Sunday 12 January 2020

Taking Nomads land


After a longer time of waiting, I have a new report for you - one game is held back for the moment as an entry for this months Bromad Acadamy-mission.

Yesterday we played Transmission Matrix for the really first time in our group and it went against Bakunin.

 Ultimate Brawl
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GROUP 1 7  / 1 
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 DRUZE (CH: Mimetism) MULTI Sniper / Viral Pistol, Knife. (1.5 | 32)
 DRUZE Lieutenant (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23)
 DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)

GROUP 27 
 BRAWLER (Fireteam: Haris) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 17)
 BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
 KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 PEACEMAKER Heavy Shotgun + AUXBOT_3 / Electric Pulse. (0 | 21)
   AUXBOT_3 Heavy Flamethrower / Electric Pulse. (- | 4)

 6 SWC | 299 Points
 

Open in Infinity Army 

 I didn't want to go directly back to the previous list after experimenting a bit without the HMG, so I stayed with the SMR and took the Brawler-haris for the first time in combination with an enhanced hacking game. I don't like Gromoz anymore, so I had to reorganise the core-link, where I added the Druze MSR - so a lot of new toys this time. While my REMs and my core-link should secure my two areas, the haris should clear everything else in the first run and Pathfinders together with the Hunzakut were planned for scoring in late game.
 Jurisdictional Command of Bakunin
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GROUP 1 10 
 RIOT GRRL Spitfire / Pistol, Knife. (2 | 34)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 30)
 RIOT GRRL Missile Launcher / Pistol, Knife. (2 | 33)
 REVEREND HEALER Boarding Shotgun, Nanopulser / Pistol, EXP CCW. (0 | 32)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Lieutenant Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 34)
 REVEREND CUSTODIER Hacker (Assault Hacking Device UPGRADE: Icebreaker) Boarding Shotgun / Pistol, Knife. (0.5 | 30)
 MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
 ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17)
 ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17)
 ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)

GROUP 21  / 2  / 2
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, E/M CCW. (0 | 6)
 SIN-EATER Mk12 / Pistol, CCW. (0 | 30)

 5.5 SWC | 300 Points
 

Open in Infinity Army

With two three-girl-links and a bunch of camo-markers for the zones, it was quite clear that first the Grrls should make some trouble and then the ODD-girls start cleaning up what is left. Some Morlocks for support and a Sin-eater for ARO.


 

I won the Lt-roll and let my opponent deploy first in the north where no good place for link-teams was. I calculated correctly and got the second turn - what a nice start.

The left side saw two Morlocks standing in the open space, while Sin-eater and both links got on the right side, with the ODDs a bit more centered and covered by the Sin-eater. Two camo-markers deployed in the center near the antenna. The Moderator sneaked around the right console. The designated target was placed on the right side near the long building with the tower.

I wanted do avoid any troubles with the Morlocks and force the Riots into bad decisions, so I placed my link with most of the value on the left side on a building with the KHD and the SMR ready to start, if the MSRs died. The Brawlers got on the right side to have better access on the links, with the HRL prone behind the "dwell" and the AHD in the middle, but quite unopposed. Every other vector got a REM for flashpulses. The Hunzakut got to be a backup if the Morlocks should survive the Brawler MSR on the left flank. My designated target went in the central corridor in my half of the table.

A third camo-marker appeared hidden behind the tower on the left side, while I deployed my Peacemaker in front of my Brawlers, focussing on short LoF-corridors. Any Riot was nominated as datatracker, I chose the AHD Brawler because of his SMG.

Bakunin 1:
Overclock on my REMS. The Morlocks started and got pierced by my Brawler MSR. A pitcher was shot on the tower of the building on the right side to throw stones into my future path, then the Riots started. The B5 Spitfire wasn't stopped by a Fugazi and a Pathfinder, but finally got critically stunned by a Fugazi in the center near my core-link. Now the ML-Riot misunderstood her weapon and started shooting at my Druze MSR under 24" and only took one wound in return. So the turn ended with the Riots in a bad position.

Druze 1:
With Team-pro up, the Druze MSR killed the ML-Riot, but now the Spitfire had a terrible position - Whenever my link would shoot at her, the combi-rifle would have a shot, too. So I got risky and flashpulsed the spitfire with success. Now the path was free and the SMR forced the combirifle into cover and could kill the spitfire. The Peacemaker now should dig the last Riot out, but she could dodge everything and in a last attempt, the Auxbot died by flaming the Sin-eater and flipping a Zero out of camo. Here it was more important to have the Peacemaker around my antenna. The central Fugazi advanced on my other antenna and the Hunzakut advanced towards the far left antenna. On his way, an other Zero managed to kill him and could dodge a burst from my snipers.

We tie on antennas: 1-1

Bakunin 2:
The Zero on the left shot my designated target, while the ODD-link advanced on the right flank, taking out the Peacemaker and threatening my antenna here. Nothing more happened.

Druze 2:
My snipers started some lean-outs to expand their LoFs and kill the left Zero, a newly discovered Zero on the central antenna and the last Riot. The remaining Pathfinder made a long run and secured the far left antenna.

Again we tie on consoles because I took away the Zero in the center: 2-3

Bakunin 3:
Only a few buttons were pushed on some hacking devices, which failed on my Pathfinder, but could isolate my AHD-Brawler. The remaining Zero secured the central antenna.

Druze 3:
Somehow I had to get rid of the ODD-girls around my antenna. The only guy in place for this was the Brawler HRL with his assaultpistol. I got lucky and crit the Custodier near my antenna, leaving the Healer in the area. Sneaking around the bus, I succeeded on the second Custodier (woah, very lucky here against the ODD!!), which forced the Healer to turn around. Now my core-link could advace and shoot her down. Before the link could finish the game, the Brawler shot the designated target, making it a tie. With the last order, the link scattered between the central antenna and my right one. The Zero decided to shoot the Brawler MSR, advancing towards the right antenna, so the Druze could shoot him with her viral pistol and killed him. Now controlling more antennas, I won.

5 - 3 for Druze this time.

I have nothing to complain about in my list. All new pieces performed really good. Even the Druze MSR was great, nevertheless his mimetism was not usefull against the Riots. Of course, the Brawler-haris needs to be tested more, but the link adds a lot of cool tools to the list. Peacemaker with shotgun is a hell, if you can find a narrow spot for him to fight in - that went good this time.
I am still bad with using camo-troopers, the the Hunzakut staied behind his potential and my flashpulses were deployed too aggressively. I shoud better have one corridor left out and added one flash pulse where my link was overwatching, to secure the orders and make advancement harder.

Nevertheless, my opponent made some mistakes in his first turn and then lost his teeth and was scared of my snipers. Normally, I would still have lost the game, if the Brawler hasn't started his critical killing spree...Only 35% of success here against 25% of getting shot. Maybe the MSV-Brawler would have been able to take the Custodiers out, but that wouldn't have been a great improvement. To deal with barely visible troops on short ranges needs other tools, then my list has included. For such situations, a valuable plan b needs to be set up, when an alpha-strike of the Peacemaker is not possible.

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