Jhokalups – Field Operation Action Report – 50

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

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

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

Wip Roll
Jurisdictional Command of Tunguska – 12
O12 – 11

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

O12 List:

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

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

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

Deployment:

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

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

Top of 1: Jhokalups Tunguska

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

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

Bottom of 1: Xammy O12

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

Top of 2: Jhokalups Tunguska

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

Bottom of 2: Xammy O12

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

Top of 3: Jhokalups Tunguska

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

Bottom of 3: Xammy O12

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

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

Final Score: 8 – 0 Tunguska Total Victory

Lessons Learned:

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

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

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

Until next time.

Jhokalups – Field Operation Action Report – 42

Jhokalups – Field Operation Action Report – 42
Jurisdictional Command of Bakunin vs O12
400/ITS 11 – Capture and Protect – Tactical Window

This game was my first time able to play Infinity in the game story in over a month. So this will be exciting. Earlier in the week we had rolled up Capture and Protect as this weeks scenario, it is one of the three scenarios that are part of our January event. The January event has Capture and Protect, Looting and Sabotaging, and Countermeasures. Since the only model with an actual anti-material close combat weapon in Tunguska is Persues, I elected to switch my sectorial for this event, going back to Bakunin.

Wip Roll
Jurisdictional Command of Bakunin – 17
O12 – 3

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

O12 List:

Xammy Capture and Protect

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

GROUP 1

7 1 2

VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

ALPHA Lieutenant (Strategos L2) 2 Light Shotguns, 2 Nanopulsers / Pistol, DA CC Weapon. (0 | 26)

GANGBUSTER Hacker (Killer Hacking Device) Submachine Gun, MadTrap / Pistol, Knife. (0 | 21)

SIRIUS Hacker (Assault Hacking Device) Submachine Gun + 1 SiriusBot / Pistol, Knife. (0.5 | 25)

SIRIUSBOT Heavy Riotstopper / Electric Pulse. (0 | 5)

ZETA Hyper-Rapid Magnetic Cannon + Heavy Riotstopper / AP CC Weapon. (2 | 93)

ZETBOT Flash Pulse / Electric Pulse. (0 | 0)

EPSILON MULTI Sniper, Nanopulser / Pistol, Knife. (1.5 | 30)

MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, Knife. (0 | 13)

YUDBOT Electric Pulse. (0 | 3)

GROUP 2

7 1

BETATROOPER Spitfire, 2 Nanopulser + 1 TinBot A / Pistol, Knife. (2 | 42)

CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, Knife. (0 | 20)

CYBERGHOSTS Hacker(Hacking Device Plus) Combi Rifle + Pitcher / Breaker Pistol, Electric Pulse. (0.5 | 26)

RAZOR (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0.5 | 31)

VARANGIAN Light Shotgun, Chain Rifle, Smoke Grenades / Pistol, AP CC Weapon. (0 | 12)

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

PEELER HMG / Electric Pulse. (1 | 26)

8 SWC | 400 Points
Jurisdictional Command of Bakunin List:

Capture and Protect

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

GROUP 1

7 1 1

RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)

RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)

RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)

RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)

RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)

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

BRAN DO CASTRO Boarding Shotgun / Pistol, DA CCW. (0 | 33)

MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)

GROUP 2

611

TASKMASTER Heavy Rocket Launcher, Light Shotgun, CrazyKoalas / Heavy Pistol, DA CCW. (2 | 47)

REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)

REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)

ZOE & PI-WELL . (0 | 47)

ZOE (Hacking Device. UPGRADE: Stop!) Combi Rifle, D-Charges / Pistol, Knife. (0 | 28)

PI-WELL Combi Rifle / Electric Pulse. (0 | 19)

ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)

MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)

7 SWC | 400 Points

Open in Infinity Army

Our table this week was a bit more open than I am used to, there was still enough in the middle that there was not dominant sniper spots that could get the whole board from deployment zone to deployment zone. We chose sides before the beacons were down. I probably would have switched sides knowing where the beacon was on Xammy’s side.

Deployment:

Xammy spread well out over his side of the table, this might have had a lot to do with how little covering terrain there was. The beacon being on top of a tower let him conveniently cover it with a Peeler total reaction bot. Next to the total reaction bot was Cho pretending to be a Gamma, I think. A Razer Minelayer and Gangbuster KHD set up an ablative midfield defense. Advanced up the field on the right was team Sirus. Behind where team Sirius was guarding there was a large rock with a Varangian, the Alpha and eventually a Zeta. Mid-back field had a Monstrucker and Varangian, the Monstrucker’s Yud bot by where the Zeta would be. Left side has an Epsilon Sniper, a Cyberghost, Kytta flash pulse bot, a beta Trooper and the last Varangian hiding behind buildings.

I set my Riot Grrl link team up behind a railroad container in the middle. With the missile launcher out on the right, the spitfire out to the left, and a Combi prove on top of the container. I had the reverends on the right side with my Custodier prone on a roof. I had my morlock and Taskmaster on that same side at ground level. π-Well was hiding behind a rock on my mid right. Up towards the middle I had my zero hacker prone on a raised rock. On the other side my Minelayer put himself and the mine watching a corridor into my side of the table. Zoe and a morlock his on the left as my back field defense. Bran failed his infiltration roll and had to come in by the Taskmaster.

Top of 1: Xammy’s O12

To start off his turn, Xammy had the Varangian guard run out to start smoking. I had a Riot Grrl on the roof attempt to gun down the Varangian on the left with little success. On my right the varangian was able to come around the building, Bran took a shot at extreme range and missed. Then the Epsilon decided this was a good time to take down the rooftop Riot Grrl, after a couple shots she went down.

Bringing up the Sirius Team, the Sirius bot ate a mine before going unconscious. After that the Epsilon brought down my Zero KHD. The right hand Varangian came forward and took out my Reverend Healer while Bran ducked out of the way.

The Beta Trooper Spitfire then came forward and took out Π-Well. Then the Beta manages to knock out my Riot Grrl Missile launcher before hiding. Then the Zeta started to reposition forward along my left side. Out of orders, Xammy ends his turn.

Bottom of 1: Jhokalups’ Bakunin

I wind up canceling the impetuous order for my right morlock, not wanting to deal with the Epsilon and not being able to lay down a smoke screen. My other morlock comes forward to provide cover for the Grrls to come out a bit more. I bring my Taskmaster forward to take down the TR Bot and catching Cho in the blast. The Peeler only goes unconscious and I move on to taking out the Epsilon. I believe that I had my Spitfire Grrl take down the Beta. I then bring forward the left Morlock to complete Extreme Prejudice by having the Morlock performing a Coup De Gras against the Beta. After repositioning my Riot Grrl net to be more ready to deal with a Zeta, I end my turn.

Top of 2: Xammy’s O12

The Zeta comes forward to try and bully the Riot Grrls a bit. He has the monstrucker bring back up the Peeler which gets him Test Run. After the Zeta takes down my other Zero, and a Morlock, then takes a wound; Xammy hides it behind some boxes, and ends his turn.

Bottom of 2: Jhokalups’ Bakunin

I have my Taskmaster walk across to get eyes on the beacon, bringing forward Koalas and putting them into Standby. I have my Custodier launch a pitcher forward near the beacon and then end my turn.

Top of 3: Xammy’s O12

The Zeta comes forward, shooting down the two Koalas before trying to glue the Grrls, the Grrls remains unstuck and put some wounds onto the Zeta. The Zeta grabs the beacon and starts to retreat before getting gunned down. Xammy spends some orders setting up his defensive net and ends his turn.

Bottom of 3: Jhokalups’ Bakunin

The only chance I have is to have Bran make a mad dash to the beacon and pick it up. In the process of reverting to marker state and running, Bran gets discovered and gunned down.

With neither beacon captured, and a classified each, it would have been 4-4, but Test Run had the extra point tag for this mission, making it a:

Final Score: 4 – 5 O12 Minor Victory

Lessons Learned:

One of the most important things for me to remember, is that if the Taskmaster does not have an HMG, it’s bringing along Koalas. I neglected the Koalas in my deployment and that changed how I positioned models. I made a mistake with the third Grrl that I left out. I was too worried about templates that I moved her to a spot that exposed her to fire she couldn’t have responded to in a way to remove her from danger. I think the biggest thing for me was the overexposure of pieces, I lost a lot of models turn 1 because they were in a position that allowed Xammy to determine the terms of engagement. I also need to have a more complete idea of where things are before picking which side I want.

This was my second game using more evenly split groups. The upcoming format, 400 points, with Tactical Window, lends itself really well to having an even split, a 10-5 or 10-4 doesn’t do as well. I have found that I have much fewer orders that feel dead, or wasted. With this list I was able to split up my attack groups, so that each attacking piece would have their own set of 7-8 orders to accomplish something in a turn. In this one I had the Grrls and Bran in the same group, figuring I would either be attacking with the Grrls, or disrupting with Bran. The other group had Π-Well, Zoe, the Reverends and the Taskmaster; I set up this way to be able to have both of my heavy attack pieces, the Grrls and the Taskmaster, be able to operate independently without affecting each others resources.

An interesting side effect of playing the tactical window format is how much it has improved my view of the Taskmaster. Being able to freely move between combat groups is amazingly helpful with a split group. Having the extra command token available from not having to spend it on the taskmaster is amazing. It allows for an extra coordinated order, or a reroll on a doctor engineering, or reforming a link team. I also like how the way the lists are structured that they can fold into each other well. Often leaving just a couple orders behind to still accomplish something great. So, in short, I love tactical window and I love the more even splitting of combat groups.

Until next time.