Jhokalups – Field Operation Action Report – 40

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

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

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

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

USArianda Ranger Force List:

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

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

 

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

We revealed our first classifieds to be:

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

That done Sprocket started to deploy.

Deployment:

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

Sprocket made his 112 his data tracker.

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

Top of 1: SprocketGx USARF

Discard Identity Check, replaced by Sabotage

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

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

Bottom of 1: Jhokalups Tunguska

Draw Telemetry to replace the completed classified.

Discard Inoculation, replaced by Capture.

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

Top of 2: SprocketGx USARF

Draw Experimental Drug to replace the completed classified.

Discard Capture, replaced by Nanoespionage.

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

Bottom of 2: Jhokalups Tunguska

Discard Nanoespionage, replaced by Kidnapping

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

Top of 3: SprocketGx USARF

Draw Test Run to replace the completed classified.

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

Bottom of 3: Jhokalups Tunguska

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

Final Score: 8 – 1 Tunguska Total Victory

Lessons Learned:

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

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

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

Until next time.

Jhokalups – Field Operation Action Report – 39

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

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

Wip Roll

Jurisdictional Command of Tunguska – 4
Caladonian Highlander Army – 5

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

Caladonian Highlander Army List:

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

 

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

Deployment:

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

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

Top of 1: Sprocketgx CHA

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

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

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

Bottom of 1: Jhokalups Tunguska

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

Top of 2: Sprocketgx CHA

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

Out of orders, Sprocket ends his turn.

Bottom of 2: Jhokalups Tunguska

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

Top of 3: Sprocketgx CHA

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

Bottom of 3: Jhokalups Tunguska

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

Final Score: 8 – 2 Tunguska Total Victory

Lessons Learned:

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

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

Until next time.

Jhokalups – Field Operation Action Report – 38

Jhokalups – Field Operation Action Report – 38

Jurisdictional Command of Bakunin vs Shasvasti Expeditionary Force

300/Asteroid Blues – Looting and Sabotaging

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

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

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

Shasvasti Expeditionary Force List:

 DoodleKing L+S
──────────────────────────────────────────────────
GROUP 1  10
 MENTOR Lieutenant Shock Marksman Rifle / Pistol, Knife. (0 | 27)
 GWAILO (Multispectral Visor L2) Heavy Rocket Launcher / Breaker Pistol, Knife. (2 | 43)
 R-DRONE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 SPECULO KILLER (Minelayer) Combi Rifle, Smoke Grenades, Antipersonnel Mines / Pistol, Monofilament CCW, Knife. (1.5 | 39)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, Knife, CC Weapon. (0 | 29)
 SHROUDED (Minelayer) Boarding Shotgun, Dazer / Pistol, Knife. (0 | 24)
 NOX Combi Rifle, Zapper / Pistol, Knife. (0 | 14)
 NOX Hacker (EI Hacking Device) Submachine Gun, Zapper / Pistol, Knife. (0.5 | 17)
GROUP 2  2  2  2
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
 IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
5.5 SWC | 299 Points

 

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

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

 

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

Deployment:

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

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

Top of 1: Jhokalups Bakunin

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

Bottom of 1: DoodleKing Shasvasti

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

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

Top of 2: Jhokalups Bakunin

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

Bottom of 2: DoodleKing Shasvasti

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

Top of 3: Jhokalups Bakunin

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

Bottom of 3: DoodleKing Shasvasti

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

Final Score: 5 – 4 Bakunin Minor Victory

Lessons Learned:

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

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

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

Until next time.

Jhokalups – Field Operation Action Report – 37

Jhokalups – Field Operation Action Report – 37
Jurisdictional Command of Tunguska vs Invincible Army
300/Asteroid Blues – Transmission Matrix

This week we tried another campaign night. Our local group has been all playing on the same scenario lately, so that we can all compare experiences and lessons when the game is over. We tried out the Asteroid Blues version of Transmission Matrix. This week I was paired up with RomanLegion who said “I want to play against someone with heavy hacking.” So that’s what we did. After we got our table set up we rolled our wip roll.

Wip Roll
Jurisdictional Command of Tunguska – 11
Invincible Army – 9

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

Invincible Army List:

 AB RomanLegion

──────────────────────────────────────────────────
10
 SON-BAE Yaókòng Missile Launcher / Electric Pulse. (1.5 | 17)
 HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25)
 ZÚYŎNG (Fireteam: Haris, Tactical Awareness) Combi Rifle + 1 TinBot B (Deflector L2) / 2 Breaker Pistols, Knife. (0.5 | 34)
 ZHĒNCHÁ Hacker (Assault Hacking Device) Boarding Shotgun / Pistol, Knife. (0.5 | 41)
 KOKRAM FTO (Fireteam: Duo) Feuerbach, Chain-colt, D-Charges / 2 Heavy Pistols, Knife. (2 | 48)
 HǍIDÀO Hacker (Killer Hacking Device) Boarding Shotgun / Breaker Pistol, Knife. (0 | 26)
 HAC TAO Hacker (Killer Hacking Device) MULTI Rifle, Nanopulser / Pistol, DA CCW. (0 | 67)
 ZHANSHI (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 12)
 ZHANSHI Lieutenant Combi Rifle / Pistol, Knife. (0 | 11)
 Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15)
 YÁOZĂO Electric Pulse. (0 | 3)
5.5 SWC | 299 Points
Jurisdictional Command of Tunguska List:

 AB Transmission
──────────────────────────────────────────────────
GROUP 1  10  1
 SECURITATE Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 15)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 GRENZER Combi Rifle + Light Flamethrower / Pistol, Breaker Pistol, Knife. (0 | 25)
 PERSEUS FTO (Fireteam: Haris) Breaker Combi Rifle, Nanopulser, Smoke Grenades / 2 Pistols, DA CC Weapon. (0 | 33)
 KRIZA BORAC Lieutenant HMG / Heavy Pistol, CC Weapon. (2 | 54)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 HECKLER Combi Rifle, Jammer, 1 FastPanda / Pistol, Knife. (0 | 23)
 ZONDNAUT Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 31)
   ZONDMATE Chain Rifle, Smoke Light Grenade Launcher / Electric Pulse. (5)
 INTERVENTOR Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)

GROUP 2  2  
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30)
3.5 SWC | 300 Points

Our table used some terrain that our locals, (TheDiceAbide and White_Lang) have designed and made. We played with the sections in a small donut configuration, with the antenna in the middle only accessible by two ladders and going over the roof. There were some nice rocks on both sides. I chose deployment and having RomanLegion deploy first so that I would likely be able to go second, which has some nice advantages on this scenario.

I chose the side that is at the bottom of the picture below. In hindsight, I think that I probably chose the wrong side.

Deployment:

A missle bot in a Zhanshi core was deployed on top of the donut, in the center. The rest of the fire team was to the left on the ground level. Further left was the Zhanshi Yisheng. There was a Zuyong haris with Krit and a Haido in the tunnels on the left. On the right the Yishen’s helper Yaozao was hanging with the Husong TR bot. A Hac-Tao was in hidden deploy on the far right. The Zencha was a reserve camo marker that was dropped into the central transmission matrix area. The designated target was on the left behind some purple rocks.

I set up my securitate link with Perseus and the Grenze on my left, guarding that Transmission area and the nearby Designated Target. I over infiltrated my Spektr to contest the far left Transmission Zone. I had Mary and the Interventor on my back edge and outside of the repeater network. My Heckler was inside the rings, ready to cover and approach. I had the Zondnautica and my Transductor Zond on the right side, behind the purple stones. Finally, I brought the Kriza in centrally, able to threaten some approaches from inside the ring.

Top of 1: RomanLegion IA

At the start of the game, I forgot to limit the use of Command Tokens on RomanLegion. I remembered after he talked about breaking Krit out of the link and then reforming it again. After breaking the Zuyong and Haidao out, the Haidao attempted a split Redrum at Mary and the Interventor. I responded with Lightning form Mary, Sucker Punch from the Interventor and Oblivion from the Zondnautica. The Haido makes it through all of these and takes out the Interventor. Another two orders and the Zondnautica and Mary go down to the Haido’s hacking. A TO marker reveals and slowly walks all the way across the map to be within a few inches of Persues. It reveals to be a Hac Tao and tries to take out my Persues, who successfully smokes. The Hac Tao then takes out my DT in close combat before reverting to a TO Camo marker. That done he passes the turn.

Bottom of 1: Jhokalups Tunguska

My first priority is to deal with the Hac Tao that is right by my link team. I spend a few orders to try and have the Grenzer discover, when that fails I have Perseus smoke out and attempt an intuitive attack on the Hac Tao. After the Hac Tao is revealed I walk Perseus in with the Grenzer moving nearby to attack with Martial Arts 3 against a change face, and take the Hac Tao off the table. After taking down the Hac Tao, I run my Transductor into the control zone on my right. I then use my remaining order to reveal my Spektr to surprise shot down the TR bot before ending my turn. WIth three zones to his two, I score this turn.

Score at the End of 1: 2 – 1 Tunguska Favor

Top of 2: RomanLegion IA

In order to deal with my Spektr, the Krit link team walks across the board. Krit on the rooftops and the others inside. On the way over Krit exchanges fire with Perseus. On their first exchange, Perseus deals a wound to Krit. After exchanging fire twice more, Krit manages to hit with both shots and Perseus goes down.

The odds seem to be in favor of Perseus winning that fight, alas, it was not meant to be. After taking out my myrmidon, the Haidao takes out my Spektr. Krit uses these orders to retreat down the side of the wall and pick up the TR bot. All done, RomanLegion passes his turn.

Bottom of 2: Jhokalups Tunguska

I start off with moving my Kriza over to a ladder, hoping to take out the missile bot and clear/capture the middle antenna. Unfortunately I fail a reset and BTS against the Zencha’s Oblivion. I then spend a few orders to bring my Grenzer, the Paramedic and another Securitate forward in another attempt to take out the missile bot, this goes awry and my Grenzer dies. Out of orders I end my turn. With three zones to my two, RomanLegion scores.

Score at the End of 2: 3 – 2 Invincible Army Favor

Top of 3: RomanLegion IA

The Haidao comes around and takes out my two forward securitate before Coup De Gras’ing my Spektr for the classified. With that done RomanLegion ended his turn.

Bottom of 3: Jhokalups Tunguska

I currently don’t have a lot of hope for the mission. Maybe if I get lucky I can take out the designated target and the Zencha with my Heckler. I spend orders to advance him forward and onto the roof, taking a shot at the Zencha, and losing my Heckler. With his classified done and another more zones scored, the final score is:

Final Score: 6 – 2 Invincible Army Minor Victory

Lessons Learned:

I think that this game was lost in deployment. The side I chose did not have any easy access to the roof. Additionally, I didn’t have a plan for the middle zone. It would have been better to put my Spektr in the middle zone, and focused on controlling that zone.

I am pleased with the usage I got out of Perseus. His ODD and fireteam link bonus can really push firefights in his favor. Even at bad ranes. Additionally, the mixed fire team and Stealth rules help Perseus push melee engagements into his favor as well. He is quickly becoming one of my favorite models.

Until next time.

Jhokalups – Field Operation Action Report – 10

Jhokalups – Field Operation Action Report – 10
Bakunin vs Caledonian Highlander Army (CHA)
300 / ITS X – Hunting Party
Finally able to play a game again, it feels like it has been too long. This last week I once again faced off against Sprocketgx, who has been one of my more challenging opponents. This week we tried hunting party, in preparation for an ITS in January. I was trying out Cassandra Kusanagi and Bran Do Castro for the first time. After getting our terrain on the table we rolled off.
Wip Roll
Bakunin – 6
CHA – 3
Decision: Bakunin
Deployment: CHA
Initiative: Bakunin
1st Turn: Bakunin
1st Deploy: Bakunin

Caledonian Highlander Army List:

 Jordan’s Hunting Party
──────────────────────────────────────────────────
GROUP 1  3
 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)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 S.A.S. (Forward Observer) Rifle / Pistol, AP CCW, Knife. (0 | 24)
 McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)
 SCOT (2nd Battalion) CH: Camouflage Missile Launcher / Assault Pistol, Knife. (1.5 | 31)
 SCOT (2nd Battalion) CH: Camouflage Molotok / Pistol, Knife. (1.5 | 30)
 CATERAN T2 Sniper Rifle / Pistol, AP CCW. (1 | 24)
GROUP 2  7
 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)
 VOLUNTEER HMG / Pistol, Knife. (0.5 | 19)
 VOLUNTEER Paramedic (Medikit) Rifle / Pistol, Knife. (0 | 10)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Chain Rifle, Light Shotgun / Pistol, Knife. (0 | 6)
 VOLUNTEER Rifle / Pistol, Knife. (0 | 8)
 VOLUNTEER (CH: Limited Camouflage, Inferior Infiltration) Light Shotgun, Light Grenade Launcher / Pistol, Knife. (1 | 13)
5.5 SWC | 300 Points
Bakunin Army List:
 KusaSmoke for ED
──────────────────────────────────────────────────
GROUP 1  10
 KUSANAGI Lieutenant MULTI Rifle + Light Flamethrower, E/M Grenades / Pistol, Shock CCW. (+1 | 44)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 33)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
 PROWLER Combi Rifle + Light Flamethrower, Adhesive Launcher / Pistol, CCW. (0 | 32)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
 ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 BRAN DO CASTRO (Specialist Operative) Combi Rifle + E/Mitter / Pistol, DA CCW. (0 | 37)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
GROUP 2  3
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
3 SWC | 300 Points

Winning the roll, I took a look at the table, and deciding that I liked both sides fairly evenly, that I would like to set the pace for the first engagement, and elected to go first.

Deployment:
Deploying this list was interesting, there are only seven models that are not in a marker state. I had my Reverend haris off on my right surrounding a nice sniper tower. The tower had my moderator lying prone, and I spread my Morlock off on my left flank, rolling Armor, Physique, and BTS with their meta chemistry. My prowlers went on either side of the board, towards the middle. The Zero hacker was in the middle near my HVT. The minelayer Zero placed it’s mine forward of itself in cover, whole being prone in cover further back. The FO Zero was up on a building near the antenna on my right. I held Bran in reserve, hoping to do some damage with him.

CHA Deployment.jpg
Sprocket brought a lot of Camo markers as well. Wallace was prone up on a roof. A volunteer link was off to the right on his side. The Inferior Infiltrating Volunteer failed it’s roll and walked on near the other volunteers. Uxia successfully deployed near my Reverend haris.

CHA Deployment

Top of 1: Bakunin
One of our Warcors has been writing about mental fatigue and how a checklist can help reduce mental strain and improve results, soto follow that theme I had the following list.

  1. Keep Kusanagi alive and un-hunted.
  2. Capture antennas and make it difficult for Sprocket to recapture.
  3. Use Bran to disrupt things in the back.

To start things off, the Morlocks went on a rampage, one advancing and throwing out a smoke cloud, then another double moved, I misjudged the distance and angles and that poor Morlock got plastered by a volunteer with a rifle. The final Morlock moved up just behind the others limp body. In retaliation I moved my left most Prowler forward along the crates, as it cleared them it was able to take a shot on the volunteers, taking the link down from 5 to 4. Another order takes down the infiltrating volunteer that wasn’t able to infiltrate. And then finally the Prowler circles around the boxes to lure out an SAS and then blasts it off the table.
The camo marker close to my Lieutenant was concerning. The healer volunteered to take care of the issue, wandering over to bait out ARO’s from the marker. The marker revealed itself to be Uxia, and after a few exchanges Uxia was unconscious. Next up my Zero FO camo marker crawled towards the antenna and dropped a mine marker (rules flub, cannot drop mines with a camo marker in the trigger area), then walked over to the antenna. An SAS revealed itself, tanked the mine and shots from the Zero. Another attempt by the Zero to deal with the SAS got the Zero frozen. Some orders got Kusanagi into cover, the healer covering a possible approach from McMurrough. Final orders re-camouflaged the Prowler and then a coordinated order moved my markers forward.

Bottom of 1: CHA
Sprocket had a bit of a puzzle on his hands. I have some camo markers up in aggressive spots and doing too much with the volunteer link would risk the wrath of Bran. To start off, the Highlanders took their Impetuous moves towards Bran. Then McMurrough took his towards my Zero up top. After winning a smoke face to face with the Reverend Healer, McMurrough proceeds to start creeping up in the smoke, hoping to take out Kusanagi and the link. McMurrough face tanks the mine bluff. Unfortunately on his next walk he gets an adhesive launcher to the face and gets stuck in glue. Next a Scot wielding a missile launcher popped out of camo and took shots at my Reverend healer. Fortunately she dodged well out of site.
The last group to activate was the fourman link, which was down to four orders. One member starting climbing up a ladder toward Bran, while the others advanced to cover the objective marker. Bran lucked out and the volunteer that made it up failed it’s first discover roll. That left the volunteers without much else to do and so Sprocket passed turn.

Top of 2: Bakunin
Going back to my checklist, so far I haven’t accomplished much on it. I need to capture antennas still. I have eliminated but not hunted down a couple specialists, and have revealed where others are. With my impetuous orders I bring my two remaining Morlocks up. The first climbs a ladder towards the volunteers, while attempting to chain rifle one down, it dodges. The other starts the long climb towards the ML Scot. The leftmost Morlock decides it is time to sacrifice itself to free Bran up. It advances and takes the volunteer standing by Bran out, whole getting gunned down itself. I use Bran to then isolate the volunteer paramedic, and start to play Spider-Man, hiding on the sides of the walls to block line of sight. My other Morlock climbs up the ladder and chain rifles the Scot down. At one point, Bran got Immobilized, so I spent a good chunk (3-4) orders trying to reset him. When he did he went back into Camo. My FO zero stunned the SAS that was by him. And my hacker Zero came forward and secured the left antenna. Also while using it for cover.

Bottom of 2: CHA
With the volunteers down to three members, Sprocket moves the two over to group 1, to fill out orders. Bran, a Highlander, and the volunteers all have a Merry game of tag that ends with a dead Highlander, dead Prowler, and Bran dancing in the sides of a building. Unable to secure any of my specialists the turn is passed.

Top of 3: Bakunin
Third turn, I have captured one antenna, and between Bran, my Zero and isolating the paramedic, there isn’t much to fear about losing control of it. I therefore forces on getting the second antenna, protecting Bran, and setting up a good defense block.
The FO zero successfully knocks out the SAS next to him and then captures the right hand antenna. I spend a few orders trying to get Bran into a good spot to isolate the LT, and then use a coordinated order to move my camo marker spitfire prowler up. With that done I pass turn.

Bottom of 3: CHA
Looking at points, Sprocket needs to hunt down more specialists than me to tie. So that’s what he sets out to do. Fortunately Bran dodges around the building, but my Zero hacker gets glued.
Next up Wallace decides to take a stab at binding Bran, when he stands up to walk the Prowler sends a glue ball omat Wallace, which he easily avoided with a smoke screen. Unfortunately when walking over with the last two orders to take Bran out, Wallace gets tagged by the Prowlers adhesive launcher. Which ends the game. With two antennas, a tie on specialists, no classifieds and one stuck Lieutenant, the Bakunin force takes home victory.

Final Score: 6 – 0 Bakunin Total Victory

Lessons Learned:

  • The checklist plan is actually very helpful. Having a list to fall back on in times of doubt really helped this game. Thanks WiseKensai!
  • Mines cannot be dropped with a camo marker in their trigger area, write it down and remember it.
  • I have found nothing in the rules saying that a model that is unconscious cannot also be isolated or immobilized. This could be helpful information for future Hunting Party missions.
  • Bran Do Castro was an awesomely disruptive piece. He tied up a whole link team with his infiltrating and distracted my opponent from pushing forward. I just wish I had been able to do super jumping with him.
  • I really like the Kusanagi haris supported by all the camo markers. Though another list may have done a bit better in Hunting Party.

Jhokalups – Field Operation Action Report – 9

Jhokalups – Field Operation Action Report – 9
Bakunin vs Varuna Immediate Reaction Division
150 Recon+ – Sweep and Clear

A new week and it’s back to the local game store to throw some dice. One of our local Warcor’s lived the dream of having a birthday on the local game night. Several people showed up for his Showdown Birthday Bash. I was planning on joining them, unfortunately my duties as a Pundit meant that I couldn’t participate, I had to roll dice for a different game. After my games were done, I was able to finally get a real game of Infinity against the person who got me into the game. We selected Recon+ so we could set up a table and finish quickly. I choose a repeat list, and my opponent built a brand new Varuna Immediate Reaction Division (VIRD) list. There was a lot of excitement and the Recon+ rules for list building were briefly forgotten. Patsy is not a valid choice, and had to be pulled off the table. With that done we got to the game.

Wip Roll
Bakunin – 4
Varuna Immediate Reaction Division – 15

Decision: Bakunin
Deployment: Varuna
Initiative: Bakunin
1st Turn: Bakunin
1st Deploy: Bakunin

Varuna Immediate Reaction Division List:

 Varuna Immediate Reaction Division
──────────────────────────────────────────────────
1
 MACHINIST (Varuna Div.) (CH: Mimetism, Stealth, Aquatic Terrain) Combi Rifle, D-Charges / Pistol, Knife. (0 | 17)
 KAMAU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 22)
 KAMAU Heavy Rocket Launcher, Submachine Gun / Pistol, Knife. (1.5 | 23)
 TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
 HELOT MILITIAMAN Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 9)
 CROC MAN Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 36)
 ZULU-COBRA Lieutenant (Sensor) Combi Rifle, Jammer / Assault Pistol, Knife. (0 | 29)
2.5 SWC | 150 Points
Bakunin List:
 Riot GRRL Recon+
──────────────────────────────────────────────────
8
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
 ZERO Hacker (Assault Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 24)
 TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
2.5 SWC | 150 Points

The table we had set up had several high spots with lanes across each side of the table. The middle had a giant obnoxious building that meant no shooting corner to corner and no single sniper dominance.

Deployment:

20181129_225735

I set my moderators close together on my right, behind a building and hopefully out of site. The Riot Grrl link covered was to the left, ready to make a bee line for the close console. Transductor Zond was on the roof of a building on my left, the Stempler on the ground behind it. I had my FO zero prone in camo up to the right of the console, and held my AHD zero in reserve.

20181129_230435

The VIRD commander had a camo marker on top of a building on his left. A Trauma doc nestled between a building and a trash can. The Kamau link (with Machinist) settled in behind some buildings at the middle. And a Helot Decoy set up across the roof of those buildings. Then I was asked to leave the table as a hidden deployment Croc Man hacker was placed up on my left.

Top of 1: Bakunin

First thing I wanted to do was figure out which Helot was the real one, and what equipment it had. I had the transductor expose itself and trigger some AROs. The kamau took a shot, the Helot didn’t. My zond flash pulsed the Kamau for a face to face. But the Kamau passed BTS. Next the Grrls walked out to get up to the close console. The Helot revealed itself and fired a light rocket launcher. Fortunately the Helot missed. Not wanting to take another LRL I had my AHD Zero sneak up in camo to the corner, then take a Surprise shot at the Helot, who went down in a hail of bullets. Since the Zero was already revealed I decided to have it make things more difficult and lay down some mines. As he advanced up, a Croc Man AHD revealed itself to try and Carbonite my Zero. The Zero decided to send some frozen programming back at the Croc Man. The Zero got a critical in the face to face and froze up the Croc Man.

20181129_232229

The Grrls then walked up and around the console, taking a shot at the Croc Man, successfully securing the console. Unfortunately the Croc Man passed armor and went prone, also successfully resetting itself. With a coordinated order I got the Grrls out of hacking range and up towards the passage on my right. My Zero as the spearhead, layed down a mine. That done, I passed my turn.

Bottom of 1: VIRD

The Varuna commander had concerns about the mine, there were several high value pieces that would trigger the mine. The camo marker revealed to be a Zulu-Cobra who attempted, and failed, to reveal the mine with three orders (it was late and sensor was missed). After the mine was discovered and destroyed, the HRL Kamau came up and did mean things to my AHD zero, who responded by dropping another mine. The Zero died for his efforts, but trading a zero for 5 regular orders seems like a really good trade. In order to deal with the mine, the Trauma doc climbed over the container to tank the blast, successfully dodging the blast (this was technically illegal, climbing for the trauma doc is an entire order). With the mine dealt with the Zulu-Cobra used it’s Lieutenant order to re-camo itself.

I used the console to score 3 of the zones at the end of turn 1.

Score at End of 1: 1 – 0 Bakunin Favor

Top of 2: Bakunin

Well, I know who the Varuna lieutenant is, and the Riot Grrls have MSV1… So I decide that this will be the best plan. I use a command token to re-link the Riot Grrls, then have the Spitfire Grrl walk over and attempt to discover the Zulu-Cobra, and fail. The Specialist Grrl tries next and succeeds in the discover. And a third order puts the Zulu Cobra into the ground. Next task is taking out the pesky HRL Kamau, which they do with the next order, also dropping the trauma doc. More orders put the trauma doctor into the ground and brings the Grrls close to the far console. With that done I pass turn.

Bottom of 2: VIRD

Starting in Loss of lieutenant and down 3 of the 6 remaining troopers, The Varuna Commander first attempts to have a Kamau heal a Kamau, but in true Pan-O fashion kills off the Kamau. The engineer ambles up a bit and the Croc Man goes around a corner towards my HVT. A new lieutenant is appointed and the turn is passed.

With models in 3 of the 4 zones and a connected console, I get 2 points for round 2.

Score at End of 2: 3 – 0 Bakunin Favor

Top of 3: Bakunin

The only thing I really need to do is capture another console, so I have the Grrls walk up to it. And then fail to hit the button 5 times. I take a break from that to kill the Kamau paramedic. Then proceed to fail to hit the button a 6th time. I pass my turn.

Bottom of 3: VIRD

The Varuna commander has two orders left and a whole lot to do. The Croc man walks over towards my Transductor Zond and completes a classified objective. Then passes turn.

With my console and Grrls still dominating zones, I score 3, and another 1 for connecting to a console.

Final Score: 7 – 2 Bakunin Total Victory

Lessons Learned:

  • This was my first time playing with Decoy, I thought I had a good plan with the Transductor, I just didn’t see that a Kamau also had the same fire lane.
  • The Zero AHD was an MVP this game. His mines and surprise shot let the Riot Grrls walk around uninhibited.
  • Heavy Infantry are mean in Recon+, there are not as many tools to deal with them.
  • Sensor give a bonus to discover rolls. It shouldn’t have taken all the order to get rid of the mine.

Jhokalups – Field Operation Action Report – 8

Jhokalups – Field Operation Action Report – 8
Bakunin vs Steel Phalanx
150 Recon+ – Sieze the Antennas

This week was a quiet one at the local shop. For speed of play my opponent and I elected to do a Recon+. Since I hadn’t prepared anything for the Recon format I decided to let fate decide what I played. So, we had a quick skirmish between a rapid response Bakunin force and a Steel Phalanx strike force, both attempting to secure the communication antennas.

Wip Roll:

Bakunin – 5
Steel Phalanx – 19 (fail)
Decision: Bakunin
Deployment: Bakunin
Initiative: Steel Phalanx
1st Turn: Steel Phalanx
1st Deploy: Steel Phalanx

Steel Phalanx List:

 Recon+List 1004
──────────────────────────────────────────────────

9
 DACTYL Engineer Combi Rifle, Adhesive-Launcher, D-Charges / 2 Breaker Pistols, Knife. (0 | 23)
 EKDROMOS Chain Rifle, Nanopulser / Pistol, DA CCW. (0 | 20)
 AGÊMA Marksman MULTI Sniper Rifle / Pistol, Knife. (1.5 | 30)
 ALKÊ Lieutenant Spitfire, Nanopulser / Pistol, CCW. (1.5 | 25)
 THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
 THORAKITES (Forward Observer, 360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 13)
 MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 16)
 NETROD Electric Pulse. (0 | 4)
 NETROD Electric Pulse. (0 | 4)
3 SWC | 148 Points

Open in Infinity Army

Bakunin List:

 Random List
──────────────────────────────────────────────────

6  1
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)
 PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
 ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
 ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
 MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
2.5 SWC | 150 Points

Open in Infinity Army

For this game we used some WIP buildings that I have been making for a city block table. This week we put on the roofs and added some elevators. Added in some construction barriers, dumpsters and antennas, and we were good to go.

For this week we played true line of site, if a model could draw a line through the building, it could see through it.

Deployment:

I set my prowler spitfire up on the roof corner looking over two antenna. I had my Zeros set up in secluded spots to be able to lay down mines in ARO. The moderator was set down between a building and a dumpster, looking over the back field. Lt. Custodier was on the dumpster, prone and in cover. Riot Grrl choose to be in the building with a straight shot to the closest antenna. I held the Warcor in reserve, it went on the roof with the prowler.

The two FO Thorakites hid behind one building, and Alke behind the other. The Agema marksman set up on the roof. The Myrmidon was behind the far antenna. Two netrods successfully dropped in out of sight. And a Dactyl engineer was held in reserve then placed inside a building.

Top of 1: Steel Phalanx

First the Myrmidon used it’s impetious order to advance up. Another order had it advance up more and threw smoke triggering a Zero ARO, who dropped an e/Mauler. With one further order the Myrmidon attempted to Chain Rifle down the Zero, who dodged away. While the Myrmidon took an e/Mauler to the face, and failed BTS, isolating it. I also revealed my prowler to shoot at the Myrmidon, who passed that armor roll. The Zero dodged around the corner for the Myrmidon. Next Alke advanced up and shot the Zero off the table. Covered by smoke the Agema marksman advanced up his roof with impunity. It then took a shot at my Custodier. (Since it was just me and my opponent in the shop, and neither of us know the rules super well, we couldn’t find the reference that would have let the Custodier Dodge in face to face.) Hitting twice my Custodier took 4 armor rolls (multisniper double action) and was removed from the table. With that damage done, the Steel Phalanx used an FO Thorakites to secure the farthest antenna, then passed turn.

Bottom of 1: Bakunin

Well, that could have gone better, down two models and in loss of lieutenant. Not wanting to give up I had two goals, capturing my antenna and removing the Agema from the table. The Riot Grrl used her irregular to double move into base with the antenna. Unfortunately I misjudged angles and she got shot by Alke, fortunately she toughed it out. Converting the Warcor order to be regular, I had the Riot Grrl attempt to dodge and capture. She succeeded in dodging, but failed to secure the antenna. I had my prowler to shoot at the Agema, who dodged prone. I advanced up the Zero to try and cover the middle antenna and passed turn.

Top of 2: Steel Phalanx

Having killed a Zero, Alke became impetious thanks to Fury, she advanced up and took shots at my Riot Grrl, I chose to shoot back with her Combi Rifle, because I am some kind of genius (the Blitzen has the same bands as the Spitfire, shooting with the same results as Alke or dodging on 16’s would have been a better choice…), and my Riot Grrl goes down in a hail of bullets. At this point I inform my opponent that I have no specialists left (thank you random list generator) and with no way to take antennas from him he has won the game. We call it there so that he can head out to pack for the Thanksgiving trip he has the next day.

Final Score: 1 – 0 Steel Phalanx Victory

Lessons Learned:

  • As confident as I am in my abilities, I have only played 7 (now 8) games, I should only use the random list utility for ideas, not actual lists, yet.
  • A model being shot out of or from through a Zero Visibility Zone can dodge with no modifier in Face-to-Face. This is under the Zero Visibility Zone rules. (maybe if I write it enough times I won’t forget again…)
  • Leaving the Custodier visible was a mistake, probably a game losing one. Most of her kit could be used in zone of control anyways.
  • The Riot Grrl Specialist has a Blitzen, and all Riot Grrls have Hyper Dynamics. Dodging on 16s and shooting on 16s are much better than shooting a Combi on 10’s.
  • The Prowler has a cool kit. I will be using it again I’m the future.
  • I could have swapped the Repeater e/Mauler Zeros with the FO Zero profile at no change in list points. But gaining two specialists and anti personnel mines, which would be more useful in Recon+. In a full game the repeater profile has some appeal, especially with the Custodier Lt. I think I got distracted by having a huge hacking coverage zone, and didn’t actually think about what would be useful.