Jhokalups – Field Operation Action Report – 43

Jhokalups – Field Operation Action Report – 43
Jurisdictional Command of Bakunin vs USArianda Ranger Force
400/ITS 11 – Countermeasures – Tactical Window

This report may be a bit more brief. I have not been inspired to write lately and it has been a couple weeks at the time of this writing since I have played this game.

This week was the last regular game night before we got fully into winter break and people traveling. I rolled up against Markob and we decided to do Countermeasures on Tactical Window and 400 points.

Wip Roll

Jurisdictional Command of Bakunin – 10
USArianda Ranger Force – 11

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

USArianda Ranger Force List:

 Highly Suspect

──────────────────────────────────────────────────
GROUP 1  10
 MINUTEMAN Lieutenant Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 22)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
 MINUTEMAN Missile Launcher, Light Flamethrower / Pistol, CCW. (1.5 | 29)
 BLACKJACK AP HMG, Chest Mines, D.E.P. / Heavy Pistol, CC Weapon. (2 | 36)
 BLACKJACK T2 Sniper, Submachine Gun, Chest Mines / Heavy Pistol, CC Weapon. (1 | 36)
 112 Light Shotgun / Pistol, CCW. (0 | 12)
 DOZER Rifle, D-Charges / Pistol, Knife. (0 | 13)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34)
GROUP 2  4  1  1
 FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 MARAUDER (Fireteam: Haris) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 22)
 MARAUDER Paramedic (MediKit) Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 23)
 MARAUDER (Multispectral Visor L1) Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 26)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 32)
   K-9 ANTIPODE AP CCW. (7)
7.5 SWC | 399 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  6  1  1
 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

Our table was a little bare, we had some varying height buildings and some crystal structures breaking up sightlines. I chose the side that had some more buildings to hide things behind.

Deployment:

Markobs three HVTs were across the middle of the board, each in a separate third. The two black jacks covered the right side fire lane. With an motorized 112 behind the small grey building with the blackjack. The Foxtrot was front and center, right by an HVT. The Marauders were up top on the grey building to the left. And the minutemen hug the ground level of that same building.

I had my E/M Morlock and the minelayer Zero on the green building to me left. The Taskmaster covered one set of crystals with my Spitfire Grrl. The missile Grrl was hiding behind a low wall to look down the firelane that had the Blackjacks looking her way. Around the back of my center gray building I had the rest of my Grrls. Zoe was tucked in on the right side of that same building. My Zero KHD was behind the right purple crystal. I had my Reverend Healer on the ground of the right grey building, and my Custodier up top on that building. My DA Morlock was behind that building. Pi-Well covered my back field from behind the green building on my right.

Top of 1: Markob USARF
Experimental Drug
Predator
Test Run
Discard: Test Run
Draw: HVT Designation

In the initial flop, we have Experimental Drug, Predator, and Test Run. With no remotes, Markob elects to discard Test Run, and picks up HVT Designation in its place. Markob then proceeds to use a foxtrot to come up and complete HVT Designation, unfortunately, the Foxtrot also goes down to a Zero in ARO. After that, a Marauder HRL stands up to try and clear out some of my Grrls. The Marauder goes down unconscious. Out of orders in that group, and feeling the models were pinned in the other group, he ends his turn.

Completed: HVT Designation

Bottom of 1: Jhokalups Bakunin
Draw: HVT Espionage
Discard: Experimental Drug
Draw: HVT Kidnapping

I drew Espionage, and elect to discard experimental drug, since there was a paramedic right by that unconscious marauder, and draw HVT Kidnapping to replace it.
I start by setting up my Grrls to start clearing the way of Blackjacks. Then have the spitfire Grrl take down a devil dog that is creeping up my left side. Then my Morloks rush forward and take out the unconscious foxtrot and Devil Dog in CC, giving me Predator. After shuffling models into a defensible position, I ended my turn.

Completed: Predator

Classifieds complete at end of turn 1: USARF(1) Bakunin(1)

Top of 2: Markob USARF
Draw: Capture
Discard: HVT Espionage
Draw: Net Undermine

Markob draws capture and elects to discard HVT Espionage, he draws Net Undermine as the replacement. He then immediately has Van Zant walk on, and complete Net Undermine. Van Zant then comes forward and ties up my Reverend Healer, he then walks into base with her unconscious body. After that he ends his turn.

Completed: Net Undermine, Capture

Bottom of 2: Jhokalups Bakunin
Draw: Data Scan, Follow Up

I draw Data Scan and Follow Up, and seeing that I can easily complete both of those I do. An interesting thing about Counter Measures and the Capture classified, is that normally it is scored at the end of the game. In Countermeasures it is scored at the end of turn, which leaves the model that completes it engaged until that player’s next turn. So I immediately have my Custodier complete Data Scan on the trapped Van Zant. Then I walk my taskmaster up a bit and complete Follow Up. After that I spend a lot of orders futzing around with Van Zant, eventually killing him, but taking too many orders to do it, leaving myself in a poor position. Knowing that I end my turn.

Complete: Data Scan, Follow up

Classifieds complete at end of turn 2: USARF(3) Bakunin(3)

Top of 3: Markob USARF
Draw: Sabotage
Discard: Sabotage
Draw: Mapping

Markob draws Sabotage, discarding it to draw mapping. After knocking out one of his Minutemen, he has a different Minuteman pick the unconscious one up and carry it forward to complete Rescue. He also successfully takes out his own Marauder with the paramedic. Out of orders, he ends his turn.

Completed: Rescue

Bottom of 3: Jhokalups Bakunin
Draw: HVT Inoculation
Discard: HVT Inoculation
Draw: HVT Retro Engineering

I draw HVT Inoculation, but discard it because I have no doctor, I draw HVT Retro Engineering as a replacement. The only two I can realistically finish are Kidnapping and Mapping. I have my Taskmaster complete Kidnapping. I then spend the rest of my orders running my Custodier across the map to attempt mapping. She makes two attempts and fails both.

Complete: Kidnapping

Classifies complete at end of turn 3: USARF(4) Bakunin(4)

With four classifieds a piece and no data tracker to complete them, the game ends in a:

Final Score: 6 – 6 Draw

Lessons Learned:

This was a pretty interesting game, seeing a Tactical Window USARF list was… interesting. It had all the toys, but none of the usual chaf (grunts) that I am used to seeing. Playing Countermeasures with the Green deck is, a little silly, we were both able to complete 4 classified objectives, and I nearly finished 5. After this game and a couple others, I really see the appeal of the red deck.

I didn’t like the way that Capture works in countermeasures. It didn’t feel right that Van Zant was stuck by my Reverend Healer, trade-offs I suppose. I really messed up my plan for dealing with Van Zant, it took too many orders and was not reliable. Having Pi-Well take him out with Triangulated Fire would have been much easier and with no risk to any other pieces. I really need to remember Triangulated fire, seeing as I have so many models with it.

Until next time.

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 – 6

Jhokalups Field Operation Action Report 6

Bakunin vs USAriadna Ranger Force

300 ITS X – Supplies – Limited Insertion

Welcome again to another Field Ops Action Report. This week was a rematch against Sprocketgx, we called our last game early. This week we were still practicing Limited Insertion for a local event and for the Emerald City Incursion MKII (Improving our skills improves our opponents, or something like that).

Wip Roll

SprocketGx – 10
Jhokalups – 6

Sides: SprocketGX
1st Turn: Jhokalups
1st Deploy: Jhokalups

SprocketGX USARF list:

 LI USARF
──────────────────────────────────────────────────

9  1  1
 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)
 MARAUDER Lieutenant Rifle, Heavy Flamethrower / Heavy Pistol, Knife. (0 | 21)
 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)
 MARAUDER Molotok / Heavy Pistol, Knife. (1.5 | 28)
 DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
  K-9 ANTIPODE AP CCW. (7)
 VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
 ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
6 SWC | 300 Points

Open in Infinity Army

Jhokalups Bakunin List:

 Bakunin LI
──────────────────────────────────────────────────

10
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL Boarding Shotgun, Stun Grenades + TinBot B (Deflector L2) / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 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)
5 SWC | 300 Points

Open in Infinity Army

Sprocket won the WIP roll and wanted to go first, then he looked at the table. Since there was clearly a better side, he chose to take it. So, I wound up choosing to go first as Sprocket moved his stuff to the superior side.

Deployment:

I was also had the privilege of deploying first. I hid the Grrls link on, around and inside a silo on my right. Zoe decided that was a good place to hide as well. My Reverend Harris was on a catwalk to my left and I held π-Well as my reserve.

Sprocket put 4 of the five marauders up on the catwalks looking over the central objective and the objective on my right, the last was just below The blackjack took a sniper nest on my far left in the deployment zone. Rosie was behind cover to take a look at the central objective. The unknown ranger was in cover looking over the objective on my left.

Top of 1: Bakunin

To start things off I knew I needed to clear out the Heavy Rocket Marauder. The Reverend link crawled and then put up white noise near π-Well. Then that link activated again to put assisted fire on him. π-Well then activated and used the white noise to shock the Paramedic Marauder off the table. Then the HRL Marauder was shocked off the table. Another order put Rosie into dogged. A fourth dodged the sniper out of my ability to shoot. I spent the rest of my orders positioning the riot Grrls up the board.

Bottom of 1: USARF

With the unknown ranger as the last specialist, Sprocket needs to focus on protecting it. The Devil Dog takes it’s impetuous move, jumping down into the middle of the board. Then an irregular order puts the Devil Dog in a good spot to start laying down the pain onto the Reverend link.

Next Van Zant drops in and uses another order to come up and shoot Zoe off the field. After the second regular order where all the Reverends successfully dodge, I notice that Pi-Well has line of sight to the Devil Dog, and could be AROing. So the next shot he takes Pi-Well shoots back and puts a wound on the Devil Dog. A few orders later and the Reverend Healer goes down but is unconscious.

Top of 2: Bakunin

My goals for this turn were to deal with the Devil Dog, Blackjack and get my specialists in a position to retrieve some boxes. I start by moving Pi-Well and having him take a shot at the dog. The dog succeeds in setting up smoke. The Custodier can now put up shock support on Pi-Well. Who fires an exchange with Van Zant and shocks him off the table. The Riot Grrls are brought further up the field, I am looking at getting the heavy infantry close to his HVT for some classifieds. The Missile Launcher Grrl also takes a shot at the Blackjack and successfully puts him into Battle Ravaged. I use my last regular order to put the HD+ Custodier into Cybermask.

Bottom of 2: USARF

Sprocket Cancels the Devils Dogs Extreme Impetuous Order. He stands up a Marauder Sniper and shoots Pi-Well in the back. I misunderstand my ARO options and fail a dodge, Pi-Well goes unconscious. With Pi-Well unable to re-act the Devil Dog declares an Idle while in base with the Unconscious healer. The AHD Custodier Declares a dodge, and the Devil Dog steals the Healer, completing a classified objective. The Unknown Ranger repositions up to a wall closer to the objective. And the Marauder link reposition to cover some stairs, walkways and objectives.

Top of 3: Bakunin

I am down to just a few specialists. The Riot Grrl Missile Launcher trys again on the blackjack and winds up dieing. I relink the remaining Grrls and try to get use the Specialists Blitzen to shut down blackjack. I am 1 inch into the unfavorable range band, so I miss my two shots, that Grrl may have also taken a wound. I reposition the link again and have the other Riot Grrl with a Blitzen take a shot at Blackjack, I get one hit and Sprocket crushes the Arm rolls with a pair of 17’s. With just a few orders left I need to focus on objectives. I spend an order to divide the Grrls up, sending the spitfire forward to shoot at the Unknown ranger while sending another Grrl off towards the HVT. When the Unknown Ranger fails to go down, I send the specialist and spitfire forward. I claim a classified with the Boarding shotgun riot grrl and the HVT. Unfortunately I don’t have enough orders to get the Specialist Grrl in contact with the objective. I pass the turn.

Bottom of 3: USARF

Once again the Extreme Impetuous order is canceled on the Devil dog. The marauder link activates and lays down fire on the Riot Grrl Specialist and Spitfire, they both succeed their dodges. Next up the Unknown ranger starts putting shots into the Spitfire and the Specialist, they ARO back and both take wounds. The trick is repeated and they both go down.

Sprocket is free to have the Unknown Ranger run up and snag the Objective, which he succeeds the roll at. And that’s the end of the game.

Final Score: 7 – 1 USARF Victory

Lessons Learned:

  • I need to mark my bases to make front arcs clear, I missed some opportunities because it wasn’t obvious to me where my models were facing.
  • I need to pay attention to all the field and not just the models that are activating. I missed several opportunities to have Pi-Well ARO against the Devil Dog.
  • Pi-Well is amazing! But he is also a Forward Observer, which means he has access to Flash Pulse. Had I remembered Flash Pulse and that Pi-Well could have ARO’d the dogs when they first jumped up, I could have likely stopped that avenue of attack in it’s tracks. On my active turn I could have also used it to shutdown any ARO opportunities that the Devil Dog would have had.
  • I need to remember my LT order. I had a plan to coordinate a jump for the AHD Custodier and Pi-Well to be on the ground and running towards boxes. I used the order to instead Cybermask my HD+ custodier. As my LT she could have used that order and let Pi-Well and the other Custodier be on the ground without any consequence.
  • When the game first started Sprocket had wanted to go first, but then switched to choosing deployment. I did a lot of my deployment as if I were going to go second. Many of my troops were not in a good position for what they could do. Particularly the Riot Grrls and at least one member of the Reverend link.
  • The HD+ profile had a pitcher. My first orders moved that pitcher further and further from where I needed it. Had I paid attention to the pitcher I could have gotten the HD+ custodier close enough to drop the pitcher by Blackjack, the the AHD could have used Icebreaker to shut down one of the only hackable heavy infantry in Ariadna.
  • The table itself was a bit of an issue. We were set up on a section of a long table, so it was difficult to get to the sides of the table. This made moving under the gang planks awkward at best. I definitely messed up my movement and ARO opportunities because of my ability to see what was going on.

 

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)
  K-9 ANTIPODE AP CCW. (7)
6 SWC | 300 Points

Open in Infinity Army

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.

Jhokalups – Field Operation Action Report – 1

Jhokalups Field Operation Action Report 1:

Bakunin v USArianda Ranger Force

150 pts Recon+ : Seize the Antenna

My opponent for this week was Jordan (sprocketgx) in my first full game of infinity.

My List:

10 Recon+ v2
──────────────────────────────────────────────────
7 1 1
MODERATOR Lieutenant Combi Rifle / Pistol, Electric Pulse. (0 | 9)
MODERATOR Combi Rifle / Pistol, Electric Pulse. (0 | 9)
RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
REVEREND MOIRA Combi Rifle + E/Mitter / Pistol, Shock CCW. (0 | 28)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
ZERO Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)

0 SWC | 150 Points

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Jordans List was:
150 2
──────────────────────────────────────────────────
7 1 1
HARDCASE FRONTIERSMAN Tactical Bow, Rifle / Pistol, Knife. (0 | 14)
GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
GRUNT Lieutenant Rifle, Light Grenade Launcher / Pistol, Knife. (1 | 14)
GRUNT HMG / Pistol, Knife. (1 | 21)
AIRBORNE RANGER Boarding Shotgun / Pistol, AP CC Weapon, Knife. (0 | 24)
MAVERICK Submachine Gun, Light Rocket Launcher / Pistol, Knife. (0.5 | 22)
ROSIE Light Rocket Launcher, Light Shotgun, D-Charges / Pistol, Knife. (0 | 22)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)

2.5 SWC | 146 Points

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WIP Roll Winner: Sprocketgx

Order: Sprocketgx

Side: Jhokalups

First Turn: Sprocketgx

First Deploy: Sprocketgx

Deployment:

Turn 1 –

Top – Sprocketgx:

The first thing that the Ranger Force did, was send its motor cycle up my left flank. Then several orders brought the Rosie Link team forward to claim the antenna closest to the rangers, and put Rosie into a nice overwatch spot and her HMG grunt supporting from below. A nomad moderator bravely tried to take her out in ARO, but got burned to a crisp for his efforts. The motorcycle moved up to over the central flag as a camo marker came forward, revealed itself as the Foxtrot FO, claimed the center antenna, and put out another camo marker, before becoming a camo marker again.

PAGE_BREAK: PageBreak

Bottom – Jhokalups

The extremely impetuous Morlock decided that he wanted to get a piece of the Ranger motorcycle, and booked it out into the open spot between two shipping containers. He tried to throw smoke to cover this rash advance, but Rosie and her HMG buddy decided that they did not like that plan. After a face-to-face with Rosie and the HMG grunt, the Morlock found himself to be on fire from Rosie’s light rocket launcher. Unfortunately in his haste, the Morlock caught the Reverend Moira in the fire and took her out as well.

Using a command token to claim the irregular order as regular, The Riot Grrl played line of site and distance games with the mine and motorcycle. Eventually taking out the mine and the Foxtrot. The Reverend Healer came up to capture the closest antenna, and the Riot Grrl came around to cover the mid field from the antenna. The Zero Hacker model slid over for reasons…

Turn 2

Top – Sprocketgx

The motorcycle rides forward and decides to have a shootout with the Riot Grrl. After several exchanges the two are left glaring at each other. The airborn ranger drops in to take a shot at the Reverend healer, and gets dropped for his time. Then the Hardcase Frontiersman sneaks around to attempt to get the healer. A discovery attempt is made by the moderator, who fails. And when the Reverend Healer is taken out, the moderator gets him as well.

Bottom – Jhokalups

With four orders left there wasn’t a lot to do. The non-hacking zero repositions itself to lose line of site to the HMG and the Motorcycle and does a surprise shot on Rosie. Several shots later and Rosie is still alive with nothing else to show for it. A coordinated order was used to put the Zero and Moderator into suppressive fire.

Turn 3

Top – Sprocketgx

With speculative fire and a bit of luck the Light Grenade Launcher Grunt takes out the zero that’s visible. And the motorcycle gets the Riot Grrl down.

Bottom – Jhokalups

WIth two orders left, and being down by two points, I spent a lot of time thinking about how I could either win, or tie up the game. It was determined that the Zero Hacker could not get to the middle antenna. It was at this point that I realized that using a ladder did not reveal a camo marker, so the zero moved back over to the ladder and scrambled down. The zero then walked over to the unconscious airborne ranger and performed a Coup-de-Gras, completing my classified objective and tying the game.

Lessons Learned:

  • Take more pictures of what happened in the game. It is hard to remember exactly what happened.
  • The Morlock eating a fire template weapon and taking the Moira with him really hurt. He could have been on the other side of the containers and been fine.
  • Remember LOS and surprise shot, the Zero probably could have taken out Rosie earlier, making the rest of turn 2 and 3 easier.
  • Riot Grrls have Frenzy, Don’t forget that rule
  • Camo markers can use ladders without revealing themselves.