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 – 30

Jhokalups – Field Operation Action Report – 30
Juridictional Command of Tunguska vs Onyx Contact Force
150/Recon+ – Smash and Grab

My brother, DoodleKing has recently started playing, and I had the pleasure of playing game 3 of our escalation league against him.

Wip Roll
Juridictional Command of Tunguska – 5
Onyx Contact Force – 15

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

Onyx Contact Force List:

 DoodleKing Gem Wk3
──────────────────────────────────────────────────
8
 ÍMETRON . (0 | 4)
 RODOK Combi Rifle, 2 Light Shotguns / Pistol, Knife. (0 | 26)
 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)
 Q-DRONE Plasma Rifle / Electric Pulse. (1 | 25)
 RODOK Hacker (EI Killer Hacking Device) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 22)
 NEXUS Lieutenant Hacker (EI Hacking Device) Combi Rifle, Nullifier / Pistol, Knife. (0.5 | 24)
 NOCTIFER Spitfire / Pistol, Knife. (1.5 | 30)
3 SWC | 149 Points

Open in Infinity Army

Juridictional Command of Tunguska List:

 GEL Wk3 S&G HM

──────────────────────────────────────────────────
1
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 HOLLOW MEN (Specialist Operative) Boarding Shotgun / Breaker Pistol, Knife. (0 | 30)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
 PUPPET MASTERS Submachine Gun / Pistol, Knife. (0 | 12)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
2.5 SWC | 150 Points

Open in Infinity Army

We set up an interesting catwalk board. The deployment zones were a bit spare on total cover. We had one Tech Coffin on a raised platform, and one inside a building.

20190801_201918

 

Deployment:

DoodleKing set up a Noctifer, Q-Drone and the Rodok KHD up top on the catwalk. The Nexus was hiding down low, the Ikadrons and other Rodok were on the ground ready to walk to cover.

Lacking a lot of cover that I could deploy in, I had my securitates prone on the ground, hopefully out of sight of anything unless it really committed to getting into my deployment zone. My Interventor LT was prone at the top of a Staircase near my Hollow Man Spitfire. The Hollowman Specialist was hiding behind some stairs. And the Stempler and Puppet master hid behind the same pillar. I had a Warcor Standing on a platform just to be able to flash pulse anything coming down my left side.

Top of 1: DoodleKing Onyx

DoodleKing starts by having a Ikadron on my right walk into cover. The Nexus puts Marksmanship onto the Q-Drone. Then the Rodok on the right starts walks up and gets a crit flash pulse into stunned. The Rodok continues to walk towards total cover and looking in on the Tech Coffin on my left. Next up the Ikadron on my left gets up to walk into cover, my Hollow Man shoots at it, winning the face-to-face. Ane the Ikadron passes armor to fight another day. Lastly the Q-Drone activates to try and take out my Hollow Man, I elect to shoot back and get a Crit taking out the Q-Drone. That done he passes turn.

Bottom of 1: Jhokalups Tunguska

I start off by having my Hollow Men link walk forward, with the Spitfire hugging the wall to take out the Rodok KHD. I then have them super jump to take out the Nexus. The Specialist Hollow Man becomes the leader and gets the data cube from the left Tech Coffin. I then have that Hollow Man take out the Rodok near him. With that done I have the Stempler jump up to the other Tech Coffin, a Noctifer reveals it self, firing at the Stempler. They exchange fire and the Stempler forces the Noctifer prone before grabbing the other Data Cube and running back to my deployment zone. I leave my Spitfire up for ARO and pass the turn. Having both Data Cubes at the End of 1 I score 1 point..

Score at End of 1: 1 – 0 Tunguska Favor

Top of 2: DoodleKing Onyx

In loss of lieutenant, DoodleKing debates with Xammy and I about options. After some discussion DoodleKing has the Noctifer return to the TO marker state, then stand up and take a surprise shot at my Hollow Man spitfire. The Noctifer inflicts a wound and I have the Hollow Man fail guts prone. Here we had a discussion about options, there was a possibility that an Ikadron could get up and flame over or more of the Hollow Men. After some hypothetical measuring and template theory, it was determined that the Ikadron would only get one of the Hollow Men. Then there was a decision about having the Noctifer enter the camo state or use suppressive fire. After talking through what the Stempler Zond could do with Triangulated Fire outside of 24″ from the Noctifer. The Noctifer entered the TO marker state and walked a bit down the upper catwalk. That done here passed the turn.

Bottom of 2: Jhokalups Tunguska

This turn I knew I wanted to get rid of the Noctifer. I have the Stempler walk around the crate it’s behind and drop off the Data Cube, then I have my Puppet Master come forward to pick up the Cube before retreating back up again. I make the Stempler the link leader and have it walk forward to catch the Noctifer’s marker, the Stempler attempts a discover and fails. I spend several orders shuffling forward my Spitfire Hollow Man to take out the Ikadron on my right without provoking an ARO from the Noctifer. I then back them up prone to get some distance.

Score at End of 2: 2 – 0 Tunguska Favor

Top of 3: DoodleKing Onyx

The Noctifer comes sneaking in around the corner to take a surprise shot at my Hollow Men. Who both elect to Chain Colt the Noctifer. I lose my Spitfire Hollow Man, but manage to take down the Noctifer. With only an Ikadron left he passes turn.

Bottom of 3: Jhokalups Tunguska

I bring up my Stempler to take out the last Ikadron then end my turn. By having all the cubes for the entire game I get a:

Final Score: 9 – 0 Tunguska Total Victory

Lessons Learned:

This was a bit of a brutal game. I had been looking forward to running the Hollow Man Stempler haris. In Recon+ is is only possible at the 150 point bracket. The combination of Super Jump, a burst 5 Spitfire and some of the highest arm/bts that you would see in Recon+ make them a particularly hard nut to crack.

In this game my decisions came down to eliminating models that challenged my path to the Tech Coffins and then squirelling the data cubes away. I did get a fortunate crit on turn 1 to take out the Q-Drone in the reactive turn. Looking back on the game DoodleKing made the right call of shooting with the Q-Drone in the active turn, the odds are better than doing it with a Noctifer and the Hollow Man has a much better shot of winning in my active turn. Winning that roll really helped my game.

At the end of my first turn, when I left my Hollow Man Spitfire standing, I had a choice about whether I wanted him to go into Suppressive Fire or not. I chose not to for a couple reasons, first, the haris bonus. Going into Suppressive Fire would have removed him from the link for 1 more burst than I had already. Secondly, position. With where I left the Hollow Man, almost everything on the board was sin my +3 range band.

At the end of DoodleKings second turn, he had a similar decision about the Noctifer. He had already knocked the Hollow Man prone, so the Noctifer was free to move about without AROs. I think that DoodleKing made the correct choice here again. Had the Noctifer been in Suppression, the Stempler likely could have taken it out with a Triangulated fire from outside of 24”. Additionally, putting the Noctifer into Suppressive fire would nor improve his board position. I would have had a free-ish turn to pull my models back and pass the Data Cubes off to other safer models.

Overall it was an interesting game, if brutal. Next game is 200 points and regular ITS, so no more character, wound, nor warband restrictions. I will have to give some thought to how I want to prepare for that.

Until next time.

Jhokalups – Field Operation Action Report – 29

Jhokalups – Field Operation Action Report – 29

Tunguska vs Ramah Taskforce

120/Recon+ – Sweep and Clear

It’s week two of the escalation league! For this week I was paired against RomanLegion, normally a YuJing player, for the league he is running Ramah. This week was 120 points and Sweep and Clear, which is a mini Quadrant Control mission. After finding out table we rolled for initiative.

Wip Roll

Tunguska – 4

Ramah Taskforce – 9

Decision: RomanLegion

Deployment: RomanLegion

Initiative: Jhokalups

1st Turn: Jhokalups

1st Deploy: Jhokalups

Ramah Taskforce List:

RomanLegion S&C

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

17

GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
GHULAM (NCO) Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 16)
MUKHTAR (Multispectral Visor L2) Red Fury, 2 Nanopulsers / Pistol, Knife. (1 | 37)
WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
2 SWC | 120 Points

Open in Infinity Army

Tunguska List:

Gel Wk2 S&C

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

5

HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
SECURITATE Lieutenant Combi Rifle / Pistol, Knife. (0 | 13)
SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
HECKLER Boarding Shotgun, E/Marat / Pistol, Knife. (0 | 19)
2 SWC | 120 Points

Open in Infinity Army

This week our table was based off of something like Moon Base Alpha, we had large purple stones in and around the deployment zones, and a small corridor module in the middle.

Deployment:

The first thing I deployed was my Spektr in hidden deploy on top of the Moon base. I had my Interventor on the left side behind the rocks. My Hollowman and Securitate were on the right side. And I held the Heckler as my reserver and put it near some boxes by the crate.

RomanLegion had his Ghulams lined up behind the rocks with the LGL and Doctor on the left side. There was a Warcor out for ARO on his right. The Mukhtar was a reserve and was placed in cover by some crates near the Moonbase.

Top of 1: Jhokalups Tunguska

To start things off I have my Hollowman walk forward to the Moonbase, before jumping on top of it. He walks over to a spot and puts four shots into a Ghulam, putting him down. The Warcor successfully flash-pulses the Hollowman and he gets stunned. So I reveal my TO marker and then use a command token to get some distance forward with the Hollowman, Heckler, Securitate and Interventor. The heckler gets revealed on the way. So I pass turn.

Bottom of 1: RomanLegion Ramah

The first thing that happens is the NCO goes out to shoot a smoke grenade. After much discussion it is determined that if the smoke hits the edge of a building it will not go over the lip, and if the Mukhtar climbs to the roof it will be visible. So the smoke goes down by the Mukhtar instead and the Mukhtar walks out to see the TO marker. Another order is a discover shoot, so I try and have the Spektr dodge. I fail the Dodge but pass armor so I fail guts to safety. The Mukhtar then advances and guns down my Heckler. Out of orders the turn gets passed. I have control of two zones to his one. So I score first turn.

Score at End of 1: 1 – 0 Tunguska Favor

Top of 2: Jhokalups Tunguska

There are a lot of things in places I don’t like. So I have my Hollowman go around to try and deal with them. A few chain colts from the roof puts the Mukhtar into No Wound Incapacitation. I am unable to finish off the Mukhtar and cannot take down the Ghulam Doc. Out of Orders I pass turn.

Bottom of 2: RomanLegion Ramah

First smoke goes down to cover the Mukhtar’s advance. The Mukhtar then circles around some crates in smoke to shoot at my Hollowman, I attempt to chain colt but am just out of range. The Hollowman takes a hit, saves armor and I try to fail guts prone, forcing the Mukhtar to move out. The Mukhtar does and puts my Hollowman into unconscious 2, and the Ghulam Doc comes around to Coup de Gras the Hollowman. A couple spec fires take down my Securitate LT. The last order puts the Mukhtar into suppressive fire. Having two zones to my one, RomanLegion scores.

Score at End of 2: 4 – 1 Ramah Favor

Top of 3: Jhokalups Tunguska

I am in loss of LT and have only two orders to have the Spektr do things. I spend one to have it walk up and split burst at the Mukhtar and the Ghulam NCO. After the roll, I thought I would need a 3 to Crit the Mukhtar, roll a three, then recheck the math. It’s only a normal hit, so the Spektr will take two saves. The other two shots put the Ghulam NCO unconscious. My Spektr goes down. I have the Interventor killer hacker run up towards the console, am out of orders and pass turn.

Bottom of 3: RomanLegion Ramah

The Ghulam doc picks up the NCO who spec fires a couple times at the Interventor before ending turn. Occupying two zones to my one, the game ends in:

Final Score: 8 – 1 Ramah Total Victory

Lessons Learned:

I was a bit bad brained for this game. It’s not an excuse for the loss, RoamnLegion beat me hands down. I do think that my mental and physical fatigue affected some of my decisions. I never looked at the actual zones and where the break lines were. So instead of using the Securitate and Interventor to hold my back two zones with the Hollowman up front. I wouldn’t have felt the need to reveal my Spektr so early, and wouldn’t have moved my Heckler. When I had the Hollowman super jump to take out the first Ghulam, I committed to my attack before we realized the Warcor could have flashed pulsed. I elected not to change my choice or the result of the dice we rolled. Which led to the Hollowman be stunned in a situation that would have been beneficial to not be. Had I split the burst I would have had a chance of taking out the Warcor, and a better chance of not being stunned. Having the Hollowman not stunned and able to crawl up to chain colt the Mukhtar could have made a huge difference in the game.

For my Spektr, I definitely revealed too early, and then the only model it could see was the Mukhtar with MSV2 which negates what the Spektr brings. I wish I had paid more attention to zones and kept the Spektr for turn two or three.

Until next time.