Jhokalups – Field Operation Action Report – 50

Jhokalups – Field Operation Action Report – 50
Jurisdictional Command of Tunguska vs O12
300/ITS 11 – Supplies

Our warcors took a poll one day at the game store, and discovered that of the 10 of us there, 8 were playing in Rose City Raid, and two were running it. So they decided that we should work on improving all of our playing. Last week in FOAR – 49, I played against my brother in a Tigerland event all about going fast. This week we were all about going fast again, but with an additional challenge of focusing on our priorities.

Additionally this month the Bromad Academy mission is all about focusing on missions, one way of doing this is by taking away all of the high burst guns. Feeling inclined to play into this, both Xammy and I had lists with no gun burst over 3 and focused on going fast!

Wip Roll
Jurisdictional Command of Tunguska – 12
O12 – 11

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

O12 List:

 O-12 Supplies
──────────────────────────────────────────────────
GROUP 1  7
 DELTA Doctor (MediKit) Boarding Shotgun / Pistol, Knife. (0 | 25)
 BETATROOPER Doctor (MediKit) Boarding Shotgun, 2 Nanopulser / Pistol, Knife. (0 | 37)
 DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
 RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
 GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)
 GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)
 ALPHA Lieutenant (Strategos L2) 2 Light Shotguns, 2 Nanopulsers / Pistol, DA CC Weapon. (0 | 26)

GROUP 2  6  1  2
 CYBERGHOSTS Hacker(Hacking Device Plus) Combi Rifle + Pitcher / Breaker Pistol, Electric Pulse. (0.5 | 26)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Light Shotgun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)
 RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)
 DELTA Doctor (MediKit) Boarding Shotgun / Pistol, Knife. (0 | 25)
 DAKINI Tacbot Paramedic (MediKit) Combi Rifle / Electric Pulse. (0 | 15)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
1.5 SWC | 300 Points
Jurisdictional Command of Tunguska List:
 Supplies?!
──────────────────────────────────────────────────
GROUP 1  7  1
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
GROUP 2  5  1  1
 ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31)
   ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 SPEKTR Hacker (Killer Hacking Device) Combi Rifle, Cybermines / Pistol, Knife. (0 | 34)
3 SWC | 300 Points

Our table was a bit more open that I am used to playing on. But, variation is good. We split of the space station terrain out to make it more of a construction in process type area. It felt pretty good in the end. After getting it all set up we rolled our dice and got under way.

Deployment:

I won the roll and wanted to go first, so Xammy had me deploy first. I put my HVT nestled into the station on my left. In my deployment zone I had my warcor covering where I would put my Zondnautica reserve. Along the back I had my Salyut EVO hacker, and Mary Problems. My right side had two Transductors and two Stemplars ready to rock out. In the back right I had my Interventor Lt. I had my two Hecklers stationed up in the middle and right side. And my Spektr was within a short walk of the middle container.

Xammy had a Dakini on the left, with a Beta to the right behind some boxes. The Warcor hid behind the station section that had a varangian inside, with a cyberghost hiding next to that same section. The other dakini was hiding by the big station section. There was another varangian and Alpha in the back right corner. The two Razors where on the midline, between the left side and left side container, and then between the left and center containers. They had their mines covering the left and middle containers. The two Gangbusters were between the middle and left containers, with all the glue traps set up to stop anything from getting in.

Top of 1: Jhokalups Tunguska

I announce my priorities this turn as: clearing out the glue traps, getting a box or two, and stopping Xammy at the midline. To start off, I cancel my Zondnautica impetuous order, having it run out and get glued isn’t the best plant. I then take a look and see that I could drop my Meteor Zond in and get a repeater on both of the Gangbusters and eat several of the glue traps. Unfortunately as I drop the Zond in, the Cyberghost uses Hack Transport Aircraft and gets a crit. So my Zond drifts and lands by the Zondnautica. I then spend a couple orders coordinating my Transductors and my Stemplars forward. On the first order I got one transductor caught in the glue. On the second my other transductor got caught while putting out a sniffer. I then proceed to try and coordinate hack the Gangbusters down, getting one, but forgetting about splitting burst during a coordinated order, so I only got one. On the second attempt I have Mary go it alone, only to die to the Red Rum of the Gangbuster, sad day.

At this point, based off of the mines and where my Zonds were running around, I have a pretty good idea where the Razors are. And with my Transductors eating all of the Madtraps, I see a nice Raoul shaped hole on my left side (Xammy’s right), right by the Alpha, who I suspect is Xammy’s lieutenant from him holding two Razors back. So, I walk Raoul on, and after getting no AROs, walk him over and knock the alpha out with the boarding shotgun. Pleased with where everything is at, I end my turn.

Bottom of 1: Xammy O12

Xammy starts his turn in loss of lieutenant, he cancels one varangian order, since he doens’t want it to just die to Raoul. The other varangian runs forward under smoke. After much debate, Xammy smokes the alpha and brings a Delta in to bring the Alpha back, before walking over to threaten Raoul. I believe that a Dakini walks up to take a shot at Raoul, and Raoul successfully lives and gets out of sight from the Dakini. Out of orders, Xammy ends his turn.

Top of 2: Jhokalups Tunguska

I once again cancel my Zondnautica’s impetuous order, not wanting to get in the hacker fight just yet. I have one of my Stemplar walk forward and Sensor, revealing both mines and almost catching the Razor’s. My other Stemplar then comes forward to start mine hunting, gets the mine but also shot by a Razor. The Razor unfortunately revealed in the line of sight of my Meteor Zond, so I have the Meteor Zond do a Triangulated fire and take out the Razor. I then have Raoul sneak around the backside, taking down the Delta, Alpha and a varangian on the way over to threaten the Cyberghost and the Gangbuster. Out of orders I end my turn.

Bottom of 2: Xammy O12

Xammy has his Dakini shoot at Rauol, and force him around a corner. Something else then shoots at Raoul and takes him out. A razor starts walking and reveals to take out my other Stemplar. The Dakini then successfully brings back a varangian with a thrown medpack. A delta Doctor walks in, and wanders around the corner to take out my Zondnautica, while itself going down in ARO. Out of orders, Xammy ends turn.

Top of 3: Jhokalups Tunguska

I need to get some boxes this turn. I have my Spektr reveal as a TO marker and suprise Red Rum the last Gangbuster off the table, before having it snag a box and running back around behind the station. I have the Meteor Zond go into the building and snag the box on my left side, before retreating back. I finally have my Warcor run forward, in the hopes of getting the revived varangian to come say hello and give me concilium watch. That done, I end my turn.

Bottom of 3: Xammy O12

Xammy needs me to drop my boxes and pick one up. To do that he has the Varangian charge forward and try to chain rifle my warcor and Meteor zond, who both survive the encounter. The Beta trooper then runs all the way across the field to try and get my Spektr. The beta takes a shot, misses and then gets isolated by the Interventor. With no orders left, Xammy has no hope of getting his paramedic to the last box, so he ends his turn.

With me having two boxes, to Xammy’s zero, and a concilium watch point, the game ends in a:

Final Score: 8 – 0 Tunguska Total Victory

Lessons Learned:

This game went extremely well for me. I feel like Xammy made some deployment mistakes with his Razors, that I was able to capitalize on to get Raoul into the back field and wreck some face. I got too enamored with a coordinated hack from my EVO hacker turn one. Mary on her own had a better chance of taking out the two Gangbusters, and Xammy could have easily put me into LOL if he had ARO’d differently. I think I messed up my transductors a little. If I had played more cagey with the one on my right, I could have gotten out two sniffers and gotten all the madtraps, instead of just the one. It would have been the same number of orders.

I was impressed with the Zondnautica’s impact on the game for a model I never spent an order on. I feel like Xammy spent a lot of resources and mental energy on dealing with my fast hacker-cycle. The hacking net I put up turn one also really limited where all of the O-12 bots could go. Which was nice.

I really didn’t feel like I missed any of my big guns for this mission. A kriza is always cool, but I got a bunch of work done with my Combi’s and boarding shotguns. The hacking game was also very in my favor this game. WIth 4 visible hackers and a HD killer hacker, if the Cyberghost, or either gangbuster had attempted to interact with the middle they would have gone down. I am interested to see what Xammy’s thoughts on this game are.

Until next time.

Jhokalups – Field Operation Action Report – 49

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

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

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

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

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

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

Shasvasti Expeditionary Force List:

 Combat Groups are wrong
──────────────────────────────────────────────────
GROUP 1  10
 GWAILO Lieutenant (Multispectral Visor L2) Heavy Rocket Launcher / Breaker Pistol, Knife. (2 | 43)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 MENTOR (EI Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 30)

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

 

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

Deployment:

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

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

Top of 1: DoodleKing SEF

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

Bottom of 1: Jhokalups Bakunin

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

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

Top of 2: DoodleKing SEF

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

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

Final Score: 5 – 0 Bakunin Total Victory

Lessons Learned:

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

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

Until next time.

Jhokalups – Field Operation Action Report – 46

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

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

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

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

Jurisdictional Command of Tunguska List:

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

GROUP 2  5  
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 SPECTOR FTO (Regular) MULTI Rifle, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 36)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
6 SWC | 300 Points
Jurisdictional Command of Bakunin List:
 Hipster Techvore
──────────────────────────────────────────────────
GROUP 1  6  1  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 KUSANAGI MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (0 | 44)
 ZOE & PI-WELL . (0 | 47)
   ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)
   PI-WELL Combi Rifle / Electric Pulse. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
GROUP 2  7  
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle + Light Grenade Launcher / Pistol, Electric Pulse. (0.5 | 13)
 MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
4 SWC | 300 Points

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

Deployment:

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

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

Top of 1: Jhokalups Bakunin

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

Bottom of 1: Seshia Tunguska

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

Top of 2: Jhokalups Bakunin

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

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

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

Final Score: 6 – 2 Tunguska Victory

Lessons Learned:

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

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

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

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

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

Until next time.

Jhokalups – Field Operation Action Report – 45

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

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

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

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

Steel Phalanx List:

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

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

[Pre-Deployment Statement]

Deployment:

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

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

Top of 1: Sprocket Steel

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

Bottom of 1: Jhokalups Bakunin

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

Top of 2: Sprocket Steel

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

Bottom of 2: Jhokalups Bakunin

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

Top of 3: Sprocket Steel

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

Bottom of 3: Jhokalups Bakunin

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

Final Score: 3 – 3 Tie

Lessons Learned:

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

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

Until next time.

Jhokalups – Field Operation Action Report – 44

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

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

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

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

Ikari Company List:

 Ikari Company

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

Open in Infinity Army

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

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

Deployment:

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

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

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

Top of 1: WiseKensai Ikari

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

Bottom of 1: Jhokalups Bakunin
Discard Inoculation
Draw Predator

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

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

Classifieds: Bakunin(1) Ikari(0)

Top of 2: WiseKensai Ikari
Discard None

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

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

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

Classifieds: Bakunin(2*) Ikari(1)

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

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

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

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

Final Score: 9 – 4 Ikari Total Victory

Lessons Learned:

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

Until next time.

Jhokalups – Field Operation Action Report – 43

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

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

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

Wip Roll

Jurisdictional Command of Bakunin – 10
USArianda Ranger Force – 11

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

USArianda Ranger Force List:

 Highly Suspect

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

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

Deployment:

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

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

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

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

Completed: HVT Designation

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

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

Completed: Predator

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

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

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

Completed: Net Undermine, Capture

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

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

Complete: Data Scan, Follow up

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

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

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

Completed: Rescue

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

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

Complete: Kidnapping

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

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

Final Score: 6 – 6 Draw

Lessons Learned:

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

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

Until next time.

Jhokalups – Field Operation Action Report – 41

Jhokalups – Field Operation Action Report – 41
Jurisdictional Command of Tunguska vs Shasvasti Expeditionary Force
300/ITS 11 – Countermeasures

After a long hiatus, I am back with another exciting report from the field! With the American Thanksgiving being this week and our normal game night being Thursday, my brother, DoodleKing, and I decided to get some gaming in early in the week. After eating a tasty dinner we set up the table and started to roll some dice.

Wip Roll
Jurisdictional Command of Tunguska – 17
Shasvasti Expeditionary Force – 1

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

Shasvasti Expeditionary Force List:

 Countermuse
──────────────────────────────────────────────────
GROUP 1  2
 GWAILO Lieutenant (Multispectral Visor L2) Heavy Rocket Launcher / Breaker Pistol, Knife. (2 | 43)
 MENTOR (EI Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 MED-TECH OBSIDON MEDCHANOID (Journalist L1) Submachine Gun, D-Charges / Pistol, Knife. (0 | 22)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 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)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CCW. (0 | 5)
GROUP 2  5
 NOX (Forward Observer) Combi Rifle, Zapper / Pistol, Knife. (0 | 15)
 NOX Hacker (EI Hacking Device) Submachine Gun, Zapper / Pistol, Knife. (0.5 | 17)
 NOX Combi Rifle, Zapper / Pistol, Knife. (0 | 14)
 T-DRONE FTO Missile Launcher, Flash Pulse / Electric Pulse. (1.5 | 19)
 NOX (Forward Observer) Combi Rifle, Zapper / Pistol, Knife. (0 | 15)
 
6 SWC | 300 Points
Jurisdictional Command of Tunguska List:
 Countermeasures v2
──────────────────────────────────────────────────
GROUP 1  1
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE HMG / Pistol, Knife. (1 | 21)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
GROUP 2  1
 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
 LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
 DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 
4 SWC | 299 Points

Open in Infinity Army

We played in what we had available, which was my dining room table, it was a little narrow but not too bad. We played on one of the prototype layouts I am working on for my apartment block table.

Playing Countermeasures our first three classifieds were Mapping, Test Run, and Nanoespionage. After picking sides we started to deploy our armies.

Deployment:

(Unfortunately being super rusty and tired, I neglected to take deployment pictures)

My brother had a Gwailos on the left side, on top of a building, looking down the big street. Next to it on the ground was one of the Ikadrons. Next up was a Caliban hidden by the bus stop and Semi. The Mentor was on the roof of the apartment, lying prone. In the same apartment, another Caliban hid near the back door on the ground level. On the building to the right, he had set up his Nox fire team. Near the apartment on my side, a Speculo Killer came in, but neglected to deploy it’s minelayer mine.

Going second, I set up a lot of my power focused on the left side, to counteract the Speculo Killer. I had my Securitate link team spread across the floors of a small apartment building. Nearby I had my Lunokhod on the ground nearby with the Koalas hidden in some second floor corners. I had my Daktari and Clockmaker near the center on the ground level, hiding behind some buildings. My Interventer was on the left side, hidden prone inside an open container. Finally I had my warcor standing up behind where my interventor was, ready to take some sweet pictures.

Top of 1: DoodleKing SEF
Disc: Nanoespionage
Draw: In Extremis Recovery

Disliking most of the objectives, DoodleKing elects to drop Nanoespionage, and draws In Extremis Recovery to replace it.
I then attempt to remove orders from the group with the Nox fireteam, and DoodleKing reveals that he has Counterintelligence and I only take one order, oh well.
He starts off by having a Taigah attempt to run across the big road down the middle, the poor creature gets pasted by my rooftop Feuerbach. Next the link team activates, only to have the Q-Drone get stunned while getting off the building from my Warcors flash pulse. After a couple more glamour shots the link team has all moved up. DoodleKing wants to start moving his Gwailo up, but realizes that the Securitate Feuerbach has slightly better odds than his Gwailo at that range. He instead opts to have the Speculo Killer walk around the side of a car to lay a smoke screen covering the street. This let’s the Gwailo come forward and through the building to behind the apartment building on my side, where he slips out a door and behind a container, staying just out of sight of the Warcor. Out of orders, DoodleKing ends his turn.

Bottom of 1: Jhokalups Tunguska
Disc: In Extremis Recovery
Draw: Extreme Prejudice

I choose to discard In Extremis Recovery and draw Extreme Prejudice as the replacement. After looking carefully at the situation in my opponent’s deployment zone, I decide to try landing my AD troops in the deployment zone and take out his troops from behind. I start with my Interventor using the lieutenant order to put up assisted landing. I then drop my Meteor Zond in on the building where the Gwailo was. The Meteor Zond completed mapping before blasting Doctor Worm off the table. I then creep the Zond forward and take out a Caliban.
Next I successfully drop Raul Spector in on the far side out of sight. I have Raul throw down a drop bear and then come around the corner to blast half the Nox link team. I catch two members of the team and with the shotgun and the mine. Spector takes a wound from a Crit, but both Nox and a Ikadron went down. After having Spector circle around the building the other way, I take out the last three members of the former link team. Spector then came down and completed a Coup de Gras against a downed Nox to finish Extreme Prejudice.
At this point we called the game, it was late, I had eliminated most of his options to complete classifieds, and was in a powerful position for my next turn.

With two classifieds completed to my opponents zero it was a:

Final Score: 6 – 0 Tunguska Total Victory

Lessons Learned:

For this game, I swapped around combat groups to try an even split instead of the 10-4 I had used previously. I absolutely loved the split group, I felt like I was able to use all my orders more effectively and that my group 2 was able to actually do things. One thing I noticed, is that I have to spend more time in list building thinking about how I want my turns to go. I am able to do more with each group, but the more moving pieces in one group they compete more for orders.
One thing that I noticed about this game was that my brother and I were brother and I were very rusty. We both made some silly mistakes, I was just able to better capitalize on my brothers mistakes better. One of the biggest things that decided this game was positioning mistakes. Between not covering for my aerial deploy, forgetting minelayer, and putting a boarding shotgun skirmisher on the roof, my brother has a lot of rust to shake of for proper positioning.

All in all, a fun relaxed game to ease back into playing.

Until next time.

Jhokalups – Field Operation Action Report – 40

Jhokalups – Field Operation Action Report – 40
Jurisdictional Command of Tunguska vs USArianda Ranger Force
300/ITS 11 – Countermeasures

This week I had a rematch with SprocketGX from last week! Instead of playing with Caladonians, Sprocket decided to bring the Ariadna Ranger Force. I haven’t tried Countermeasures and wanted to try out the new mission. After selecting our table and lists we rolled our WIP.

Wip Roll
Jurisdictional Command of Tunguska – 4
USArianda Ranger Force – 12

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

USArianda Ranger Force List:

 Countermeasures
──────────────────────────────────────────────────
GROUP 1  10
 DOZER Rifle, D-Charges / Pistol, Knife. (0 | 13)
 ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
 UNKNOWN RANGER (Specialist Operative) Mk12 / Heavy Pistol, T2 CCW, Knife. (0 | 45)
 MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 22)
 GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
 GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
 GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)
 GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
 MINUTEMAN Lieutenant AP HMG / Pistol, CCW. (1 | 34)
 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)

GROUP 2  5  1  1
 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
 112 Light Shotgun / Pistol, CCW. (0 | 12)
 GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 32)
   K-9 ANTIPODE AP CCW. (7)
4 SWC | 300 Points
Jurisdictional Command of Tunguska List:
 Countermeasures
──────────────────────────────────────────────────
GROUP 1  9  1
 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
 DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE HMG / Pistol, Knife. (1 | 21)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 GRENZER (Forward Observer, Sensor) Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 27)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
GROUP 2  3  1  
 LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 METEOR ZOND Combi Rifle / Electric Pulse. (1 | 21)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
4 SWC | 299 Points

 

Our table for the week was a cool one. There were three pretty big lanes down the middle that were broken up enough with some scatter to make them not just murder alleys. After reviewing my options, I chose the side on top of the below picture. I felt that having more options to deploy in elevated cover and total cover would be more advantageous than the single more elevated piece of terrain where the standard deployment zone didn’t quite touch the wall.

We revealed our first classifieds to be:

  • HVT: Identity Check
  • HVT: Inoculation
  • HVT: Retro Engineering

That done Sprocket started to deploy.

Deployment:

Deploying first Sprocket sets up his HVTs across the midline. After that, Sprocket starts placing the infiltrating grunts, and makes three of the four infiltration rolls. A dozer gets tucked into a nice spot on the left side. Covered by the failed Grunt. A Grunt Core covered the central high rock formation, with two snipers up top, the Minuteman Lt, a plain Grunt and the Medic where hiding below in the cave. Rosie, a Marauder and the Unknown Ranger were in a haris on the right side, hiding behind a small office portable. There was a 112 that was covering the right side. A Devil Dog and Antipode were the reserve model, and went in on the left side.

Sprocket made his 112 his data tracker.

My HVTs were deployed as mirrors of where Sprocket had his. I then set up carefully around the Grunt Infiltrators, I didn’t want anyone to easily be walked and flamed. I had the Clockmaker hiding on the opposite side of a Grunt. The puppet master was prone on the roof blocking the ladder. I had a Warcor standing on my middle roof, out of sight from one of the two snipers. The interventor and Securitate HMG were prone on that same roof on different corners. I had the Grenzer and Securitate Medic on the ground behind that building, making sure to keep the Grenzer out of sight from the Grunt Sniper and not able to be easily walked and flamed by a Grunt. My Securitate Feuerbach was on top of a nearby roof with Perseus hiding behind it. Mary and the Daktari hid behind a rock on my right. I bring in a Lunokhod and it’s Koalas to cover the middle building. I then make my Grenzer my data tracker.

Top of 1: SprocketGx USARF

Discard Identity Check, replaced by Sabotage

After Sabotage comes up we each pick our building. I then choose to dock orders from the group with the Devil Dog. Sprocket sends his Devil Dog team forward, I attempt to have the Warcor Flashpulse the Antipode, several times, but am unable to get it done. Once the Devil Dog makes it forward, Mary attempts to hit it with a zapper, and succeeds, with the Devil Dog choosing to take a wound. Both the Daktari and Mary survive the chain rifle, with the Daktari backing up. Unfortunately the Daktari backed up to be seen by the nearby grunt, who burns her down. The middle Grunt tries to get forward to take down my Grenzer. But doesn’t have the distance on the first order, as he walks in he gets taken out by the Koalas as he burns up my warcor.

Out of orders in group 2, Sprocket moves on to group 1. He starts by bringing his haris forward to take out the silo on my side, completing Sabotage. The haris then comes forward to try and take out my core. Unfortunately for the Unknown Ranger, the Grenzer doesn’t care about his cover nor mimetism (MSV1 is useful from time to time) and takes him down. The Marauder comes forward to try and burn out Perseus. Perseus takes down the Marauder at the cost of his ODD. Out of orders, Sprocket ends his turn.

Bottom of 1: Jhokalups Tunguska

Draw Telemetry to replace the completed classified.

Discard Inoculation, replaced by Capture.

I start off by using my Interventors lieutenant order to idle, Sprocket almost doesn’t have Rosie declare reset. I successfully manage to get Spotlight onto her, and complete Telemetry. I then have my Lunokhod come forward to take out Rosie. After that my Securitate link activates and the HMG takes out the Grunt on the roof to my right while exchanging fire with the sniper. I then take out the Grunt Sniper I can see with the HMG and proceed to use a good portion of the rest of my turn to kill off the Devil Dog and the other Grunt. I attempt to drop Spector in to take out the Dozer and get an easy capture, completely forgetting about the link team. Cursing myself I dodge Spector into cover and then end my turn.

Top of 2: SprocketGx USARF

Draw Experimental Drug to replace the completed classified.

Discard Capture, replaced by Nanoespionage.

Sprocket spends an order to have the Minuteman take out Spector. That link team then maneuvers to get the paramedic up top, while the Minuteman and my Feuerbach exchange shots. Shots keep bouncing off, and eventually the minuteman falls back into total cover. The paramedic then becomes the angel of mercy and takes out the unconscious grunt sniper. I believe that this turn in a final face to face, my Feuerbach takes out the Minuteman lieutenant. After walking the Foxtrot forward a bit, Sprocket ends his turn feeling a bit frustrated with how it went.

Bottom of 2: Jhokalups Tunguska

Discard Nanoespionage, replaced by Kidnapping

I move the Lunokhod and my undeployed meteor zond.use my lieutenant order to put up Assisted Landing. Then successfully drop my Meteor Zond in on the other side of the Foxtrot Camo Marker. I have the Meteor use sensor to reveal the Foxtrot. I then put Marksmanship up on the Zond and proceed to take out the Foxtrot. I then walk a little haris of Perseus, the Paramedic and the Grenzer forward to have the Grenzer fail once at synchronizing the middle HVT before successfully grabbing it to complete Kidnapping. Feeling satisfied I end my turn.

Top of 3: SprocketGx USARF

Draw Test Run to replace the completed classified.

Sprocket has one chance to tie up the game. He has a grunt jump up to fall unconscious. Then brings the 112 over to try and heal him up to complete Experimental Drug. Unfortunately it seems that all of Sprockets medical staff went to the PanOceania school of medicine, and once again acts as an angel of mercy, killing the Grunt. Without orders and without options, he ends his turn.

Bottom of 3: Jhokalups Tunguska

Having already completed more classifieds, and one with my data tracker, I end my turn. Which makes it a:

Final Score: 8 – 1 Tunguska Total Victory

Lessons Learned:

Grunts are hard to play around, I am glad I was deploying second so I could see where all the grunt infiltrators landed and respond accordingly. The Infiltrators did influence my deployment, and I can see how a player could use that influence to set up a strong first strike. One weakness I saw in this list is my deployment control. Only the Grenzer can deploy out of zone, and I only had one piece that brought passive area control (the Lunokhod). I feel fortunate that group two had most of the orders spent on the devil dog. The two grunts on the ground could have really messed up my link team if they had tried.

I am extremely disappointed in myself for the complete waste of Raul Spector. I completely spaced that there was a link team looking at right were I dropped him in. So Spector basically walked in and died. What is really disappointing is that if I had walked Spector in on the other side of the board, I could have taken out the Data Tracker, and then sliced through the fireteam from the other side. Lesson learned. Walk around to the other side of the board before doing any aerial deployment.

An interesting anecdote, I recently replaced my dice, which seems silly. The new dice seem to be much more fair, and as a result, my perceived amount of criticals has gone up from the last few games. I am interested to see if this is just confirmation bias or what. If I have another game with really hot dice. I may start recording the results of all my die rolls, just to see.

Until next time.

Jhokalups – Field Operation Action Report – 39

Jhokalups – Field Operation Action Report – 39
Jurisdictional Command of Tunguska vs Caladonian Highlander Army
300/ITS 11 – Firefight

After taking last week off to let some others get games in, I was ready to play again this week. My opponent for the night was Sprocketgx, whom I have played (and lost to) on many occasions. This would be our first game of CHA against Tunguska, and I was looking forward to it. By random draw, our mission for the week was Firefight. After getting the table set up and armies unpacked, we rolled WIP and got into it.

Wip Roll

Jurisdictional Command of Tunguska – 4
Caladonian Highlander Army – 5

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

Caladonian Highlander Army List:

 So Many Galwegians
──────────────────────────────────────────────────
GROUP 1  2
 112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)
 VOLUNTEER Rifle / Pistol, Knife. (0 | 8)
 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)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
 HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)
GROUP 2  7
 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)
 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)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 UXÍA McNEILL (Covert Action) (CH: Limited Camouflage, Superior Infiltration, Specialist Operative) Boarding Shotgun, D-Charges, Smoke Grenades / 2 Assault Pistols, AP CCW, Knife. (0 | 27)
5 SWC | 300 Points
Jurisdictional Command of Tunguska List:
 Firefight
──────────────────────────────────────────────────
1
 HOLLOW MEN Missile Launcher, Chain-colt / Breaker Pistol, Knife. (2 | 35)
 HOLLOW MEN Combi Rifle, Chain-colt / Breaker Pistol, Knife. (0 | 30)
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 HOLLOW MEN Combi Rifle, Chain-colt + 1 TinBot A (Deflector L1) / Breaker Pistol, Knife. (0 | 31)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 PERSEUS (Super-Jump) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 34)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 ZONDNAUT Spitfire / Pistol, Knife. (1 | 32)
  ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
5.5 SWC | 299 Points

 

Our table had a nice mix of natural features and buildings. I could see this being an industrial complex that is building up in a heavily forested area. The catwalk down the middle set up some nice line of sight breaks from the sniper levels and the ground. I chose the side with the taller buildings, since this was Firefight, I wanted my lieutenant to be as difficult to access as possible.

Deployment:

Sprocket brought 8 of the 45th Highlander Galwegians to the table, these were spaced fairly evenly across the front line. McMurrough, Wallace and a Volunteer link team supported his left side. He also had a Cataran Sniper covering that side as well. The right was more open and covered only by a Motorized 112. Across the middle was a Scots Guard, S.A.S. and Uxia from his right to left, each near one of the Panoplies.

I set my Hollow Men link on my left side, with a Combi and the Missile Launcher up high, and the Spitfire watching the forward approach down low. The Stempler and other Hollow Man Combi were tucked out of the way on my right. I had my Interventor LT hidden prone on top of the building on my right, being guarded by a Heckler Jammer. I had my Zondnautica deployed dismounted with the Zondmate forward on my right side, and then deployed Persues prone on the tall building. As we got started I declared Persues my data tracker. The Grey was the datatracker for SprocketGx.

Top of 1: Sprocketgx CHA

To start things off, the Highlanders all start running forward. Between my Missile Launcher Hollow Man, Spitfire, and the Stempler all take out a few of the Galwegians. Some are not available to shoot, one gets it’s smoke off and another goes dogged. After getting a smoke screen setup McMurrough comes over and snags a Multi Sniper Rifle out of the Panoplies.

After that he started to move his Volunteer link, unfortunately the Grey passed in front of my Hollow Man Spitfire and went down to a hail of bullets. After losing the Grey, a Galwegian in Dogged comes forward, pulls a motorcycle out of the Panoplies.

Before coming around the corner to take out my Zondnautica. A camo grey comes forward and does a wound to my missile launcher Hollow Man, before going down while trying the spitfire. That done he ends his turns and pulls of all the Dogged Galwegians off the table.

Bottom of 1: Jhokalups Tunguska

On this turn, I know I want to take out the 112 to keep the medic from getting up and maybe take out all the Volunteers. I start by having Perseus stand up and walk to the edge of the building. With no AROs declared he jumps off the back of the building, and spends a couple orders getting up next to a building where I can have him take a shot at one of the remaining Galwegians. The Galwegian successfully smokes and then I use that smoke screen to walk Raul Spector in. Spector walks over and shotguns down the 112 in the back before setting up a mine. Out of orders I end my turn.

Top of 2: Sprocketgx CHA

The last couple of the Galwegians come forward. Both coming after Perseus. The first one I dodge away from, I am concerned about the berserk after a chain rifles just taking out my Myrmidon. The other one Perseus is able to gun down. After a couple turns of dodging, the Galwegian on my left by Perseus gets hit with a Spitfire, before going down to Perseus’s blade. After losing his models on that side to Perseus, Sprocket starts sending some volunteers after Spector. He loses a couple, but is eventually able to take Spector down. An SAS comes forward and takes something out of the Panoplies. After that McMurrough comes up to Coup de Gras my Zondnautica and Zondbot. While doing that my heckler jams McMurrough successfully. As a final act, the Cataran reveals and takes a shot at my Hollow Man link leader. Unfortunately the Cataran gets Crit off the table.

Out of orders, Sprocket ends his turn.

Bottom of 2: Jhokalups Tunguska

With my Hollow Men more free to act, I spend some orders repositioning to take down the SAS, then kill the unconscious Scots Guard. I then spend a few orders exchanging fire with McMurrough before he falls prone. Out of options I end my turn.

Top of 3: Sprocketgx CHA

McMurrough being prone has to stand and walk towards the ladder with the Heckler up top. He goes down to a combination of Missile Launcher, Spitfire and Combi shots. Sprocket then forms a new core of Volunteers and Wallace and then advance up to open a Panoplie. Unfortunately Wallace is visible to the Missile Launcher and goes down, taking out Uxia as well. Out of orders and units, Sprocket ends turn.

Bottom of 3: Jhokalups Tunguska

Looking at the board, I have more specialist kills, lieutenant kills, have killed more army points and completed a classified and killed a data tracker. I end my turn without spending an order which makes it a:

Final Score: 8 – 2 Tunguska Total Victory

Lessons Learned:

This is a game that I felt like everything went my way. There were a couple of exchanges where the odds didn’t look great, but a lucky critical hit turned the game my way.

Perseus is definitely one of my favorite units in Tunguska. Lately he has been performing well above what I need him to do. In this game he took out two Galwegians, completed a classified and set up successfully for Spector to come in and tear up the back line. The real MVPs are the Hollow Men link team. Their AROs were wicked this game. They frustrated Sprocekt at every turn. I look forward to learning more about how Tunguska functions, I think I am starting to get a knack for it.

Until next time.

Jhokalups – Field Operation Action Report – 38

Jhokalups – Field Operation Action Report – 38

Jurisdictional Command of Bakunin vs Shasvasti Expeditionary Force

300/Asteroid Blues – Looting and Sabotaging

Once again we set up for our local game night. This week DoodleKing and I agreed to play Looting and Sabotaging from the Asteroid Blues phase 2 packet. After we arrived for the night and selected our table, rolled some WIP and got started.

Wip Roll
Jurisdictional Command of Bakunin – 11
Shasvasti Expeditionary Force – 2

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

Shasvasti Expeditionary Force List:

 DoodleKing L+S
──────────────────────────────────────────────────
GROUP 1  10
 MENTOR Lieutenant Shock Marksman Rifle / Pistol, Knife. (0 | 27)
 GWAILO (Multispectral Visor L2) Heavy Rocket Launcher / Breaker Pistol, Knife. (2 | 43)
 R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 NOX Combi Rifle, Zapper / Pistol, Knife. (0 | 14)
 NOX Hacker (EI Hacking Device) Submachine Gun, Zapper / Pistol, Knife. (0.5 | 17)
GROUP 2  2  2  2
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)
 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)
5.5 SWC | 299 Points

 

Jurisdictional Command of Bakunin List:
 L+S v2
──────────────────────────────────────────────────
GROUP 1  9  1  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 KUSANAGI Spitfire / Pistol, Shock CCW. (2 | 43)
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

GROUP 2  1  2  2
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
6 SWC | 300 Points

 

I’ve really enjoyed some of the terrain our store has for it’s games. The mix of rocks and catwalks gives a nice feel that this could be the inside of an asteroid. The three level set up we had provided some nice tactical layering to think about. Unfortunately I didn’t have any hollow men to make the most of mobility between levels. I chose to go first and was assigned the side at the bottom of this picture.

Deployment:

The first thing I did was over infiltrate Bran to threaten the AC2. My Reverend Haris was on the middle level with the Custodier prime behind cover. Kusanagi was set up to start attacking right away. My Morlocks were on the left right and middle. My zero minelayers were set up to cover the AC2 approach. The lunokhod was up high with the koalas covering the AC2 as well. My moderator was up on level 3 prone. Finally, my taskmaster was my reserve and covered my left flank.

DoodleKing set up his deployment to try and deal with a over-infiltrated camo marker. The Speculos set up nearby with their mines covering the AC2. The Gwailo set up on the second level centrally. On the left and right a Nox covered a Taigha. The R-Drone was far right on the second level, watching where Kusanagi would stand up. The Calibans were forward on the left and right. With a Shrouded further up on the right. The Ikadrons were right and central. With the central one looking towards my Bran in Camo. Finally the Mentor Lt and its ambush camo marker went on the central back.

Top of 1: Jhokalups Bakunin

To start this party off the Morlocks all run forward. I can then use their irregular orders to run them all forward again. Then I activate Kusanagi and the Haris to take out the R-Drone and the Ikadron up high. Next Kusanagi discovers and takes out one of the mines covering the AC2. I have my Taskmaster put his Koalas into Stand-by before walking around the corner to shoot the other Ikadron. I spend a couple orders on Bran to try and get him by the AC2, but I forgot about a mine and so he is forced to dodge. Out of orders I end my turn.

Bottom of 1: DoodleKing Shasvasti

The Taighas run forward and safely dodge the AROs. The Gwailo then peaks out to start taking shots at Kusanagi. After a couple shots Kusanagi goes down. Running the odds on this exchange, it looks like this was not a favorable exchange for the Gwailo. Fortunately for DoodleKing the Gwailo makes it out unscathed.

After taking down Kusanagi the Taigha on the right comes around and Chain Colts down Bran. Then the Gwailos takes a shot at the Lunokhod and destroys it, taking out two of my Koalas and the Reverend healer with it. That done, DoodleKing ends his turn.

Top of 2: Jhokalups Bakunin

With Plan “A” (Bran) out the window. We are on to Plans “B”, “C”, and “D” (the morlocks). In running my Morlocks up I took out the Taigha on my right and performed a coup de gras do get my classified done. I then pull something out of the panoply before hunkering down. I lose one morlock to a shooting fight as I try to walk it forward more to try and set up a smoke screen to cover getting to the AC2. My last Morlock baits out a shrouded before going down to that same shrouded. I bring up my task master, taking out the Nox trooper on my left, clearing a mine and refilling Koalas from the second Panoply. After moving him a bit more forward to bring the Koalas way up, I end my turn.

Bottom of 2: DoodleKing Shasvasti

The main focus of DoodleKing’s turn was on advancing up a Camo marker that turned out to be a Chain of Command Caliban. After making it all the way up to my AC2, avoiding mines and fire from my Zeros the Caliban finally goes down. The shrouded then completes it’s classified against my unconscious Morlock. The Mentor lt reveals itself to fire at the Taskmaster, does a wound but fails to kill. After all this he ends his turn.

Top of 3: Jhokalups Bakunin

I start by attempting to have the last Morlock make it forward to the AC2, but it goes down to a combination of a mine and shock marksman rifle. The shock was unfortunate as this Morlock rolled V: Dogged for its metachemistry. The Taskmaster didn’t have enough orders to make it to the AC2, so I had my Zero come out to surprise shot down the Mentor Lt.

Bottom of 3: DoodleKing Shasvasti

Here we had a bit rules fumble, one of the remaining Camo markers was a Caliban with Chain of Command, so we played this turn as loss of lieutenant. So, in loss of lieutenant DoodleKing didn’t have enough points to get to the AC2, so he focused on maximizing points. He managed to take out my Taskmaster before ending his turn. With both AC2s undamaged and a classified each it came down to who had more things from the panoplies. With the two things I got them I got that point, making it a:

Final Score: 5 – 4 Bakunin Minor Victory

Lessons Learned:

Like what the Warcors and some of the more experienced players say, a game of Infinity has four turns, with deployment being turn one. I definitely messed up portions of my deployment here and that influenced how close this game was. It has been a while since I have used Bran, and I forgot how reliably he can over infiltrate. Bran should have been my reserve piece as an extra punch, instead of having him down first and shaping all of DoodleKing’s deployment.

I got too caught up in protecting Bran’s approach that I didn’t leave enough orders to actually do anything with him. I could have kept Bran where he was and used those two orders to better develop my board position. I am unhappy with some of my late turn plays, I basically wasted orders not accomplishing anything, relying instead on all my first and second turn actions to win the game.

It was fun to come back to Bakunin for a game after so long on other factions. I think I will go back to Tunguska for a while longer. I need to figure out how to make them tick.

Until next time.