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.



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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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)
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.