jhokalups StarCo

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

Score at End of 2: 4 – 3 StarCo Favor

Top of 3: Pseudonymmster Tohaa

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

Bottom of 3: Jhokalups StarCo

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

Final Score: 7 – 6 StarCo Minor Victory

Lessons Learned:

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

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

Jhokalups – Field Operation Action Report – 23

Jhokalups – Field Operation Action Report – 23

StarCo vs Spiral Corps

300/ITS X – Unmasking

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

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

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

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

Spiral Corps List:

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

StarCo List:

 Frostbyte Ohh Ha Ha
──────────────────────────────────────────────────
GROUP 1  1
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 ZONDBOT Electric Pulse. (0 | 3)
GROUP 2  1
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
6 SWC | 300 Points

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

Deployment:

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

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

Top of 1: Spiral Corps

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

Bottom of 1: StarCo

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

Score at End of 1: 0 – 0

Top of 2: Spiral Corps

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

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

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

Final Score: 2 – 6 StarCo Victory

Lessons Learned:

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

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

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

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

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

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

Until next time.

-Jhokalups

Jhokalups – Field Operation Action Report – 21

Jhokalups – Field Operation Action Report – 21

StarCo vs Caledonian Highlander Army

300/ITS X – Transmission Matrix – Red Deck

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

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

Wip Roll

StarCo 13
Caledonian Highlander Army 11

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

Caledonian Highlander Army List:

 LnS

──────────────────────────────────────────────────
GROUP 1  9  1  
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 SCOT (2nd Battalion) (CH: Camouflage) AP Marksman Rifle / Pistol, Knife. (0 | 27)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27)
 112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)

GROUP 2  1  8  8
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 32)
 WALLACE Lieutenant Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW. (0 | 35)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)

5 SWC | 299 Points
Open in Infinity Army

StarCo List:

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

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

Deployment:

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

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

Top of 1: StarCo

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

Bottom of 1: CHA

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

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

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

Score at End of 1: 2 – 0 CHA Favor

Top of 2: StarCo

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

Bottom of 2: CHA

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

Controlling three zones again Sprocket scores another 2 points.

Score at End of 2: 4 – 0 CHA Favor

Top of 3: StarCo

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

Bottom of 3: CHA

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

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

Final Score: 6 – 0 CHA Major Victory

Lessons Learned:

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

  1. Dominate the closest two Transmission Areas +1 Point / Turn
  2. Dominate Middle or Far Transmission Areas: +2 point / Turn
  3. Hunt Designated Target: +1 Point
    1. With Data Tracker: +2 Additional Points

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

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

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

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

Alright, until next time.

-Jhokalups