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
 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

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Juridictional Command of Tunguska List:


 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

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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.




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



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

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Tunguska List:

Gel Wk2 S&C



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

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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.


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.