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

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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 – 5

Jhokalups Frontline Operation Action Report 5

StarCo v Force de Réponse Rapide Merovingienne

150 Recon+ – Exfiltrate

This week I had the pleasure of facing off against our local Warcor, TheDiceAbide. Since I was so late to game night we decided for Recon+ instead of ITS practice. A roll on the Recon+ table selected Exfiltrate. Which I have been told it’s a combination of Unmasking and Rescue. With some new buildings I have been working on setup we rolled Wip.

Roll:

FRRM 6

StarCo 7

1st turn Nathan

1st deploy Nathan

Sides Adam

Called at the end of 1, RG Spitfire killed everything in active and ARO.

Final Score 2-0 StarCo Victory

Adam’s list:

 Recon+ FRRM
──────────────────────────────────────────────────
7  1

 MÉTRO Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 MÉTRO Rifle, Light Grenade Launcher / Pistol, Knife. (0.5 | 12)
 PARA-COMMANDO (Forward Observer) Rifle / Pistol, Knife. (0 | 21)
 BRIGADIER BRUANT Lieutenant Molotok, D-Charges / Pistol, Knife. (1 | 28)
 BRISCARD (Forward Observer) Marksman Rifle / Assault Pistol, Knife. (0 | 25)
 BRISCARD Paramedic (Medikit) Marksman Rifle / Assault Pistol, Knife. (0 | 26)
 BRISCARD Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 23)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 148 Points

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My List:

 For funsies
──────────────────────────────────────────────────

5  3  1
 ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
 EMILY Breaker Combi Rifle, Nanopulser / Assault Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 CSU (Specialist Operative) Rifle + Light Shotgun, Nanopulser / Pistol, Knife. (0 | 12)
 IRMANDINHO Chain Rifle, D-Charges, Smoke Grenades / Pistol, AP CCW. (0 | 8)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
3 SWC | 150 Points

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Deployment:

TheDiceAbide chose table sides. He told me his choice was motivated by not wanting to move his stuff to the other side of the table.

Deploying I hid my Riot Grrl Core with Emily behind a building on my right, the Alguacil LT joined them. My Irmandinho was on the left lying down behind some cover. The CSU was more central with the Warcor. I held my bandit in reserve. I put my civilians in places I felt would be easy to get them back to my side.

FRRM deployed his link centered around a little forest thing, except for the heavy rocket launcher, which was staring down the longest fire lane. His metros were hiding in cover and total cover. The last thing I saw deployed was a Warcor.

I deployed my Bandit reserve just outside the exclusion zone. The FRRM reserve was a camo marker (Bruant Lt) in the forest.

Top of 1 – StarCo

To start things off my Irmandinho used his impetuous order to start going through the building to my left. He we discussed how to rule the buildings and used a “not through two” rule for line of sight through the doors. Next up I had five orders to get stuff done with. I used one to bring the Em+RG link into the building on my right. Using interior features to cover their approach to the firelane door. After looking through some doors we agreed on the sequence of models that would get sight on the door corner. Then I used an order an carefully placed the Spitfire Riot Grrl to see the Briscard Medic and gun it down. Next the RG-Spitfire took down the warcor. I realized that the Metro was prone behind, and the next model to become visible was the Briscard Heavy Rocket Launcher. I remember my mistake from my first game, and decide to move Emily and the Specialist Riot Grrl back a bit before taking on the HRL. I then get a clever idea to try and use my CSU to tag the HRL from near a civilian to negate blast mode. Two orders (one of which was a converted irregular) and one bad estimation of distance later… and my CSU is a pile of ash. At this point I pass turn. Electing not to move the Bandit

Bottom of 1 – FRRM

Starting off with a diminished link and a loss of orders TDA elected to try and force some hard ARO choices. Using a coordinated order (breaking the link) he brought the Briscards, a metro and a camo marker up. I elect to shoot the Briscard, winning the face to face and knocking it out. Another coordinated order brings the HRL and camo marker up to shoot at my Riot Grrl. This time I shoot at the HRL, taking a standard roll from Bruant. The HRL goes down and the Riot Grrl Suffers a wound. TDA elects to drop the Para-Commando behind my link. It lands right in front of my Alguacil, who takes it down with his Combi Rifle. Bruant makes one more attempt at the Riot Grrl, and goes down in a hail of Bullets. The Metro makes a speculative fire with a Light Grenade Launcher, but it fails to place.

With the two weakest models of his list left, we decided to call the game at the end of his turn.

Swapping my classified for Secure the HVT gets me some points.

Final Score: 2 – 0 StarCo Victory

Lessons Learned:

  • I continue to struggle to get the bandit to do work for me. This game I didn’t spend a single order on it. I could have used it’s irregular to get closer to one of my Civilians.
  • I placed my civilians poorly for Exfiltrate. Looking at the deployment pictures. I should have put them all in a row in the building on my left. They would have been out of line of fire from the back field and I would have had easy access to get them out safely.
  • The Riot Grrl Spitfire is really strong in Recon+, in StarCo being able to form a 3 person core makes her truly dominating.
  • I killed my opponent too well. Between my turn and his I cleared all the meaningful pieces off the table. In a tournament setting this would have left me with one more turn to actually try and secure some objectives. Which is a little difficult with only 5 regular orders.
  • If a game is to be recorded for a tournament or league, you should play out the turns. Objective Points are important. More important than the body count that a Riot Grrl can rack up.

Jhokalups – Field Operation Action Report – 4

Jhokalups Field Operation Action Report 4:

StarCo v USArianda Ranger Force

300 ITS 10 : Supplies

This week our group elected to do some ITS 10 practice for the November event. It’s a limited insertion event, and my opponent this week was Sprocketgx and a pretty obnoxious USArianda Ranger list.

LI USA Rangers

 LI USA Rangers
──────────────────────────────────────────────────

9  1  1
 MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
 MARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28)
 MARAUDER (Multispectral Visor L1) Sniper / Heavy Pistol, Knife. (0.5 | 29)
 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
 MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
 ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 UNKNOWN RANGER (Specialist Operative) Molotok / Heavy Pistol, T2 CCW, Knife. (1.5 | 47)
 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
  K-9 ANTIPODE AP CCW. (7)
6 SWC | 300 Points

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StarCo LI Tin Var

 StarCo LI Tinbot Var
──────────────────────────────────────────────────

8  2
 MOBILE BRIGADA Lieutenant MULTI Rifle + Light Flamethrower / Pistol, Knife. (0 | 39)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
 SPECTOR (AD: Combat Jump) Boarding Shotgun, Nanopulser, Drop Bears / Pistol, E/M2 CC Weapon. (0 | 33)
 UHAHU Hacker (Hacking Device Plus. UPGRADE: Icebreaker) Pitcher, D-Charges / Assault Pistol, Knife. (0.5 | 25)
 HAWWA’ Hacker (Assault Hacking Device) Boarding Shotgun, D-Charges / Pistol, Knife. (0.5 | 26)
 BANDIT (Forward Observer) Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 23)
5 SWC | 300 Points

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WIP Roll Winner – StarCo

First Activation – StarCo

First Deploy – StarCo

For my deployment there was a little bit of hiccup. I tried putting the Doc+Grrls link out and ready to go to either my left objective or the center. I was advised this was a bad idea, so they lined up along a nice wall with the missle launcher (ML) profile sticking out. Tinbot Profile was the link leader. Uhahu sat prone on top of a wall to provide some white noise support. The brigada was hidden out of the way and my bandit camo marker was in cover near the left object. My reserve Hawwa hacker went to my right objective.

USARF had the Marauder link way up the field, forward deployment level 2 and a 12 inch deployment zone is scary. His two MSV profiles, the Sniper and heavy rocket launcher were set out to ARO. Blackjack tool a prime sniper spot on the opposite corner of the deployment zone. The devil dog hid behind the Blackjack’s building. Rosie got eyes on the right hand objective and the unknown ranger found an interesting building to look at.

Top of 1 – StarCo

I had a few goals this turn, I wanted to clear the overwatch snipers, take out what specialists I could and maybe snag some boxes. Project one was the Blackjack, I had my ML Grrl become the link leader, pop up and take two shots at the blackjack. One shit went through, and the blackjack took a wound and then went prone. Project two was the HRL Marauder and his Sniper buddy. I had the Grrls go again, using Spitfire as my link leader, she poked out just enough to get eyes on the HRL profile and took a shot, 5 successes, all canceled by the Marauder. The Grrl passed her armor check. I tried again, 4 successes this time, all canceled by the Marauder, this time the Grrl turns into an ash pile… I need to find a way to clear the sniper to have my bandit get her box… I decide instead to have Hawwa sneak around his tech coffin and take a shot at Rosie. It’s a nice shot, but rosie makes her saves and elects to keep eyes on the Hawwa.

My next thought was, ok Spector time, what can we have you do? I spent a lot of time looking at where to put him, eventually deciding on the back board edge of the USARF deployment zone. Uhahu hacked his deployment systems to help the landing and he stuck it. Spector then walked the narrow line to blast the Unknown Ranger off the table.

With that I passed turn.

Bottom of 1 – USARF

The USARF commander had a few goals this turn, tie up Spector and get the supply boxes. The devil dog won the smoke roll against Spector and basically nullified him. Rosie then gunned down my Hawwa. The link team moved up to attempt to grab the box, I had my bandit break cover and shoot at the sniper. The paramedic laid a flamethrower on the bandit. The sniper lived while my bandit went down in flames. Without any LOF the Marauder Paramedic snagged a supply box. Van Zant dropped in to try and get the drop on the riot Grrls, they survived the attempt. USARF passed turn.

At this point it was very late so we called the game. I turn into a pumpkin for three says if I stay out too late.

Based on having a box, more boxes, me having no boxes, and secure the HVT…

Final Score: 7 – 0 USARF Victory

Lessons Learned:

  • Sometimes dice just don’t go your way. I thought it was a good plan shooting at the HRL Marauder with my Spitfire, 5 dice needing 16s vs 2 needing 15s. The dice didn’t want it.
  • AD troops are hard to use. This was my first time trying Raoul Spector, it almost felt like he could do too much. And I felt I didn’t use him effectively.
  • I misused my Bandit and the Hawwa. I could have grabbed the boxes with them and used Uhahu’s white noise to cover their retreat.
  • I should trust my instincts, I had a choice of ARO against the paramedic or the Sniper. Had I hit the paramedic it could have broken the link and then deny specialists to USARF. With the unknown ranger down, taking out the paramedic would have left the USARF with Rosie as a specialist and no good way to open a box without taking fire.
  • I need to remember my link team bonuses, my Riot Grrl that dodged against Van Zant could have shot back at him thanks to Sixth Sense level 2. Two ML shots against Van Zant might have taken him out.
  • Medium infantry with FD level 1 are scary in limited insertion. USARF had a heavy rocket launcher 4 inches from the midline. And my plan for dealing with him was problematic.
  • Riot Grrls have stun grenades, I might have been able to Speculative fire one into the HRL.
  • The specialist Riot Grrl was carrying a blitzen. I don’t remember the exact distance they were apart, but the Blitzen into Blackjack would probably have been a similar modifier to the ML, and left the blackjack on a roof and not providing orders.
  • The bigger table is different from from the Recon+ table.