Sunday, 17 January 2021

Taming Cerberus [Starmada vs. CA]

With the test-run of my Mindwipe-list turned out quite well, I started confidently into the first round of the 'Quadratekämpfe Rauhnächte' tournament, organised by Tristan228. My opponent for the first round was Locustron, a pretty skilled player from southern Germany. This should be a really tough start and I already planned for a loss.


 Rauhnächte Mindwipe V2
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GROUP 1  10  
 ANDROMEDA (Infiltration [+6]) Submachine Gun, Zapper, Flash Pulse, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 33)
 HECTOR (Lieutenant [+1 Order]) Spitfire, Nanopulser, Grenades ( | TinBot: Firewall [-3]) / Heavy Pistol, EXP CC Weapon. (0.5 | 67)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  / 2
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)

 3 SWC | 300 Points

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As planned, I chose the designated Mindwipe-list as it was discussed in the report against Commoner1.

 
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GROUP 1  10  
 SHROUDED (Forward Observer) Combi Rifle, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 23)
 SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament CC Weapon. (1 | 32)
 MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 22)
 Q-DRONE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
 SHESKIIN (Lieutenant) Red Fury, Pulzar, D-Charges / Pistol, DA CC Weapon. (1 | 54)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, CC Weapon. (0 | 29)
 ÍMETRON . (0 | 4)
 IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)

GROUP 23  / 1  
 RASYAT (Specialist Operative) Combi Rifle, E/Mitter, D-Charges, Eclipse Grenades / Heavy Pistol. (0 | 34)
 LIBERTO (Minelayer) Light Shotgun, Shock Mines / Pistol, CC Weapon. (1 | 8)
 IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)
 NOCTIFER Missile Launcher / Assault Pistol, CC Weapon. (1.5 | 32)

 5.5 SWC | 298 Points

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As always, I don't remember the list correctly. What I could extract from my notes comes down to something like that. One piece is missing and the groups are not 100% accurate, but the important stuff is there. Sheskin to murder things and maybe even my server after the Shrouded has activated the console. The defense is is build by the REMs and the hidden Noctifer, who we all love. Plan B is the Rasyat, ready to do whatever it takes to win the game.


I probably lose the LT roll and start in the south.

One Varangian start on the left behind the building where both Fuzzbots are liyng on. This time I plan to send the real Hector along that flank, so Cho goes to the opposite flank. The Kytta reinforces that side together with the LRL Crusher, this time a bit advanced, The core-team is scattered on the mid right, while the ML again covers the right firelanes. The last Crusher takes the same positions on the right together with the second Varangian as in the previous game on this map.

The Q-drone awaits me on the central building, the other one is taken by a flasbot. The other flasbot secures the left flank together with an Ikadron. Dr. Wurm sits in the back and four camo-markers are scattered in front of the DZ. Sheskin starts on the right side and one impersonator tries to engage me on the street behind the bus.

Hector starts on the left, even with some concerns to the flashbots LoF. Andromeda finds no place to engage the Q-drone unharmed by the other flashbot, so she should be the reinforcement on the left. Something is placed in hidden deployment.

Starmada 1: Two orders go missing from group one. I set up some smoke on the left console, while te Speculo does not take the bait. So the Crusher there tries to activate it but fails. Hector advances on the left until a Noctifer appears. Two shootouts later it goes dogged and Hector takes safety next to Andromeda. The attack here is stopped. The other Crusher fails two times on the right console and enters suppressive fire with Hector.

CA 1: Sheskin starts directly, taking out both Varangians. She gets LoF to Hectors back, shooting him two wounds until he critically dodges out of her LoF. She advances further to reach his back again, crossing LoF with the Kytta and gets stunned. The Libertos takes out Andromeda with a dirty mine-trick and a coordinated order lets the left Ikadron shoot Hector down with its pistol. Over the course, a Shrouded is revealed in the midfield.

Starmada 2: In the second try the right Crusher activates the console and forces the Shrouded into cover. The AI sits in a server the Crusher probably won't reach, but he pushes further. While taking one wound, he manages to get a position on the right, unseen by the Q-drone but in LoF of the last camo-marker and the right flashbot. First the flashbot dies to the SMG in 10", then the CoC Caliban dies to the nanopulsar, taking the Crusher out in return. The core-team shifts towards the center. First the ML outranges the Q-drone, dropping it, then Sheskin is shot unconscious by the ML.

CA 2: In LoL and with several slots blocked in group one, not much happens. The Shrouded approaches the left console, while the Speculo takes down the Kytta.

Starmada 3: Only the Kappa-team is alive, so I go on full denial and advance into the center. One Kappa climbs the building to shoot the Speculo, but gets blasted away. Leaving one Gluecoat behind to have something on my servers, three guys approach, shooting the Liberto dogged and overwatching the console after the Shrouded is blasted.

CA 3: Dr. Wurm is shot on his way towards the console, then a Rasyat drops next to it. While activating it, it is blasted, too. Now the Speculo seeks some revenge but doesn't manage to take out the last two Kappas. 

No server is touched and no classifieds are done, so it ends in a 4-4 tie. Both sides have less than 100 points left on the field. Dice on both sides were not that favourable over the course, while I got more luck in the second half and Locustron loses his rolls from there on. I probably misplayed Hector a bit while forcing him boneheaded over the left side, since a Noctifer was more or less foreseen. On the other hand I had no thrill on attacking Sheskin, covered by the Q-drone and a flashbot. Maybe that should have been the better plan with Hector.
Since I am not used to use core-links in any active way, the performance of the line trooper team was more than impressive and saved the game for me. Once the units are a bit scattered and single targets can be picked, a full linked ML is a real thread.

Nevertheless, a tie against Locustron is a very good result for me. Even if one TP in the actual scoring system is not much, it was an important boost to the morale and boosted my confidence with the aggressive style of Starmada, too.

Wednesday, 13 January 2021

TAG-date with Mr. Tinder [QK vs. PanO]

The last week of my days off during the holiday season included a casual game against TJE, one of the organizers of the German Masters in southern Germany, newly called 'Mr. Tinder' for some podcast-reasons. We 'met' each other during the ENTE and my following tournaments and had a little chat about TTS events after that. So a game was overdue. The mission was frontline and I wanted to try out a new QK list with a modified game-approach. TJE decided for vanilla PanO. German speakers can watch the game here:


Smoketrick
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GROUP 1  9  / 1  / 1
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 DJANBAZAN (BS Attack ) AP Sniper Rifle / Pistol, CC Weapon. (0.5 | 31)
 DJANBAZAN (BS Attack ) AP Sniper Rifle / Pistol, CC Weapon. (0.5 | 31)
 SEKBAN Heavy Rocket Launcher, Chain-colt(+1B) / Pistol, CC Weapon. (1.5 | 21)
 HAFZA (Forward Observer) Rifle, Light Shotgun, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 17)
 HAFZA (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 DJANBAZAN Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 34)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 21
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 AZRA'IL AP Heavy Machine Gun / Heavy Pistol, CC Weapon. (1.5 | 40)
 SEKBAN (Doctor [+3]) Boarding Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 28)
 HAWWA' (Forward Observer) Boarding Shotgun, Flash Pulse, D-Charges / Pistol, CC Weapon. (0 | 22)
 HAWWA' (Minelayer) Sniper Rifle, Shock Mines / Pistol, CC Weapon. (0.5 | 23)

 6 SWC | 299 Points

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The quite expensive defensive core around two Djanbazan AP snipers served me quite well in the last games, so it should be the anchor for a single Djanbazan HMG, exploiting smoke-interactions. The back-up is foreseen in the Azrail together with the Sekban Doc. The Doc here is crucial, since he increases the order-efficiency, can revive Azzie and is able to click consoles on the way. If needed, the core-link can take actions, too. One Yuan Yuan should be deployed directly to smoke out the Djanbazans in place, while the second one should take the flexible part.

 
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 7  / 5  
 DRÃGAO Hyper-Rapid Magnetic Cannon, Heavy Flamethrower / AP CC Weapon. (1.5 | 73)
   CRABBOT Flash Pulse / CC Weapon. (0 | 0)
 SERAPH Spitfire, Nanopulser / EXP CC Weapon. (1.5 | 74)
   CRABBOT Flash Pulse / CC Weapon. (0 | 0)
   AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 TIKBALANG Heavy Machine Gun, Heavy Flamethrower, Shock Mines / AP CC Weapon. (1.5 | 68)
   CRABBOT Flash Pulse / . (0 | 0)
 MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, CC Weapon. (0 | 12)
 PALBOT PARA CC Weapon(-3). (0 | 3)
 REGULAR (Triangulated Fire, Minelayer, Sensor) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0 | 13)
 REGULAR (Triangulated Fire, Minelayer, Sensor) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0 | 13)
 HELOT MILITIAMAN (Camouflage [1 Use]) MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 17)
 FUSILIER (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10)
 AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)

 6 SWC | 298 Points

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There may be something different in the squishy part of the list, but what matters is there: Three (!) TAGs, none of them like the Anaconda, but real TAGs. Three of them. To avoid silly assassination-runs on the order pool or Lt, Auxbots and Regulars with mines set up as many obstacles as possible. If one TAG goes down, there is a hired engineer to repair it.


The map is from Cabaray, found in the White Noise-collection, designed for frontline. The center sees a watery channel with some boats on it, while the other scoring zones consists of elevated areas with symmetric obstacles and a second level under them, which you can enter from ladders or from doors out of the DZs. The billboards guarantee closed firelanes.

TJE wins his first LT rolls in ages and decides to go first. The DZs are the same for each side, so I simply deploy second.

The Seraph starts behind the elevated area on the left, the Dragao also on the left, next to the staircase. One camo-marker overwatches the field from the right building, while markers, Auxbots and cheerleaders are scattered in and around the buildings.

It seems like a good idea to pin down the Dragao directly, placing my link on the right with one sniper on each building and the rest on the ground. Azrail and Sekban go behind the left building, together with a Fanous. This combination seems solid, so Azrail and the Fanous are out to ARO on the left flank. The other two Fanous go on the building. The Hawwa sniper supports the core-team on the elevated space and the FO Hawwa memes a hacker, taking a bath behind the left boat. Yuan 2 starts next to the staircase.

A Tikbalang is deployed on the right and my Djanbazan HMG joins the Yuan Yuan.

PanO 1: The Dragao starts the shootout with my Djanbazan sniper, which takes some orders until it is removed completely. From there, the Dragao removes both Fanous on the building, giving quite free reign for the Seraph, which advances on the left. Meanwhile the Tikbalang drops the second sniper. The Seraph reaches my DZ with enough orders to kill my Djanbazan HMG and the Yuan Yuan, while the Auxbot pins down the last Fanous and the Azrail after he recieves one wound. The sniper regenerates.

QK 1: The second Yuan Yuan enters my DZ and smokes out my remaining sniper. He can see the Tikbalang and the Seraph and with some shoots, the Seraph is unconscious and the Tikbalang dodges into safety with one wound remaining. Azrail advances into the lower level in front of my DZ, while my core-team changes positions and take the far right building again.

PanO 2: Since the Dragao is still unharmed, he manages to gun down my Hawwa sniper, the Yuan Yuan, the Djanbazan sniper again and the Sekban HRL. This frees the path for the Monstrucker, reactivating the Seraph. My sniper regenerates again.

QK 2: The core-link is reformed with what is left. While the sniper fails to drop the Seraph again, I have misjudged the distance to the Dragao and the sniper goes down again to its HFT. The Sekban Doc has to drop the Auxbot to reach the Seraph but does nothing more than the Auxbot by reaching the elevated part. Azrail can't climb up since the Seraph is standing on the hold of his ladder. The sniper comes back a third time.

PanO 3: The Dragao finally kills the sniper. Now the Seraph goes wild, first slicing the Sekban in CC, then joining Azrail in his basement and also wrecking him in CC.

In retreat, I have no option to do anything (maybe the Hawwa FO is shot somewhere before). TJE sits in every zone, so it is a clear victory for him. For this mission, three solid TAGs with enough orders in the back are simply outstanding. Together with the fact that nobody expects such kind of list, his proper play made it very difficult to keep my head up.

Nevertheless, I was quite confident in the beginning, since there was no MSV in his list and I had taken all the things TAGs normally don't like. Unfortunately, I made a bad play with the Djanbazan HMG, deploying him to open and having the Azrail pinned by the Auxbot nailed the coffin. With at least one offensive weapon in position for turn one, Two dead TAGs wouldn't have been a problem and I would have gained a good position. What didn't disappoint me was the Djanbazan-core with two snipers. Having one regenerating three times is nothing usual, so two are a solid choice for not too many points. If at least three other guys in the link are alive, they then can be a real pain in the active, too. The only thing I missed was a hacker in the midfield. Upgrading the Hawwa from a bluff to a thread would be nice, but would force some unpleasant decisions in list-building...

Friday, 8 January 2021

Calling Hector [Starmada vs. SWF]

In the beginning of December the 'virtual' German Infinity-community started to organize itself a bit better in terms of tournaments, leading to a steady supply of competitive games this winter. To prepare for the next tournament in TTS, Commoner1 gave me a game of Mindwipe. For me, it was the first really aggressive game with Starmada, while he gave SWF a try.


As you may have noticed, I am not that used to an aggressive playstile, which is favoured in N4 a lot, especially with Starmada.

 Rauhnächte Mindwipe V2
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GROUP 1  10  
 ANDROMEDA (Infiltration [+6]) Submachine Gun, Zapper, Flash Pulse, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 33)
 HECTOR (Lieutenant [+1 Order]) Spitfire, Nanopulser, Grenades ( | TinBot: Firewall [-3]) / Heavy Pistol, EXP CC Weapon. (0.5 | 67)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  / 2
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)

 3 SWC | 300 Points

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The sectorial has not much to offer when it comes to defense, so a Kappa ML-core is mandatory somehow and two Crushers for the better feeling also. The aggressive element here is Hector as a single rambo-piece, supported by Andromeda to take out annoying ARO-pieces. Varangians support this quite good, so two are a must, especially for their low costs. One Crusher should be able to activate one console in the early game, so that Hector, Andromeda or a Crusher can break through and start their work on the servers. I see good CC-attacks more valuable here as the erase-programm, so I skipped the hacking part in my list. The Bluecoats should protect my servers as good as possible. But in the best case, Hector left nothing to attack them.

 
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GROUP 1  10  
 FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10)
 FUSILIER (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10)
 FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12)
 FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10)
 KARHU Feuerbach(+1B), AP Mines / Pistol, CC Weapon. (1.5 | 35)
 FUSILIER Combi Rifle / Pistol, CC Weapon. (0 | 10)
 KNIGHT HOSPITALLER (Doctor) MULTI Rifle ( | MediKit) / Pistol, DA CC Weapon. (0 | 35)
 KNIGHT HOSPITALLER Heavy Machine Gun / Pistol, DA CC Weapon. (1.5 | 37)
 KARHU Feuerbach(+1B), AP Mines / Pistol, CC Weapon. (1.5 | 35)
 NØKK (Hacker, Hacking Device) Combi Rifle, Light Shotgun ( ) / Pistol, CC Weapon. (0.5 | 30)

GROUP 25  
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 NØKK (Forward Observer) Boarding Shotgun, Panzerfaust, Flash Pulse / Pistol, CC Weapon. (0 | 25)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 NØKK (Minelayer) Combi Rifle, Light Shotgun, Shock Mines / Pistol, CC Weapon. (0.5 | 27)

 5.5 SWC | 297 Points

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The SWF-list consisted of a Fusilier-core around the Feuerbach-Karhu as a defensive stand and to push forward, two Hospitaller Knights got an other Feuerbach-Karhu to wreck whatever there is in the midfield. Fugazis give some orders and a soft defense, while three Nokken can push the buttons and defend the midfield. The Hospitallers with their DA-weapons were the only ones to get rid of the servers.


The map appears to be quite open but thanks to tons of scatter terrain, the ground level is more or less completely obstructed. The left has a quite open corridor and there are two longer firelanes on the right side, while the bus on the middle left blocks a lot of things out. There is no deployment on the solarpanel-roofs and the central building does not block much on the first storage, so everything up there may be seen a lot.

I lose the Lt-roll and get the second turn, deploying in the south.

The Fusilier-core deploys around the central building in the north with the Karhu out to ARO on the roof. The other building more on the right sees one Fugazi, the next is down on the street there. One Nokken starts behind the wall. The left corridor is taken by the two Hospitallers, thir Karhu and a Fugazi, while the other Nokken is ready to push the button of the left console.

My core-team is deployed on the ground on the mid right with the ML overwatching the right corridors. One Crusher sees the far right edge behind the adds, the other one starts near the bus. One Varangian on each side. Cho mimes Hector and starts behind the left building, where both Fuzzbots lie on. The Kytta overwatches the Crushers back on the left.

A Nokken minelayer is deployed behind the wall. Andromeda does not infiltrate and stays on my left side to support against the Hospitallers. Hector takes the right side.

SWF 1: The Nokken on the left activates the console without problems and discovers the AI on the central server. Now the knights start. The Karhu takes down the Crusher, Kytta and finally Andromeda. This takes enough orders so that the link needs to reposition in front of the left building.

Starmada 1: While the left Varangian trades himself against the Karhu on the left, the right one sets up some smoke for the right Crusher. Hector advances, shooting down the Nokken hacker and the two Hospitaller Knights. He manages to kill the doc and the hacker completely, so that only the HMG could be revived by the paramedic and damage the servers. On the right, the Varangian now trades himself for the Nokken FO and a Fugazi.

SWF 2: The core-team advances unseen, since Hector has a bad position. The Hospitaller HMG is treated in PanO-manner and dies, but the Karhu has better luck and gets back on his feet. After this, he lets his wrath rain over Cho and a Bluecoat.

Starmada 2: One Fuzzbot is taken to group one. The right Crusher activates the console to find the AI in the left server. He advances further, killing a Fugazi and a spare Fusilier from which I hoped to be the Lt (it wasn't).

SWF 3: The Karhu continues his killing spree with two Kappas and Hector, while the last Nokken deploys a mine on the designated server.

Starmada 3: In LoL, I won't reach the right server with my Crusher, so I simply wreck the one in front of him and call it a day.

With this, I win 6 to 4.

Before I will discuss the Starmada-part, there are a few words to SWF: I own them myself and was quite curious to play them, but the list-building in the actual N4 circumstances still seems quite rough. Commoner1 did his best to squeeze in some of the best units to deploy a solid list for the mission. But in the end, Nokkens were too prone to enemy fire and then you end up short with tricks. The best one of course is the Karhu with double Feuerbach, which is a perverted killer, if he won't recieve a wound somewhere. To pair it with at least one knight seems solid, since you have something by hand to clear mines. But in the end, we agreed that SWF is designed a bit boneheaded and adds not much to PanO.

Starmada on the other hand surprised me a bit. Especially the more aggressive part, even if Commoner1 guided me a bit through this, brought back some fun to the game. I totally forgot about how nice it is if you shoot multiple things in one turn. With DBS, I ended up with turns full of movement and did most of my shooting reactively, I think. This was completely different. With Hector you have a solid one man army, capable of shooting most things and tanking at least two hits with ease. The Feuerbachs here were a bit dangerous, but in everyday situations, he don't have to worry a lot about AROs. Wrecking all the mission-potential with him in turn one was the crucial action. But also the Crusher performed well here. Only armed with a SMG, he managed to break into the DZ and thanks to his great gear, the points for one server could be scored. But there is some more training needed with Andromeda and reactively used Crushers, as the falling left flank showed.

Sunday, 27 December 2020

Countryside Infinity Terrain Guide: How to get your map together

After reading all the different points and thoughts about terrain in Infinity, you are hopefully eager to build your own terrain. In this last part of the guide, I want to give some different ways to get your map together a closer look. Since the cineastic and strategic experience of Infinity is strongly related to the terrain you use and it can impact the game in many different ways, as we discussed before, it is important to get the right terrain pieces to hand for your game. With the introduction of 3D-printing, lasercutting and a bigger community, the market of terrain in general and pieces designed for Infinity has grown a lot over the past years. But besides this, there are many opportunities to let your own creativity and hands flow and build things on your own. While I am not a great terrain-builder and especially painter on my own, I want to focus more on the general aspects of different kinds of terrain, like what do you have to take into account when using it and for whom it would be good to use.

A general wrap-up

Before we discuss different options to get your map together, we should recapitulate, what we need. Since line of sight is an important thing in Infinity and everything dies instantly if it is seen from too many positions, you will need solid terrain to block firelanes. In most cases, you should cover at least 50% of the surface with terrain to block firelanes. This may be not correct for some special situations, but you can keep it as a rule of thumb. Once you have broken up firelanes on the ground level, you need some more pieces to structure the upper levels of your map, creating elevated positions to shoot from and blocking firelanes all over the same level. The third important part for your map is the smaller scatter terrain, including all the stuff you can throw into the corridors, on the roofs or wherever you need some more cover. Besides these three essential parts, there are some special terrain pieces you can include in your map, but you don't need to.

The different ways to get your terrain

Papercraft

The easiest and maybe cheapest way to get a majority of your terrain together is using papercrafted terrain. Since the terrain produced by CB directly and used in the old and actual Operation-boxes is based on paper, too, I will include it in this category. The other options here are self-printed and assembled pieces, or premade kits purchased from somewhere. The community already created a lot of general templates for different buildings, walls and even scatter terrain, which can be downloaded for free of for a small tax, but if you want something more sophisticated, you will need to look for special producers like CB or something different in the internet.
If you have found something suitable for your needs and want to start, the only things you need are a reliable printer, some ink, a scissor and fitting glue. Depending on the paper you use for the prints, the terrain will be more sturdy and you may be able to deploy heavier models on it to the cost of material-flexibility. But besides printing and assembling, there is not much work to be done until you can have the first games on your map, since the whole painting-step is already done.

Papercraft terrain in general has the following pros and cons:

+ cheap
+ easy to produce
+ big quantitity of bigger terrain pieces in no time
+ easy to store

- persistence of terrain under constant use
- stability when using metal miniatures
- light weight terrain (easy to displace during the game)
- papercraft-look
- takes a bit to set up

Icestorm

Until the release of Code One and Operation Kaldstrom, each Operation-Box for Infinity included a terrain pack of pre-painted papercraft terrain, consisting of four buildings and four to six containers, depending on the set. The buildings were discussed in the previous articles, since the smaller ones have the problem of being smaller than S7 models. But besides that, the whole terrain is easy to use and to scale up for a whole map. To build an interesting map for a 48x48 map, you will need at least four of these packs, where five or six will give you more opportunities. The combination of containers and buildings let you create different situations and break up most necessary firelanes.
Only the stackability of the buildings is a bit challenging, since they don't fit on each other to 100%. A bit of adjustment from your side may solve the problem. The stability of the terrain is quite okay for papercraft and can be increased with easy to build or to buy inlays for both pieces. This also may solve the weight-problem, since the pieces are normally quite light and easy to move.
If you keep the terrain flexible, it can be stored easily and without much space needed, but even if you don't disassemble the terrain after a game, it does not need to much space. Thanks to the regular shapes, it fits easily into storage-boxes. I would advice to keep the terrain assembled to reduce the impact on the material. The persistence of the material and the paint under constant use is quite good. My set is used constantly over the year and shows no bigger problems after more than two years now.
In summary you will need something about 100€, a bit of adjustment and a bunch of additional scatter-terrain to have an easy to store and to set up map.

An example of the Icestorm paper-terrain, where the higher building is slightly modified to stack better.
A block of polysterene connects the two single buildings to avoid anything crashing through it or the buildings falling apart.

A piece of fiber slab or a filled cardboard-box from CB can and should be added to the terrain to improve the stability and weight.

 

Kaldstrom

Witht the release of Operation Kaldstrom, CB introduced a new set of papercraft terrain. Compared to the former sets, it is improved in many ways. Instead of normal paper, thick cardboard is used, enhancing the stability, weight and persisctence. Also the content is changed. Now not only containers and buildings are included, but stackable buildings from different sizes and different kinds of scatter terrain. These positive changes nevertheless resulted in two disadvantages: The prize increased by app. 10€/set and the assembling seems to be way more difficult. To avoid damages during the assembly, check out Youtube for some tipps and tutorials!
While the old papercraft-sets were quite uniform in pieces and design, this is now changed. Not only that the variety in the core-set is increased, but there are also expansion packs with completely new pieces in it, like an objective room or some sniper-towers. This will allow you to create different kinds of maps with a basic set of pieces and single special ones from the expansion packs, depending on your needs.
Since I don't own this terrain by myself, I have no first hand experience about storage and persistance. The community advices something like four to six sets of this terrain to fill a 48x48 map, resulting in total costs for your map of app. 150€. Since the shapes of the terrain are still regular and the smaller pieces may fit into the bigger ones, it should be easy to store and easy to set up. 

Papercraft

For every other papercraft-terrain the pros and cons of the different CB-versions may also apply. In general, I see two possible approaches for papercraft-terrain: easy to store and easy to produce paper-terrain and persistent cardboard-terrain. Cardboard-terrain will live longer and will be easier to set up for the daily use, but will also be more difficult/expensice to produce and a bit more difficult to store, since you can't disassemble it easily and have to store it in bigger boxes. The easily printed and assembled paper-terrain on the other hand can be disassembled easily and so stored in quite small boxes. But this will force you to assamble it before every game and disassemble it after it, what will take a while and stress the material. Also it is easier to be deformed by use or storage over the time. Nevertheless, if you want to get started and make your first expriences, it is a great way to set up your first maps and then switch to other terrain-types.

An example of papercraft terrain, printed from some files of the internet on slightly thicker paper.

This box fits enough papercraft terrain for a whole 48x48 map.

MDF 

Most of the maps you see on social media (and even on TTS, thanks to the community) consists of laser-cut MDF-terrain kits. The market for those kits grew extremely over the past years and even free files to use with your own or rented laser-cutter get more frequent. Not only the whole amount of general sci-fi MDF-terrain is growing, but also special designed for Infinity-sets become more frequent (like from Warsenal, TTCombat or Micro Art Studios). This allows you to select the terrain fitting to your ideas and needs.
The kits come unassembled in a kind of sprue and need to be assembled, glued and painted. The overall quality of the kits is good, but sometimes you need some refinement during assembly to make everything fit perfectly. Painting may be a bit difficult if you don't own an airbrush or are experienced with spray paints, since the kits get more and more detailled. But even if you have to work with brushes, there are several tutorials for this on Youtube to help you with this issue. If you don't want to paint the terrain, there are some pre-painted kits on the market.
Most of the suppliers not only sell a variety of normal terrain, but also additions and special pieces, as well as scatter terrain. So you can purchase everything you need for your map made from MDF. Depending on what you want for your map, you will end up between 200€ and 350€ for the terrain and about 50€ for rattlecan paints, adding to some time you need for assembling and painting.
For this advances price you will get a good looking and interesting map. Due to the material-properties, all pieces have their own weight, limiting the potential of displacement during the game. Also, assumed a proper sealing of the paintjob, the persistance of the terrain normally is quite good and will guarantee several years of use (I have not seen any teared down MDF-terrain since now). Since there may be different shapes of the pieces, storage can be a bit challenging. This strongly depends on the series you choose, since there are also very easy to store kits, which can be stored easily in smaller boxes, including even the scatter terrain.

So if you don't have the time and/or creativity to build your terrain by yourself, but want an interesting Infinity-map, MDF-kits are the right thing for you. Just consider the needed time for assembling and painting all the terrain during planning. Since you can choose individual kits for your own map, don't plan to short. Many suppliers actually advice how much space you can cover with the kit, so you can plan more easily for how much terrain you will need. But most of the time, you want to reduce the amount a bit to safe time and money, but will end up with a to open map and less fun to play. So plan with the right amount of ressources!

There are many different MDF-kits available on the market, so that there are basic pieces of many kinds of maps.

3D print

Not only lasercutters are becoming more and more frequent in the hobby, but also 3D-printers for private use are a real thing now. These machines allow everyone to print everything out of thermoplasts or resin what you want - in theory. In theory, you now can design your whole map on the computer and then print it on your 3D-printer, put it together and paint it for the costs of the printer, the energy and the material. If you are used to computer-stuff and have some experience with vector-graphics, this may be your approach and in this case, 3D printed terrain may be the best solution for you. But in most cases the steps before it comes to the printing itself cause you some troubles, since most of us are no technical experts in this topic. Desiging your own terrain as printable files then is very difficult and rarely possible, while getting the printer online and working should be doable with some time to try out. Luckily the internet can solve the first problem for you, since it offers free and purchasable pre-made files you can use for printing. Over the past years there were many kickstarter-campaigns creating unique sci-fi files, but you can find a lot on pareon and thingiverse these days. If there is something fitting your needs, you have a great point to start. But even if you have found the files, you need to get them running and fit on your printer. In most cases, you will have to print smaller parts and put them together afterwards, since the private printers won't allow to print quite big pieces in one go. So in the end you will end up with okay-ish costs for your project but maybe the biggest time-investment of all options you have.
Once you have overcome the technical issues, you may get not only a nice looking map, but also terrain designed to use in wargaming. The material used will give most pieces enough weight to not be moved by accident and is sturdy enough to endure transport and storage, but also many games. Like wood or MDF, the material will be thick enough to let heavy pieces be placed on roofs and so on, at least of you have printed them thick enough.

On a side-note, 3D-printing may be the easiest way to create tons of scatter terrain and objectives like tech-coffins and antennas. So even if you don't want to print your whole map, take this option into account when it comes to the smaller pieces.

Selfmade

Depending on your idea for the map and all the other circumstances (time, money, motivation, creativity, talent), a selfmade map can also be an option, maybe the best. To generalise a bit on this topic, you can achieve the best results for your terrain with this 'method' and also with the lowest costs, for the sacrifice of time, creativity and talent. But since the last three points most of the time are the fun-part of the hobby, building your own Infinity-map is the coolest thing to do! In many cases you are forced to go with this, since not every setting can be done with MDF or 3D-printers. On the other hand you are able to create all the things you need, you can imagine and you need rulewise to allow the best interaction during the game. 


Since you can use different materials for your terrain, the persistance may vary together with the needs of storage. Normally you will build more detailed pieces with less durable materials or designs, so that you have to decide on your storage-solutions. If you store each piece individually, nothing will break but you need a lot of space. If you are short on space and have to put everything in one box, details may collide and irregular shapes won't match each other, so that there will be damages. On the other hand you have the chance to design everything in a way to match your own storage- and transport-situation.
 

The choice of material not only affects the persistance, but also the difficulty of production and the costs. The cheapest but also most fragile material may be cardboard. It is available for free in your trash, can be cut easily but is less durable when it comes to contact with other terrain and use.

Some hot-glue and cardboard from packaging can be brought together easily for basic buildings.

Many cardboard materials appearing in your flat can be used for Infinity-terrain. Just glue the boxes together and shield it with blank cardboard to even the surface and create ceilings.

 

More flexible and durable, but also a bit more expensive, is foamboard or whatever this material is called in your locallity. Here, I refer to polysterene blocks, which can be cut with a sharp knife or a hot wire (Proxxon Thermocut!!). The available tools allow you to cut many different shapes and things, so that there are no limits, once you are used to the tools. Problems with this material is the missing ability to use most of the rattlecan spraypaints directly on them, the missing weight of the material and the sensitivity to damages and breaks during the use and transport. A proper sealing may help you with all these issues. 


The most durable option may be solid wood, plastic card or plastic in general. These materials are not that difficult to use for basic shapes and things, but once you go for the details, you will see the limits. Depending on your supplies, this also may be the most expensive way, since you will have to buy everything and can't use things appearing in your flat.

Especially for scatter terrain, polysterene can be cut in many different shapes and sizes to create all the things you need.

Simple polysterene-blocks can be used and fenced with different structures to create buildings of different style and size.

Most of the time you will end up with all materials mixed, creating the look you want. If you are not super experienced in this field, you will need some additional time to plan everything, collect the materials and prepare for failure. In most cases, not everything will turn out in the way you dreamed about it, so plan b is quite common and you should be aware of this. But nevertheless, in the end you will have some great hobby-time and end up with an unique map, fitting your needs and ideas about the game.

Polysterene-blocks of different sizes covered with some cloth and lots of PVA make good and flexible scatter terrain.

Planters made of caps (bottles, rattlecans) and filled with different kinds of moss are also a cheap and easy option to create your scatter terrain. You can fill it with some metal-pieces to gain the needed weight.

To summarize about this topic:
If you are new to the topic and want to try out different things or don't have that much money left, go for papercraft terrain, especially the sets designed directly by CB. They will allow you interesting basic games for a small budget. If you want to advance from this, the solution depends on the factors of time and money. If you are short on time/motivation, but are willing to spend something like 300€, MDF-terrain is your way to go. The internet is full of available and great kits, so that you can find everything you need, If you are short on money but have some time left and at least some motivation (talent is optional!), try to build your own terrain. The included pictures may give you an example of how simple those things can be. If you are searching for some high-level inspiration, you can check out the forums or social media. But in the end, all these solutions will be fine for your game and can be used to display all scenarios you want to play.

Sunday, 20 December 2020

Pandemic Protocol 2: Round 2 (QK vs IA)

After my loss in round one, I was paired against a Greebo, a newer Infinity-player but experienced tabletop-gamer in general. We met each other a few years ago on a Malifaux-tournament, so it was quite nice to face him now on 'my' battlefield. The mission for the second round was Highly Classified.



This time I simply wanted to play something different and include as much new and flexible stuff, as possible. I ended up with a defense simply relying on REMs and one Hawwa sniper. To push forward, a haris is formed around the Djanbazan HMG. They should be able to shoot their way forward and do some classifieds there. The other flank should be secured by the Azrail, put somewhere in cover and suppressive fire and just wait.Some specialists to round everything and allow me to score as many classifieds as possible.Luckily there would be some REMs to repair...


I expected the usual Zuyong-paintrain, but obviously, Greebo wanted to try something fancy and build for some smart missiles, supported by the Lui Xing, landing somewhere unexpected and target the necessary stuff. Krit should do the maintance for the support-REMs, while the Zhencha and the HacTao do the rest.


For this round I chose one of the Dire Foes maps made by Cabaray. Originally we wanted to play Rescue, but since I could not find a suitable and working map for this and this one was quite nice, we switched to Highly Classified on this map. It is quite obstructed by elevated positions in the midfield. The left has a deeper corridor, while the right sees some forest-zones.

The drawn main-classifieds were Rescue, Telemetry, Mapping, Nanoespionage, my secondary objective was Sabotage.

Again, I lose the Lt-roll and deploy first in the south. I decide to go first, since I see some good chances to push my Hawwa hacker up on the right and score a row of classifieds.

My Lt, covered by a mine, hides on the left behind a crate and overwatched by the Hawwa sniper and the first TR-bot. The haris scatters around them, ready to clear the whole side with the HMG if needed. The center sees my doc and the Rafiq as back-up, as well as the Azrail. I forget about the dead spot behind the container on the right, while a Fanous and the engineer overwatch the rest there. My hacker starts right in the center on that side.

The Doc hides somewhere on the left. The REMs take the roof of the left building with the EVO behind this. One camo marker starts in the center of the table, an other one in the left corridor and one in the center of the deployment zone, clearly being the Lt. The EVO and the left space in the order group telegraph a Lui Xing and/or a Guijja, but I am not sure for the moment.

My second Shihab also takes the roof where the first is deployed and Krit appears also on the left, a bit forwarded. His helper starts on the roof with the REMs.

QK 1: My second group loses two orders. The Hawwa hacker starts on the right, scoring Sabotage on the container there. Now I realise the trap and remember the HacTao, but since I can't be sure where he is deployed, I push forward. In the next order the Hawwa is shot in the back by the HacTao, overwatching the right. The Azrail climbs up the building in front of him and starts shooting at the HacTao, inflicting one wound and forcing him into full cover. To recover my Hawwa, the doc advances a bit to the right side. My Lt and the Azrail enter suppressive fire.

IA 1: Controlled Jump is activated and the Lui Xing uses the only uncovered place in my DZ to land behind my Najjarun. He scores Mapping and Telemetry without any problems and a missile knocks my Fanous out. A second one is tanked by the engineer. The HacTao enters marker state.

QK 2: A Yuan Yuan drops behind the Lui Xing and engages him, only to lose the CC and die. So that problem won't be solved this turn. The second option is to clear the REMs on the left building. The Djanbazan advances a bit and discovers a Zhenca in the center. We are both shooting on 12s, since he has a panzerfaust. Now the crit-fest starts and the Djanbazan is evaporated directly. The only option left to get rid of the SML is the left Yuan Yuan, landing behind the drop-ship and smoking his way up to the roof. While engaging the missile-bot, I template all REMs and get shot. The missile-bot and the helper recieve a wound. My doc advances a bit further to revive the Hawwa in turn three.

IA 2: Krit climbs up the building, repairing the missile-bot and his helper. A new missile kills my engineer. With the remaining orders, the HacTao tries to kill the Azrail, only inflicting one wound with several crits on both sides.

QK 3: I dragg as many orders into group one as possible to have some ressources left for the revivied Hawwa. As backup, the Rafiq can use some orders and Azrail gets some to kill the HacTao. First Azrail dies to the HacTao, then the Doc revives the Hawwa, unseen due to the obstructed right side. The Hawwa dies again to the HacTao while scoring Mapping. I fail to score Telemetry in a coordinated order with both Shihabs and the Rafiq on the TR-bot, thanks to a crit on both sides.

IA 3: Krit switches the flanks and scores Nanoespionage on the unconscious Hawwa.

With that, I loose 7 to 2. It would have been an easy thing, if I would not have underestimated IA in general. Leaving the premium spot for an AD-hacker with this set of classifieds was a crucial mistake and rocketing up the right side without any cover only to be surprised by a HacTao, clearly telegraphed by the deployment, wasn't clever, too. As the Djanbazan was killed, things were done, since he was the last tool to use properly and get into a nice position to dominate the game. Greebo then played his game calm enough, focussing on the recovery of his elements and picking his targets carefully. It would have been a good option to redeploy the HacTao towards the left, attacking my units, instead of forcing things against my Azrail, but that would have opened the flank for my doc and the Hawwa again.

Thursday, 17 December 2020

Pandemic Protocol 2: Round 1 (QK vs. CA)

After all the european events, it was time to get a bit back to the locals. So I started orgaizing the 2. Pandemic Protocol. With 16 players from Germany, we started right after ITS 12 was released, all happy to have new tournament-rules and all sectorials available. For that reason, I listed myself in the crowd with Qapu Khalqi and their new wildcard-links.

The first round of the tournament was Capture & Protect and I had the 'luck' to play against the number three of the last ITS season, WorstC4se. Instead of his beloved Nomads, he is playing vanilla CA in this event. I have to admit that some of his battlereports, focussing on odds and decision making, really influenced my way of playing and may have inspired me to write my own battlereports. So I was really curious how this may turn out!


I wrote that list before I knew about my opponent and only made slight changes. The plan was to get the beacon secured with one Yuan Yuan, while the other one secures the path for him. Everything else should be distraction and defense. The double MSV-sniper in the core-team covers a lot of space and is able to damage a lot of things. In addition to this, two snipers allow me to have one on the ground and start moving to pick juicy targets actively. The Sekban is included to use the NCO. It was an advice of AssaultUnicorn here, who is a real fan of them in a core-link, so I gave it a try.
While the Hawwa FO should be a back-up for the Yuan Yuans, the two snipers should cause some headache on my weaker ARO-spots. One should team up with the Fanous, while the other one should have a look at the Azrail. The Azrail itself only was there to move up a bit and enter suppressive fire in cover, being as hard to remove as possible. With Rahman there, everything should be revived as often as possible.
As slight change towards CA as opponent, the Bashi was included. One Speculo would be there for sure and if I get the chance, the Bashi is a good tool to simply pin it down. For the case that it is clear that there won't be a Speculo, he can stay in reserve and maybe pick the beacon. Who would really rely on a Yuan Yuan?


Everyone would have expected the typical Avatar-list, but WorstC4se deployed the opposite: One hidden Sphinx to steal the beacon and a bunch of annoying terror-pieces to stop my attempt and secure the retreat of the Sphinx. Daturazis are a good secondary option to recover the beacon or to close narrow corners. The Haiduk may be included due to the map, which was quite dense, so that long-range AROs are not super efficient. Flash-bots are always a good thing to add some more cover to this. Since most of the important units have Terrain (Total), the Dazer of the Shrouded paid twice. On the one hand, my attack-potential was limited and on the other hand everything else gets faster by moving through the difficult terrain. Sounded like a good plan!


For this game, I chose a recent map from the White Noise-collection, made by Cabaray (thank you again for this, man!). It used the new Micro Arts terrain and had a lot of narrow and not so long corridors. Two longer firelanes were there - one on the right from one DZ to the other and one in the north half from the center to the right side. We agreed to not deploy on the rooftops with the solar panels.

I loose the Lt-roll and deploy first in the south. To not have to run my Yuan through things that advanced into the midfield, I chose to go first. My decompression zones go in front of the enemy-DZ to make the advance a bit more difficult, but leaving enough gaps for my Yuan Yuans to get the beacon out. This is done a bit too obvious, so the planned path is closed by an opposing zone. The last one blocks my major exit of the DZ.

My core-team starts on the right around the long street. Fanous and Hawwa overwatch the right edge, while the EVO hides in the back. The center is overwatched by Rahman and his flash pulse. I saw the left side to be better suitable for the Azrail in suppressive fire, so he and his Hawwa-buddy take the far left. My FO-Hawwa also takes the left but more centered to catch things in the close corners.

The beacon is overwatched by the Haiduk, both R-drones and two Daturazis. The Nexus hides behind them. Bit hides on a rooftop on the left, together with the sensor-drone, while Kiss is down in the streets. A third Daturazi securs the far left side and the right is quite uncovered. All camo-markers start in the center, so that the Dazer coveres the central left.

Since there is no Speculo deployed yet, I choose to not deploy my Bashi Bazouk. A Speculo is deployed in front of my core-team on the first storage of the building.

QK 1: I loose two orders in my first group and skip my impetous phase. The defense around the beacon is lined up quite nice, so I try to wipe them out with my Yuan Yuan. Controlled jump activated, Yuan 1 lands in the enemy-DZ with an HMG. Using some smoke, he places a template over Haiduk, both R-drones and the Daturazi, only to be engaged by the Haiduk and the Daturazi and everyone dodging the shot. This takes the whole first group. On the left, Azrail advances and enters suppressive fire, while the Bashi Bazouk enters the field in my DZ and advances towards the Speculo, blocking the ladder he would have to take to engage my link.

CA 1: The sensor-bot crawls into the center on the walkways and discovers my Hawwa FO. Since the hacking-thread is non existent now, the Spinx appears, burning him down and grabbing my beacon under smoke from the Speculo. Meanwhile the Daturazi shredds my Yuan Yuan. On her way back, the Sphinx engages my Hawwa and Azrail. One heavy pistol-crit causes two wounds on the TAG, while Azrail also takes a wound in the process. Under heavy fire, the Sphinx manages to retreat into a safe corner of the CA DZ.

QK 2: Since controlled jump is still active, the second Yuan Yuan and his motorcycle jump in the back of the Sphinx and dropping it in melee. To avoid any camo-engineering, the TAG gets coup-de-graced, but then the Yuan Yuan is a bit overstrained and gets stunned on the way towards the beacon. In my DZ the Bashi finally pins down the Speculo, while my core-team advances into the center, gunning down one R-drone. The HRL uses the corpse as a target, but the Daturazi and Haiduk again manage to dodge the template. Azrail re-enters suppressive fire and the right Hawwa sniper advances on the rooftops to pin Bit down, if she tries to get the beacon.

CA 2: First a Liberto tries to engage my link and Azrail but dies in the progress. Of course the light shotgun manages to knock the Azrail out. Then the Shrouded followed his path but is gunned down by my link, followed by one Daturazi. This guy manages to take out one sniper and the normal Hafza before he dies. A smoke template covers Bit, who climbs down the building, but the beacon is taken by the far left Daturazi after killing the Yuan Yuan.

QK 3: I have no option to get to the beacon, so it is simply about denial now. The remainings of my link advance towards the left. A pointless shootout between my sniper and Kiss, followed by an R-drone, let my sniper advance unharmed on the far left side, so that he can gun down the Daturazi. Rahman uses his Nasmat to revive the Azrail, scoring Experimental Drug.

CA 3: The last Daturazi covers the center in smoke, so that Bit can easily grab the beacon.

With this, I loose 1-9. After my 'alpha-strike' failed completely, my pointless deployment closed the coffin. The Azrail did more than everyone would expect to stop the Sphinx, but in that moment things were already lost. WorstC4ses' plan was too good here. I failed to access my DZ right here and went with my snipers in the long but uninteresting firelane. If I would have placed them more on the left and maybe switched the Azrail to the right, I would have gained more flexibility and a better defense of my beacon. On the other hand that would have simply had a switched focus of the opposing attack...

Nevertheless I am quite satisfied with this list and QK in general. The added Sekban in the core-link increased the order-efficiency singnificantly. It may be not necessary in a purely defensive link, but once you want to use it more aggressively, you are happy to have this added order. To invest into a more expensive core-team of Djanbazans also was a good idea. Not only that two MSV 2-snipers are always great, but also the high arm and the regeneration on PH 13 makes decisions more easy. The mos present thread to such links are DTWs, but in this case this can't be a problem. If they get one wound, they simply stand up again on their own or are revivied by Rahman, so you can always shoot and kill the stuff attacking you.
This also was my second game with two Hawwa snipers, teamed with an other ARO-piece. If you manage to team them with something else, the sniper rifles becoma a real thread and gain good value in your advance, even with BS 11. But you have to place them in a way, that they see the opponents attackpieces in a spot they don't want to be seen by one additional unit. Unfortunately, this takes most of your space in the list, if you already have a full core-team and two Yuan Yuans. Maybe one here is enough then. That maybe would have allowed me to invest in a better offence in form of a Kaplan spitfire or maybe a cheap haris around a Sekban spitfire. This will be tested in the future.


Taming Cerberus [Starmada vs. CA]

With the test-run of my Mindwipe-list turned out quite well, I started confidently into the first round of the 'Quadratekämpfe Rauhnächt...