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

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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

Jhokalups – Field Operation Action Report – 20

Jhokalups – Field Operation Action Report – 20

StarCo vs Caledonian Highlander Army

300 / ITS X – Looting and Sabotaging – Red Deck

Our Warcor suggested Looting and Sabotaging for everyone to play this week. I decided to go back to StarCo for a bit. My opponent, Sprocketgx, brought CHA again, probably for all that sweet sweet melee. Goals for tonight are get Spector and some others into melee to cut stuff up, damaging the AC2 and trying to keep mine from being trashed.

Wip Roll

StarCo 11
Caledonian Highlander Army 15

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

Caledonian Highlander Army List:

 L&S CHA
──────────────────────────────────────────────────
GROUP 1  4
 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)
 112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 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)
 SCOT (2nd Battalion) (CH: Camouflage) AP Marksman Rifle / Pistol, Knife. (0 | 27)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
GROUP 2  10
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)
 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 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 Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 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 | 298 Points
(Author’s Note: The combat groups are almost certainly wrong, but that doesn’t affect the report all that much)

StarCo List:

 May the Force
──────────────────────────────────────────────────
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 Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
GROUP 2  2
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
4 SWC | 299 Points

Since both Sprocket and I arrived a but late the table was already set up, there were some high buildings on both sides, but one had two overwatch areas and the other had a sniper tower that had some large blocked area by a building in front of it. I had Sprocket take the sniper tower side, which may have been a mistake.

Deployment:

Sprocket had several fistfuls of guys to deploy. On the right Wallace was surrounded by a pack of Volunteers and a Highlander. The middle had a Volunteer Core with a Grey HMG, and a Highlander.The middle left had McMurrough, a Volunteer, and a Cateran up high. His left had the 112 and another Highlander. He had the two Scots guard on the left and right thirds. And Uxia infiltrated to the top of a building just outside of my deployment zone with Emily.

I had the Emily/Alguaciles link on my left side with Emily up top. I had the two Jaguars watching the AC2. A CSU and the Grrl haris was on a building on my right, with the Spitfire up to ARO. The other CSU and Irmandinho where in total cover on my right. My Bandit FO was incover around the middle of the table, and I countered Uxia with my Bandit KHD.

Top of 1: CHA

All of the Highlanders and McMurrough took their impetuous order for a move and smoke. The Spitefire Grrl was able to draw a line on McMurrough and won the face to face, preventing smoke, but McMurrough passed armor. Next the Grey HMG stuck his head out to put shots into the Riot Grrl, who elected to dodge. A crit later the Grrl has one wound, no others and fails guts prone. Uxia revealed to take some Assault Pistol shots at Emily, Emily and the Bandit respond by shooting back, winning the face to face, but Uxia passes armor. Next Uxia walks into base with Emily, The bandit and Emily shoot back and again Uxia lives. While in CC both Emily and the bandit attempt to dodge Uxia and Emily takes a wound, fails armor and goes down. Next Emily takes out the bandit KHD and one of the Alguaciles on the ground. In another face to face with a different alguacil Uxia finally goes down. The Volunteer/Grey link advances up to better cover the AC2 and McMurrough spends all the orders to create a smoke wall that lets him get to my AC2 uncontested and take it out in two swings. Ouch.

Bottom of 1: StarCo

Okay, I am admittedly in a really bad spot, it’s not irrecoverable, I can still take out Sprocket’s AC2 and then shoot for other scoring methods. What I want to do is coordinate some Jaguar Chain rifles with a CSU Light Shotgun to try and take out McMurrough. To start off I advance the Irmandino with his impetuous order towards McMurrough, what I didn’t realize with this was that McMurrough had his facing to be able to catch a sliver of the Irmandino. They have a face to face, pistol vs. smoke, because my plan for McMurrough doesn’t work if he got smoke off. McMurrough gets smoke off and I start looking for other things. I am looking for a spot to land Spector, I want him to use mines and his shotgun to get favorable face to faces as I wander around the backfield. There were two spots that I was looking at landing:

Each on opposite sides of the building. I would have prefered the one in back (dashed circle) since it was closer. I was unable to tell what the highlanders facing was, so I wasn’t sure if Spector walking in there would be in the front arc allowing for an ARO. I decided it wasn’t worth arguing over and landed at the solid circle. After going slightly around the corner and throwing out a dropbear, we noticed that there was a volunteer that could see Spector through a tiny sliver. Spector and the Volunteer shoot at each other a couple times, with the Volunteer scoring a crit and putting spector into No Wound Incap. Feeling a little frustrated I try for something desperate and stand up my Riot Grrl with the Blitzen and have her walk along the wall to put two shots into the AP HMG Grey, it shoots back and the Riot Grrl crits! Taking the Grey out of the link and essentially out of the game. With the link down to four Spector goes at the Volunteer again while backing back around the corner, both volunteers go down this time. I bring the Spitfire Grrl back up to try and pick at a few more volunteers, but can’t make the roles. With the last orders in group 2 I have my FO bandit walk his way into the building right by the enemy AC2 and pass turn.

Score at End of 1: 8 – 0 CHA Favor

Top of 2: CHA

With an abundance of Orders Sprocket has the practical run of the place. The Highlanders all take their impetuous orders, with the one by the dropbear mine successfully eating it and passing armor. The Spitfire Grrl puts one on my left into dogged. The others advance and smoke. McMurrough cancels his regular impetuous order, because that’s a thing he can do on his own now. McMurrough throughs some smoke to go try and take out a Jaguar, smoke goes off (normal roll) then McMurrough walks out of smoke and makes a face to face with the Alguacil LT, winning the roll for more smoke. McMurrough walks into base with my Jaguar and they start fighting. After several lucky and unlucky rolls my Jaguar puts a wound on McMurrough. Deciding to do something else the Cateran Multi Sniper reveals and takes a shot at the Spitfire Grrl, the Bandit gets a free shot with the Light Shotgun at the zero band (I need to remember it comes with an ADHL for time like this) and the Grrl dodges. The Cateran wins the Grrl dodges, and the bandit misses. Next a Scots guard walks around and takes out the bandit, then the Spitfire Grrl before going into suppressive fire.. The Highlander that was in dogged makes it to the Panoply and gets an Automedkit, then revives itself. A coordinated order brings the highlanders up to threaten everything and Sprocket passes turn.

Bottom of 2: StarCo

Well, I am down a lot of pieces, but I still have a chance to turn this around. The Irmandinho uses his impetuous order and comes out to fight a Highlander and a sniper. He dodges a chain rifle, but not the Sniper and goes off the table. I then have my unengaged Jaguar walk towards McMurrough, and gets a bunch of AROs, he throws smoke and is super happy, I then send him into McMurrough, two dice, double the odds. That Jaguar loses and goes dogged, I try a couple more times with that order pool, and we get a whole lot of ties on the rolls, *sigh*.

My other plan involves getting the Riot Grrl backup and reforming the link, this is where the extra walls on the roof they were on interfered with the plan. Avicenna was unable to get to the Grrl, could not bring her back. I may have also took some shots at some highlanders without Consequence. Out of orders I pass turn.

Score at End of 2: 9 – 0 CHA Favor

Top of 3: CHA

I point out to Sprocket that if he takes out the last Jaguar I have to way to even tie the game. McMurrough does and we call it there. With a dude near my HVT and his HVT way far from any of my guys this one was sealed up nicely.

Final Score: 10 – 0 CHA Major Victory

Lessons Learned:

After the game I realized I missed an opportunity use the new stealth FAQ to get a MA2 vs Change face on McMurrough. I might have even been able to do it twice. As I was writing this I found another opportunity missed to do the same thing. On my first turn when McMurrough was in smoke I could have done a coordinated order with the CSU and Jaguars to trigger a Change Face against the CSU and then use Martial Arts level 2 against McMurrough. Running the Numbers I would have had over a 75% chance to would McMurrough, and 32% chance of putting the Doggy into unconsciousness. Later on my second turn, when I walked my Jaguar in, I could have positioned the smoke a little differently and then do a coordinated order and have the CSU trigger an ARO off McMurrough before walking in and swinging. I should talk to my Warcors about this one, this has some, confusing interactions.

The other thing I could have done is more finely tuned list for Looting and Sabotaging, having for anti-material options and a Dchage backup was great. (Insert exaggerated author swearing here) I could have had my specialists pick up D-Charges from the Panoplies! There was still a chance! The Panoplies (while terrible to rely on) do allow for Specialists and lucky non-specialists to take out the AC2. This definitely affects list builds and prioritization.

Back to the original point. I set up my defensive net poorly, I could have done that better. While I love the Grrls, in this scenario I think the Grrl Core would do better as a set of Lunkholds, with Koalas and a profile with disposable glue guns would have allowed for a much better defensive net around the AC2. I would probably do something like this instead.

 Modified the Force
──────────────────────────────────────────────────
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 Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
 LUNOKHOD Heavy Shotgun, Akrylat-Kanone, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 24)
 HELLCAT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 28)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
GROUP 2  2
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 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)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 CSU Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 11)
3.5 SWC | 300 Points

I have much to think on and apply to my next game.

Thanks for reading.

Jhokalups – Operation Orders – 3

Jhokalups – Operation Orders – 3

Another month, and another new set of missions to look at. Our local tournament for the month of May is call May the Fourth Be WIth You, as the first Saturday falls on Star Wars Day. We have an interesting mission set with Power Pack, Transmission Matrix and Looting and Sabotaging; additionally since this is a prep event for Rose City Raid, we will use the Red Classified Deck. As per the style of these posts, I will look at these scenarios to come up with a priority checklist to help keep me on track when playing, and I will then use those checklists to come up with a list for each of the sectorials that I play; Bakunin, StarCo, and Foreign Company. As I start picking up more factions and sectorials, I may need to look at limiting the scope of the sectorials I use for the list tuning exercise. We will burn that bridge when we get there, for this let’s dive in.

Power Pack

  • Activated Same Amount of antennas at End of Game : 2 points
  • Activate More antennas at end of game : 4 points
  • Control the enemy console at end of game : 2 points
  • Place the Multiscanner on the Saturation Zone : 2 points
  • Prevent Enemy from Controlling your Console : 1 point
  • Classified : 1
  • Failure to place the Multiscanner : -1 point

Additional Rules

  • ITS Retreat
  • Overload Prevention – A player can only have two active antennas
  • There is a 16” saturation zone across the middle of the board
  • Chain of Command Bonus to Xenotech
  • Chain of Command Bonus to Activate Antenna

Full disclosure, for the above list I copied it from OO2. I was also tempted to copy my scenario analysis and checklist. I feel like doing so would do a disservice to myself and to the reader. As I play and improve I hope that new information can help to shape and improve these checklists. I still believe that the Xenotech should be one of the most important pieces of this scenario. One of the things that has me thinking a bit more about this scenario is WiseKensai’s reflection piece on Adepticon. In the first round he played power pack and in the post game analysis says this:

“…and encouraging [Roman Legion] to “waste” orders playing to the objective.

What do I mean by that? Well, I made it a very high activation energy prospect to get into my deployment zone and attack my order pool with all my mines, Koalas, and layered AROs–with screening elements to prevent the Kuang Shi from getting in there! This meant that the lowest energy thing was to run around in the midfield and push buttons, which on the surface is exactly what you’re supposed to do in Power Pack. However, if you’re going first you really have to defend the pushed buttons so I don’t just negate an order pool’s worth of effort by just flipping a button back to me, which is exactly what I did.” – WiseKensai www.mercrecon.net

I find this to be something to consider, being able to hold what you capture is very important if you are going first, second as well, but you will usually have the last a time turn to try and flip antennas.

Power Pack Checklist:

  1. Place Multiscanner in Saturation Zone: +2|-1 Points
  2. Capture 1 to 2 Antennas: +2|+4 Points / -0|-2 Points
  3. Hold Antennas: +2|+4 Points / -0|-2 Points

Once again, I have the Xenotech at the top of my checklist. In this mission the multiscanner is a personal three point delta (change/swing). As an order sink it is something that I should have a plan for. A plan that, when accomplished, my opponent cannot take away. The next ideas are more nebulous, capturing the antenna is simple enough, boop the button. The challenge comes in how to keep the buttons that I have booped, booped to me. If I have an aggressive plan to take them turn 1, I better have a really good idea on how to keep a hold of them for the next 4 or 5 active turns.

This checklist is different from the previous one. I have separated the capturing and holding into two separate items, and assigned a good chunk of priority to each. Last time the third goal was about the console. After reading through Adepticon reports and seeing the games played a but more, the console seems like a tertiary objective to turn a victory to a major. Or to try and force a tie is losing.

Transmission Matrix

  • Dominate the same number of Transmission Areas as Opponent: 1 point / Turn
  • Dominate more Transmission Areas than Opponent: 2 points / Turn
  • Kill Designated Target: 1 point
    • With Data Tracker: +2 points
  • Classified: 1 point
    • Globe: +1 point

Additional Rules

  • Standard Retreat
  • Transmission Areas are Repeaters – No Firewall

There are 5 available Transmission Areas on this mission. Two in my deployment zone, two in my opponents and one in the middle. A quick thought seems to indicate that this mission will be fought over the middle zone; since I can deploy dominating mine, and my opponent can do the same. So it becomes a fight about the middle zone, when not taking a target of opportunity in the far zones.

Transmission Matrix Checklist:

  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

Originally I had written more nebulous Checklist goals, like Dominate the Same Number, and Dominate More. Looking at it again I decided to go with the above list. If I have a solid idea of what I am trying to do, as opposed to generic goals, I will have an easier time breaking myself out of mental blocks. Personally I find “Dominate THIS Zone” to be more helpful mentally than “Dominate this MANY Zones”. One of the purposes of this exercise is to have definable goals to help keep me from spending a lot of orders on doing something foolish that does not help win the game.

 

Looting and Sabotaging

  • Protect your own AC2: 1 Point / STR remaining at EOG (3 max)
  • Damage the enemy AC2: 1 Point / STR lost at EOG (3 max)
    • Destroy the enemy AC2: +2 points
  • Acquire more “things” from Panoplies than adversary at EOG 1 Point
  • Classified: 1 Point

Additional Rules

  • ITS Retreat
  • Armored Fury – TAG fists are anti Material
  • CC Only – A model has to use CC to damage the AC2
  • AC2 is ARM 8 BTS 9 STR 3

I don’t know if it will affect the priorities of this checklist any, but the requirements to damage the AC2 with melee attacks only will present some list building challenges to many factions and sectorials. It also changes how the AC2 can be protected, since preventing melee is different than trying to screen something from ranged attacks. It is worth noting that the AC2 cannot be repaired by an Engineer, I cannot find a specific reference that would allow this. Therefor the only way to score points is by preventing the pieces with Anti-Material close combat weapons from getting to the AC2.

Looting and Sabotaging Checklist:

  1. Deliver my Pieces with Anti-Material CCWs to the Enemy AC2: 1, 2, 3, or 5 Points
  2. Hunt Enemy Pieces with Anti-Material CCWs: 1, 2, or 3 Points
  3. Develop Defensive Net around my AC2: 1, 2, or 3 Points

For Looting and Sabotaging I have structured my checklist differently than my original idea. Originally I was going to have something like “Damage the AC2” and “Protect my AC2”. Those kinds of goals seem to generic and not in alignment with something that could be “Checked Off” the list. By Structuring the goals as above, I have a specific priority to how I would like to spend my orders each round. With the knowledge that these goals can be shifted based off of board state.

List Discussion

From the above nine points there are some models that stand out as decent for all three scenarios, Camo Infiltrators with Anti-Material Weapons being an obvious standout. Camo is always a great choice for anything requiring dominating zones. Camo is almost another Wound on a model, it is a least another short skill before the model can be removed. The presence of Camo also makes people play more cagey, through the chances of mines or other unpleasantness.

Bakunin:

 M4th
──────────────────────────────────────────────────
GROUP 1  10
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 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 Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND CUSTODIER Hacker (Assault Hacking Device UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 KUSANAGI Spitfire / Pistol, Shock CCW. (2 | 43)
GROUP 2  1
 TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
5.5 SWC | 299 Points

For Bakunin, I knew I wanted some redundancy for Looting and Sabotaging, fortunately I have an abundance of nice resources for that; Bran, Morlocks, and Taskmasters all have double action. They also do nice things in situations where I need to dominate zones. Bran is a superb Camo Infiltrator; the Morlock is cheaper than dirt; and it can be really hard to dislodge from a place where it sets itself up. I also like the addition of Koalas for defensive missions. WIth koalas, mines, and the Heavy Rocket launcher, I can set up some nice “NO” zones. Kusanagi would also be a good data tracker. The moderator spec fire core can also be helpful from time to time.

StarCo:

 May the Force
──────────────────────────────────────────────────
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 Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 RIOT GRRL (Fireteam: Haris) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0.5 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
GROUP 2  2
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
 JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
4 SWC | 299 Points

StarCo is another faction that has an easier time dealing with Looting and Sabotaging. Bandits can make an AC2 go away very quickly. And Jaguars as backup provide some nice security. Emily is an excellent, if obvious, data tracker, her spec fire grenades can reach out and touch things. Spector is monstrous in Power Pack for the ability to walk onto the back edge of the opponent’s side of the board and then doing drop bear nonsense. The Riot Grrl haris also has some nice staying power in occupying zones.

ForCo:

 May4
──────────────────────────────────────────────────
GROUP 1  10
 VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Breaker Combi Rifle, Nanopulser / Pistol, Knife. (0 | 15)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
 SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
 HANNIBAL (Chain of Command, Strategic Deployment) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 37)
 BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
 AKAL COMMANDO Hacker (Assault Hacking Device) Combi Rifle / Pistol, E/M CCW. (0.5 | 28)
GROUP 2  1
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 BAKUNIN ÜBERFALLKOMMANDO . (0 | 24)
  CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CCW. (0 | 21)
  x3 PUPNIK DA CCW. (0 | 3)
 BRAWLER Engineer Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 20)
3 SWC | 300 Points

Foreign Company presents a difficult challenge for Looting and Sabotaging. There are only two models that can reliably damage the AC2, Valkyrie and a Pupnik from the Uberfallkommandos. I could also use D-Charges, but at disposable 3, I wouldn’t rely on it. Fortunately Valkyrie is a very durable model. The list brings both sources of smoke to help deliver Valkyrie up the board. The Akal is in the list for similar reasons as Spector in StarCo, to do rude things during Power Pack.

These three lists seem exciting and fun to try. I will probably use the StarCo list for the next local game night. Until next time!

Jhokalups – Field Operation Action Report – 19

Jhokalups – Field Operation Action Report – 19

Foreign Company vs Varuna

300 / ITS X – Power Pack – Red Deck

Back at game night playing against Xammy and his VIRD again. This week our Warcor, WiseKensai suggested that we all play the same scenario so that we can make comparisons about our experiences.

Wip Roll

Foreign Company 19

Varuna 13
Decision: Jhokalups
Deployment: Jhokalups
Initiative: Xammy
1st Turn: Xammy
1st Deploy: Xammy

Varuna 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

Foreign Company List:

 Power Pack
──────────────────────────────────────────────────
GROUP 1  10
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 BOLT Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 26)
 SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
 HANNIBAL (Chain of Command, Strategic Deployment) Boarding Shotgun, Nanopulser / Pistol, Knife. (0 | 37)
 CROC MAN MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 38)
GROUP 2  3
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
6 SWC | 300 Points

I recently got a box to carry the apartments in, which makes them easier to set up for game night. Bringing them in we set up the apartments with a main road running diagonally down the middle. There was an industrial construction and a small park in opposite corners, and some containers interrupting the middle fire lane. Looking at the sides there was one that let me set up with two sides up high. So I picked that one. After reviewing everything we got underway.

Deployment:

Xammy spent a long time thinking about his deployment. The apartment buildings present a deceptive challenge to deployment. The table looks more open than it is. And the places where it is really open are unexpected. Power Pack provides additional challenges by taking a large chunk out of the middle. Eventually Xammy put his Kamau Fusilier link into the large apartment on my right. Some Camo Markers on the Ground in and around the building. On top of that building there was a warcor looking at everything. A techbee was inside the building linked to the Xenotech. In the building on his right Xammy had a few more camo markers. A healot and two Zulu Cobras, the jammer and killer hacker. There was another Fusilier in the back on my right.

I set my Kriza up on the roof of the apartment on my left, linked to the Xenotech. I deployed my Securitate link in and around the same building, the Feuerbach on an awning to the right. I had my FO Zero in that same apartment prone and far forward on the first floor. My Zero KHD was on the middle floor of a central apartment with two of the antennas in it’s zone of control. I held Hannibal and the haris back with strategic deployment and distributed them on the construction platform on my right. I had the Fugazi further back on the same platform.

Top of 1: VIRD

At the start of this turn I removed two regular orders from the pool with the Xenotech. This proved advantageous as it was the group that had all of the AD units that I totally should have been expecting, but wasn’t. Starting things off the Tech Bee Moved the Xenotech towards the saturation zone. Then the Fusilier link started moving around. With one of the second orders the Multi-Sniper Kamau popped up to the roof on an elevator. The Hidden Deploy Crocman (As played by a Spektr) revealed to take a free shot at the Kamau, blowing it off the table. Next an Echo Bravo walks on behind my Crocman and takes it out. Xammy then reveals his own Crocman and takes the middle antenna. A Zulu-Cobra reveals itself and puts my Bolt ML and my Fugazi into unconsciousness. A second Echo Bravo walks on and sends a Wild Parrot into my link team. With not enough orders to set it off like he would like to (Rose City Raid Terrain Rules), the Echo Bravo sets up to watch the Antenna on my left. Without a lot else to do with the orders some camo shuffles around and Xammy passes turn.

Bottom of 1: ForCo

To start things off, I move my Zero FO into group 1 with a command token. I plan on using him to clear the Wild Parrot and free up the link team. This month is all about close combat, so I want to get Senor Massacre over to go whap some dudes. I start off moving a little and throwing some smoke to block the Echo Bravo. Then throw smoke to block the Zulu Cobra that took out my bolt. That done Senor Massacre walks across to be behind that zone. At this point I notice that I had left a small gap between a rock and my Eclipse zone, letting a Fusilier get an ARO on Senor Massacre. Senor Massacre loses the face to face, fails the armor roll and falls unconscious. Fortunately where he wound up is out of los of that pesky Fusilier, so I attempt regeneration, get the roll I wanted for Armor, and Senor Massacre dies. I switch sides and have the Zero FO go over to clear out the parrot, which I thought was a perimeter weapon, but was an E/M mine that walked. The Zero Fails to dodge, but makes it’s BTS then goes and drops a mine to look out at the Echo Bravo on my corner. I walk the link a little bit forward, but am unable to trigger the right ARO for the Echo Bravo. After walking my Kriza forward to have the Xenotech place the multiscanner and take out a Warcor, I pass turn.

Score at End of 1: 2 – 3 VIRD Favor

Top of 2: VIRD

On this turn, Xammy spent the Tech-Bee’s irregular to place the multi scanner. The Fusilier link did a couple spec fires, but where unable to eliminate Hannibal. They eventually maneuvered to get a FO into base with the antenna and activate it. A camo marker on my left side advanced over to the antenna on my left. It revealed and took out my FO Zero before basing the Antenna on my left. When Xammy was reminded that in Power Pack you could only ever have two of the antennas controlled, he elected not to have the Zulu Cobra Killer hacker take that antenna. The last few orders trying to jam my Kriza, who successfully avoided getting isolated. Putting a couple models into suppression, Xammy passes turn.

Bottom of 2: ForCo

So, I know that I have two Antenna that I want to secure. I would prefer the one on my left and the middle, since those are easier to protect. I activate the Securitate link, jumping the feuerbach down and advancing towards the Killer Hacker, hoping to take it out and flip the antenna. The First CSU that gets in range is jammed and out of the link. The next model I sent in was a CSU outside of jam range, who died to the Zulu Cobra, breaking the link. I refrormed the link and Tried to send the Feuerbach against that Zulu Cobra with a pistol. I lose the Feuerbach as well. At this point I am fairly discouraged. I have lost the majority of my link team to stupid mistakes and tunnel vision. I am tempted to call the game there. After taking a minute and looking at the board I notice that my Zero KHD could get normal rolls onto the two Zulu Cobras that I had crashed the link team into. I used that Zero to remove the Jammer. I try to have it take out the Zulu KHD as well but fail that one. I then use my LT order to set up to cover the rest of the board and remove some pesky Helots. I also have Hannibal stand up and take a shot at the Fusilier FO and Zulu Cobra on my right. I remove the Zulu Cobra but the fusilier remains.

Score at End of 2: 2 – 6 VIRD Favor

Top of 3: VIRD

I remind Xammy at the end of my turn or the start of his, that my CSU is isolated, not dead, which means it could get to the antenna and flip it to my side. So Xammy spends his turn trying to set up to make sure that doesn’t happen. A tech-bee dies trying to get into a spot to flash pulse things. Xammy’s croc man puts down more mines and tries to take out the Kriza, several times. The Zulu Cobra KHD attempts to walk around to get into the building and take out the very close CSU. But is blocked by another CSU. And an Echo Bravo goes in to base my console. Before the Fusilier goes into suppressive fire on the antenna on my right.

Bottom of 3: ForCo

Alright, it’s hero time! Not really, the Isolated CSU attempts to flip the antenna on my left, she gets to the antenna, but fails the WIP roll and dies. Next I try to have my Zero KHD get to the middle antenna. I use an elevator and walk. Then walk into base with the antenna and attempt to flip it while tanking a mine. The Zero KHD fails at both. Next I have the Kriza use his LT order to try and take out the Echo Bravo, but fail. It takes a regular. At this point I don’t have enough orders to successfully get to and flip any antennas that Xammy controls. I end my turn.

Final Score: 7 – 3 Varuna Minor Victory

Lessons Learned:

Before starting a turn, look at all the assets available. Had I remembered and used my killer Hacker to take out the Jammer Cobra before advancing my link, I could have easily used the link to secure my left antenna, and put considerable third turn pressure on Xammy to deal with a link team with three specialists. When we realized what happened, Xammy offered to let me roll back the turn and start over. I decided not to, because the harness of the lesson will better stick. The checklist was fine, but I didn’t fully assess where everything was before running team in to die.

I am glad that I lost this game. Had I managed the Hail Mary win I would not have learned as many lessons. And I certainly would not have deserved it. Going second on Power Pack is a very powerful choice. Having to defend the antennas through a turn where last ditch efforts can easily strip your lead away is difficult. I think Xammy played it fairly well. Though putting a mine on the other side of an awning instead of shooting at the Kriza would probably have fully stopped any chance of taking the middle objective. I guess the lesson here is that if you are going first you need to have a good coverage net of your two antennas that lets you ARO models further out than one short move into the antenna. Overall it was a good game and I look forward to playing Xammy again.

Jhokalups – Operation Orders – 2

Jhokalups – Operation Orders – 2
For Rose City Raid there are five difficult scenarios to cover with a pair of list; Frostbyte, Highly Classified, Transmission Matrix, Power Pack, and Unmasking. For a game night we decided to practice covering three of them; Frostbyte, Power Pack, and Unmasking. Over my last few games, I have realized that in Infinity, more than any other game I have played, playing to scenario is extremely important. For that, I changed the way I approach list building, or at least my strategy going into how I want the list to perform. In this I have talked about the method I will be using and how I settled on that method. Here I will apply that method to the three scenarios that we have selected for practice. And then I will create lists for each of my main factions (Bakunin, StarCo, ForCo) that are more tuned to accomplish the checklist.

Frostbyte:

  • Kill More Army Points : 3 points
  • Kill the enemy Data Tracker : 2 points
  • Secured the Exclusion Zone at End of Game : 3
  • Have 1 active heating unit : 1
  • Classified : 1
  • Special Considerations:
    • ITS Retreat Rules
    • Secure the Exclusion Zone means having the only DataTracker inside
    • Killer Cold – Non TAG/HI/DT units not in a zone with an active heater die at end of game.

One of the most obvious things about Frostbyte is that TAGs and Heavy Infantry will not die if they are in an unheated zone. That makes these models more appealing since you won’t have to worry about what zone they are in. When I was first reading through this scenario, I assumed that Securing the exclusion zone meant Dominating the exclusion zone, that is, having more points than my opponent in it. However, securing the exclusion zone means having my data tracker and not my opponents in the zone. This changes my prioritization of points, since the data trackers are related to 5 points of the mission.
Frostbyte Priority Checklist:

  1. Kill the Enemy Data Tracker : +2 Points / -3 Points
  2. Secure the Exclusion Zone with my Data Tracker : +3 Points / -2 Points
  3. Kill lots of Points : +3 Points / -3 Points

If I accomplish Checklist items 1 and 2, the worst outcome from the mission is a tie. If I can accomplish item 3 in addition then I win with a Major victory.

Power Pack:

  • Activated Same Amount of antennas at End of Game : 2 points
  • Activate More antennas at end of game : 4 points
  • Control the enemy console at end of game : 2 points
  • Place the Multiscanner on the Saturation Zone : 2 points
  • Prevent Enemy from Controlling your Console : 1 point
  • Classified : 1
  • Failure to place the Multiscanner : -1 point
    • ITS Retreat
    • Overload Prevention – A player can only have two active antennas
    • There is a 16” saturation zone across the middle of the board
    • Chain of Command Bonus to Xenotech
    • Chain of Command Bonus to Activate Antenna

From playing some other missions with the Xenotech, I can say that the multiscanner can have a big impact on the end of game. It provides 2 points if placed, and takes a point away if not. From the 10 points available that’s a 3 point swing just for me. In this scenario, if both players have activated 1 antenna, protected their console and one placed a multi scanner while the other didn’t; the score would be 2 to 5 to the player who placed the multiscanner. Other interesting point swings come in holding 2 of the 3 antennas.
Power Pack Checklist:

  1. Place the multiscanner : +2 points (-1 if not placed)
  2. Capture and Protect Antenna(s) : +2/+4 points
    1. Capture Second Antenna : +4 points
  3. Protect My Console : +1 points / -2 points

If I don’t have the multiscanner at the top of my checklist I will forget it. After that I should focus on antennas, I need at least 1, preferably 2. Doing those 2 things I can get 6 points, if my opponent accomplishes every other scoring option they will also get 6; so again, the worst case with the first 2 accomplished is a tie. If I accomplish all 3 it would be 7 to 4.

Unmasking:

  • Kill Designated Target: 3 points
  • Kill Target Decoy: 1 point
  • Kill Designated Target w/ Data Tracker: +2 points
  • Same Amount of Active Consoles: 1
  • More Active Console: 2
  • Your Designated Target not Killed: 1
  • Data Tracker not Killed: 1
    • ITS Retreat
    • Hacker Bonus for Consoles

Unmasking is one of my favorite missions, I love how different it is from other killy missions or zone control. The Subterfuge of the Designated Target and Target Decoys is great. Ok, this mission is fairly simple in terms of mental tasks.
Unmasking Checklist:

  1. Reveal the Designated Target: +1/+2 Points (Depending on Consoles)
  2. Kill Designated Target: +3 points / -1 points
    1. w/ Data Tracker: +2 points
  3. Maintain Console Control +2 points / -1 points

The simplicity of this checklist has complications on the table. Specifically you don’t know when you will pick the right target. And then you have to deliver a killer to the target, hopefully you have a piece properly positioned. In writing this, I can already see how I mis-spent orders on non-mission critical things the last time I played unmasking.

Foreign Company

 Frozone
──────────────────────────────────────────────────
GROUP 1  10
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 HANNIBAL (Chain of Command) MULTI Marksman Rifle, Nanopulser / Pistol, Knife. (0 | 39)
 SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)
 BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)
 VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
 SECURITATE Feuerbach / Pistol, Knife. (1 | 22)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
GROUP 2  3
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
4.5 SWC | 300 Points

StarCo

 FPU
──────────────────────────────────────────────────
GROUP 1  3
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 ALGUACIL MULTI Sniper Rifle / Pistol, Knife. (1.5 | 18)
 EMILY (Chain of Command) Combi Rifle + Light Grenade Launcher (Normal and E/M), Nanopulser / Assault Pistol, Knife. (0.5 | 35)
 HAWWA’ Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
 BANDIT Hacker (Killer Hacking Device) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 25)
 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)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
GROUP 2  1
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
5.5 SWC | 300 Points

Bakunin

 RCR Practice 1
──────────────────────────────────────────────────
GROUP 1  1
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 33)
 KUSANAGI Spitfire / Pistol, Shock CCW. (2 | 43)
 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 (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
GROUP 2  1
 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 Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (0 | 11)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
3 SWC | 300 Points

Part of my list considerations for all of these is who would be good data trackers. For Frostbyte I want a more survivable Data Tracker, like Senor Massacre or Kusanagi. For Unmasking I would want a mobile and strong killer, like Emily or Kusanagi. The Foreign Company and StarCo lists both bring models with Chain of Command for the Power Pack bonus. Unfortunately Chain of Command is an ability that doesn’t exist in Bakunin. For Bakunin and Star Co I tried to include models that could start or easily get deep into the opponent’s side of the field to make hunting key pieces easier. I think that any of these lists would do fine in an event consisting of Frostbyte, Power Pack and Unmasking.
Until next time, where I start to unpack our May the 4th Event.

Jhokalups – Field Operation Action Report – 18

Jhokalups – Field Operation Action Report – 18

Foreign Company vs Caledonian Highlander Army

300/ITS X – Frostbyte

Playing against Sprocketgx and his Highlanders again. Practicing for Rose City Raid, and testing out my checklist plan for Frostbyte.

Wip Roll

Foreign Company 7

Caledonian Highlander Army 14

Decision: Jhokalups

Deployment: Sprocketgx

Initiative: Jhokalups

1st Turn: Jhokalups

1st Deploy: Jhokalups

Caledonian Highlander Army List:

Heavy

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

GROUP 1 10

HIGHLANDER GREY AP HMG, Smoke Grenades / Pistol, CCW. (1.5 | 34)

HIGHLANDER GREY T2 Rifle, 2 Light Shotguns, Grenades, Smoke Grenades / Pistol, CCW. (0 | 33)

HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25)

HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25)

HIGHLANDER GREY T2 Boarding Shotgun, Grenades, Smoke Grenades, D-Charges / Pistol, CCW. (0 | 25)

CALEDONIAN MORMAER (Fireteam: Haris) AP HMG / Pistol, Knife. (2.5 | 43)

CALEDONIAN MORMAER (X Visor) T2 Rifle / Pistol, Knife. (0 | 33)

CALEDONIAN MORMAER (X Visor) T2 Rifle / Pistol, Knife. (0 | 33)

112 (Motorized) Light Shotgun / Pistol, CCW. (1 | 20)

DOZER Rifle, Akrylat-Kanone / Pistol, Knife. (0 | 14)

GROUP 2 1 1 1

VOLUNTEER Lieutenant Rifle / Pistol, Knife. (0 | 8)

HIGHLANDER Chain Rifle, Smoke Grenades / Pistol, AP CCW. (0 | 6)

5 SWC | 299 Points

Open in Infinity Army

Foreign Company List:

Frozone

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

GROUP 1 10

KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)

HANNIBAL (Chain of Command) MULTI Marksman Rifle, Nanopulser / Pistol, Knife. (0 | 39)

SEÑOR MASSACRE Boarding Shotgun, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0 | 26)

BOLT (Multispectral Visor L1) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 27)

VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)

SECURITATE Feuerbach / Pistol, Knife. (1 | 22)

SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)

CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)

GROUP 2 3

ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)

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

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

4.5 SWC | 300 Points

Open in Infinity Army

The board was a catwalk collection with a few high buildings that offered some nice sniper perches on either side. There was a long catwalk approach to the central building on either side where the central console was. Thanks to the Rose City Raid Terrain standards, this building could be shot into, and out of, but not through, so the approach to it wasn’t so bad. Sprocket got to choose sides and picked the side with two sniper nests and then had me deploy first.

Deployment:

Looking at my zone I knew I wanted the Kriza up in the sniper nest, but didn’t want to telegraph that, so I held the Kriza in reserve. I set up my Hannibal, Massacre, Bolt haris up on my left side, with Hannibal and Senor Massacre in total cover out of sight and the Bolt prone on the catwalk. My idea being that she would have decent board coverage there. My Securitate link was in the middle, split with a CSU and the feuerbach on the top and the other two CSUs and my other Securitate spread out on the ground, all prone. I had my FO zero in the deadzone on my left, within a Move-Move of the Console, and the Killer Hacker Zero in a similar spot on my right. The Fugazi was in the lower portion of the sniper nest on my right and Valkyrie was on the center right ready to mix it up if needed. With my reserve I stuck the Kriza prone up high.

Sprocket also brought a core and a haris to the party, and split them on either side of the building and split level on the catwalks. On my left was the Mormaer Haris with T2 X-visors up top ready to ARO. On my right he had the Grey Core with an AP HMG out to ARO. A volunteer took the high sniper nest on my left. Behind the nest were the 112 motorized medic and a dozer. A highlander was on my right. With that done we got to rolling dice.

Top of 1: ForCo

One of my CSU’s picked up an 8-4 move from Metachemistry, so I knew I wanted to use the core to activate some heaters on my first turn. Unfortunately the Mormaer’s had a good view of a CSU and Securitate. I had Senor Massacre through eclipse smoke blocking the line of fire between a bolt and one of the Mormaers. Then had the Bolt stand up and send several sets of DA shots into the first one before it went down. Another set of orders took out the other Mormaer. I had the Kriza pop up to try and fight the Grey Core. The only thing he succeeded in doing was having the Greys smoke themselves out of any more ARO’s. I had the Zero KHD walk up to the console on my right and attempted to turn on a heater. Unfortunately even with two tries he failed. The Securitate link advanced up and covered themselves to get a CSU into the central building. That CSU failed to activate a heater with two attempts. With that all done I passed turn.

Bottom of 1: CHA

To start things off the Highlander came up to have a party with the Zero KHD. The Zero lived through a chain rifle and placed a mine, stifling the Highlanders attempts. The Grey Team then started advancing up the catwalk, and after two orders took down the Zero KHD and the Fugazi. When the Greys got to the central building they started filtering models in 1 at a time. The first was a T2 boarding shotgun Grey. Of note was a CSU shooting a light shotgun at BS21 burst 2 against the Grey, and a Feuerbach also making some shots. Eventually the CSU went down breaking the link. But I was also able to take the Greys down to a 4 man link (after a reform). As other Greys came into the building Sprocket was also able to take out my Feuerbach. I believe the last Mormaer came out of hiding this turn and got into a gunfight with the Bolt Sniper, going down in the process. With that done Sprocket passed it back to me.

Top of 2: ForCo

Ok, based off of the list of things, my Data Tracker is safe, and I don’t have any easy access to Sprocket’s data tracker (the 112). The next step is to eliminate some army points. Imove the FO zero into the main group. And then I start spending orders with my Kriza, split bursting between the two Greys I can see. After a few attempts I get both to go down. I then have the FO zero go capture the Console on my left, turning on my deployment zone heater. Some coordinated orders with the CSU’s and the Zero get the CSU’s in place to cove the lower entryways to the central building and take out the Highlander on my right. I leave the Kriza up to ARO and pass turn.

Bottom of 2: CHA

Sprocket has a few orders and a lot to get done. Moving the AP HMG grey carefully through the building he fights with the Kriza in cover. The Kriza takes a wound and elects to go prone. The last order has a boarding shotgun fight with a CSU Zero and Securitate, and the Bolt. The T2 Grey takes out my CSU but dies in the process. Out of orders he passes turn.

Top of 3: ForCo

Alright, action time, I need to get Senor Massacre into the exclusion zone and a safe spot. I spend a few orders to spread out and advance the haris up. Masacre gets into the zone behind a 2” piece of cover. I have a CSU turn on the dead zone heater and stand back up the Kriza. That done I pass turn.

Bottom of 3: CHA

With only 4 orders left there is not a lot for Sprocket to do. He uses one order to put out smoke so that the 112 can get out from behind the building without eating a Bolt to the face. A few orders later the 112 is in base contact with a console, but fails to flip it. The volunteer uses its LT order to try and shoot Senor Massacre, who takes a wound and goes to No Wound Incapacitation. With done we end the game and the cold kills a few models. But both Data Trackers are hanging out in the exclusion zone.

In the end I have more army points alive and the only heaters, which makes it a:

Final Score: 4 – 0 Foreign Company Victory

Lessons Learned:

Going into this game I had the following checklist in mind.

Frostbyte Priority Checklist:

  1. Kill the Enemy Data Tracker : +2 Points / -3 Points

  2. Secure the Exclusion Zone with my Data Tracker : +3 Points / -2 Points

  3. Kill lots of Points : +3 Points / -3 Points

I feel like this was a good list to run down at the start of my turns and kept me focused on what I needed to do. In this game I felt incontrol almost the whole time. Even when I failed 4 WIP roles to activate consoles I wasn’t too concerned. Senor Massacre made a great Data Tracker, his ability to live through a bit more punishment than a typical 1 wound model really helped in that last hail mary order from Sprocket.

Sprocket was very aggressive on his turn, which put a few models into positions where I got favorable AROs against them. I think had he turtled up a bit more with the Greys and forced me to hunt his Data Tracker he would have been in a stronger position. He had 8 models that he didn’t need to move or activate a heater. If they had stayed in favorable ranges I would have had a much harder time dealing with them. Although, I think if he had turtle with the Greys, I probably would have tried to get the Securitate Feuerbach into a place to start taking shots at the 112. Overall a good game. I look forward to the next one.