Friday 28 February 2020

Old vs. New

FOr the last few games, the results were quite satisfying and may intend either DBS are not that weak as said all the time, or that I finally gained some experience playing them. This gets me directly to my latest game against Ramah, which
1. ended my win streak and
2. showed the issues with new optimized profiles:

We played Acquisition, a mission I played a lot during Asteroid Blues and never succeeded in. But since it is no difficult mission, it should be solvable now. I won the Lt-roll but lost the gamble by letting my opponent deploy first on the harder to defend side (in the north) and eventhough getting the first turn...


  Druze Bayram Security
──────────────────────────────────────────────────

GROUP 1 7  / 1 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

GROUP 21 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
 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)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
 KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)

 6 SWC | 300 Points
 

Open in Infinity Army

I wanted to try a conservative and calm game with clear plans for each turn. Everything should grant me good positions and ressources to control every console in turn three with my Hunzakuts and Saito. In this situation, I had to decide who will carry out the first-strike against what targets. Since my Hunzakuts where critical for this mission, they were kept behind and only my core-link was potent enough to do this job.


 Ramah Taskforce
──────────────────────────────────────────────────

GROUP 1 8 
 GHULAM Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
 GHULAM (NCO) Rifle + Light Grenade Launcher (Normal and Smoke Ammo.) / Pistol, Knife. (1 | 16)
 GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17)
 GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16)
 GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 GHULAM (Forward Observer) Rifle + Light Shotgun / Pistol, Knife. (0 | 13)
 GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 KHAWARIJ (Fatality L2) Spitfire / Pistol, AP CCW. (1.5 | 32)

GROUP 26  / 1  / 1
 MUKHTAR (Fireteam: Haris) Viral Rifle, 2 Nanopulser / Pistol, Knife. (0.5 | 31)
 MUKHTAR (Multispectral Visor L2) Red Fury, 2 Nanopulsers / Pistol, Knife. (1 | 37)
 MUKHTAR Doctor Plus (MediKit) Boarding Shotgun, 2 Nanopulser / Pistol, Knife. (0 | 30)
 NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12)
 FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 CARMEN Chain Rifle, Smoke Grenades + Bâtard / Heavy Pistol, DA CCW. (0 | 22)
   BÂTARD Trench-hammer, AP CCW. (- | 5)

 6 SWC | 286 Points
 

Open in Infinity Army

Something is missing (not only to enable the REMs) and the division among the groups is not right, but everything important is in. Mukhtars to force their way through everything and a Khawarij as second beatstick (or maybe Carmen and Batard). Lots of Ghulams to back everything up and too many orders to be limited too early.



As said, I deployed second in the south.

My opponent put a Ghulam-core around the right building with a sniper, a missile launcher and a doc+ on the rooftop. A Fanous was added on that side. In the center two Ghulams hid together with the Khawarij and the Mukhtars went on the left with the second Fanous. The single Naffatun was placed on the right center.

My core went on the right side with the Druze advanced and quite open to get rid of the ARO-Ghulams. Behind them, the HRL and MSR Brawler went to fill the link. My Lt was placed on the left building, together with the AHD. Behind that Building most of my REMs went, only one Fugazi went in the center. Hunzakut 2 took the center, Hunzakut 1 the right side.

Carmen and Batard were placed as reserve on the right behind the ARO-building, I placed Saito in hidden deployment next to the tower in the center (mostly to counter the advancing Mukhtars).



Druze 1:
No orders were denied by command tokens, so I calculated how much damage my HMG could do. Since there was too much stuff behind the ARO-building and I am too slow, my potential was very limited and I planned for some kills and a defensive position. If I had my Hunzakuts free, a mine around the corner on that building would have been the best way, since I had the opportunity to kill the obvious Lt. What really happend was nothing. It took most orders in group one to kill the damn sniper (who cares about 63% chances of success?). So not enough orders were left to kill the ML too and get back in a safe position. I wanted to get rid of the Khawarij, too, since he would be able to quickly kill my Lt. My second Hunzakut could advance easily and plant a mine next to him, then a repeater and retreat into relative safety somewhere in the center recamoed. My Kameel scored data scan on the Khawarij, without triggering the mine, since he was prone behind a wall.

Ramah 1:
The left Fanous triggers the mine and gets wrecked. The link is switched to the Khawarij and the two additional Ghulams in the center. The Khawarij was shot by the MSR Brawler, gets revived and shot the Brawler in revenge. The Mukhtars advanced, killing the left Fugazi, then the EM-Druze and discovering the second Hunzakut, which started tanking some shots. Something should be done with Carmen and Batard, so they trusted their smoke-grenades and advanced into the middle.

Druze 2:
Still in good shape and maybe able to get some shots on the Mukhtars, the killing-plan was continued. The HMG takes out the ML-Ghulam in one shot, in the next order Carmen and Batard, then takes the second doc+ out of cover and gets shot. The other members scattered a bit into better positions. Somehow the Mukhtars needed to be eleminated and CC seemed to be the best option. Saito advanced, threw smoke on the MSV2 (I forgot about this...) and attacked him. The second thing I had not taken into account were the nanopulsers...I took the safe kill and cced the Mukhtar, but lost Saito. This was the one major mistake, which lost me the game (later more on this). The second Hunz used its position to blast away the Khawarij and the Doc+ with his LSG, then recamoed.

Ramah 2:
The Mukhtar doc activates the left console, then hid behind the wall. Both Mukhtars got into suppressive fire and nothing more was done.

Druze 3:
With reduced order pools (three regulars in one, four in two), I only could control the consoles and not activate them. Hunzakut one took the right one, still in camo, covered by the KHD Druze in SF. Hunzakut two shot down the last Ghulam in the center, then stayed in basecontact with the tech-coffin. To make it harder for the Mukhtars to get him, the HRL repositioned a bit and the AHD stood up together with my LT, entering suppressive fire.

Ramah 3:
The last Fanous tried to discover the first Hunzakut, but failed and got shot down by the KHD. The Mukhtar doc killed the second Hunzakut after discovering the first one, then taking the tech-coffin, while the remaining doc+ on the rooftop killed the other Hunzakut.

So I lost 7 to 1 this time. I am not disappointed here, since going first is a hard task in such missions and I had good chances to endure the last turn. The minor success in turn one was a bit disappointing, but hindered me from overextending my attack-pieces. So it is okay, since more then two Ghulams couldn't be killed either. If I had wanted the big alpha-strike, I had to limit my potential for the mission. In the end, this was misjudged, since the KHD had been able to take the job of the Hunzakut in turn three - Here you need to act cool and clever to not limit yourself.
But what hurts most is the use of Saito. It was right to take him for that task and it was right to approach the MSV2-Mukhtar first, since it was the only option with enough orders for full success. But what I did wrong was to declare CC instead of dodging the nanopulsers. I had a good chance of success here and could then take my exp-ccw in the next order. One more speculative smoke-grenade and all Mukhtars could have been taken out. From that point, it would have been nearly impossible to recover.


To let my opponents gain some other experience then only playing against the same list, I will schedule some games with other factions in the next weeks. Not more than five, so don't worry! And I will report this games here, too. I think it is important to see, how a player uses other factions when it comes to the point to evaluate the potential and the skill-level of previous games, so I want to give you this chance. At least, I have an interesting list for MO in my mind and my QKs want some action, too. I will try to write lists similar to my Druze-lists to judgle potential shortcomings in this sector. So stay tuned!

P.S.: Just remembered I wanted to complain a bit about Mukhtars and all this new optimized profiles. I am not a fan of them in general, since they outclass many traditional profiles. But what really bothers me is the allround-equipment they all get. Mimetism, several cool special rules and a template-weapon to fill the only attack-vector or risk left blank...Most traditional units have those blank spot, where they are vulnerable. But not these new guys. This may be okay, if I play a sector without many restrictions. But with a limited toolset in Druze, this gets silly. The Hunzakut has nothing good to offer here, since a mine only takes one wound, they are not hackable and the LSG is weakened by their mimetism. Normal gunfighters are limited by their mimetism and good BS. So only CC with Saito seems good and safe. But then we come to the nanopulsers. And all this for only a few points more than my normal Druze?? This is not correct.

Saturday 15 February 2020

Dominating infowar

To proof my argument about good hackers in Druze, I had a game against Bakunin today. The mission was firefight and we chose the hard classifieds, as green is for newbies... :D

I played the same list as against IA:

 Druze Bayram Security
──────────────────────────────────────────────────

GROUP 1 7  / 1 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

GROUP 21 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
 KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)

 6 SWC | 300 Points
 

Open in Infinity Army

Everything needed to be done by Saito Togan and my core-link, hopefully leaving nothing to worry behind. Everything else just should hold as long as possible and leave opponents hitters in unfavourable situations. I was crying about direct combat lately, so this was the perfect time to show, what is possible here.


Bakunin showed up with a variety of what I already knew, so no big suprises here.

 Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

9  / 1  / 1
 MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
 REVEREND CUSTODIER Hacker (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 33)
 REVEREND HEALER Combi Rifle, Nanopulser / Pistol, EXP CCW. (0 | 33)
 KUSANAGI Lieutenant Spitfire / Pistol, Shock CCW. (2 | 43)
 TASKMASTER HMG / Heavy Pistol, DA CCW. (2 | 49)
 TASKMASTER Red Fury, Pulzar, CrazyKoalas + TinBot A (Deflector L1) / Heavy Pistol, DA CCW. (1 | 53)
 ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17)
 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 / Assault Pistol, AP CCW. (0 | 8)

 6 SWC | 300 Points
 

Open in Infinity Army

The table was set up quite dense with a few longer lines, but nothing to complain.


I lost the Lt-roll and could pick the deployment, while Bakunin went first. I took the south zone, where my sniper had a great spot and because the whole side was harder to approach.

Bakunin deployed Kusanagi and the two other Reverends centered on the left side of the building, with a camo-marker on the left panoply. Behind that building, a single Moderator hid. The Taskmasters went on the middle right, a Morlock on the far right and a second camo-marker on the right panoply.

My link was wrapped in the center, together with the HRL to take the place of the dying MSR. This guy took his prime-spota bit more left from the other link-members, supported by the Pathfinder. A camo went in front of them. I scattered my Fugazis and placed the Kameels hidden on the right side. The AHD was hidden on the far right behind the building and a second camo-marker went near the right panoply.

A third camo-marker infiltrated on the opposite side of the wall on my left, where I remembered this special-nomad-ape. I placed Saito in hidden deployment behind the middle left building, to support my MSR and catch Kusanagi, if she goes too aggressive.
Nomad-datatracker was the Reverend Healer, I nominated my AHD again.

Bakunin 1:
My REMs were overclocked. The infiltrated camo-marker jumped over the wall and gets discovered. Bran then tried to blast my Pathfinder and the MSR-Brawler, but got critted from my Pathfinder (he had a 60% chance of success here...). Plan b saw the Taskmasters advancing and the HMG getting stunned by my MSR (40% against 30% for me). So the better plan b got plan c. The left camo approached my MSR, got discovered somewhere and placed a mine between my MSR and HRL, then died. The Taskmasters changed action, advanced further and forced a shot from my MSR and my Fugazi. The MSR tried to kill the HMG unopposed, while the Fugazi should stun the redfury. Both happened as planned, but the MSR ate the mine and died (as planned). The last orders saw the Reverends advancing a bit, with the Custodier trying to provoke some AROs from the tower-staircase on the left.

Druze 1:
Kusanagi was advanced, so she needed to die now. Saito should show his martial arts here, but I needed some smoke for this first. As always, he failed the smoke-dodge against the Custodiers combirifle and went unconscious. My Hunzakut on the left set up a mine-trap for the link and placed a repeater next to him, too. My KHD then shut down the Custodier with a hacking attack and Kusanagi dodged the mine. Now I played not very clever by trying to spotlight Kusanagi with the AHD, to improve the chances of Hunzakuts shotgun. This failed everytime, so the Hunzakut tried it on his own and failed, too. He retreated a bit to set up more AROs on Kusanagi. I created a new core with my Lt-Brawler, the HRL and the three Druze, after one order was left for trying a speculative EM-grenade on the last Taskmaster.

Bakunin 2:
The Morlock tried to shoot my right Fugazi with his assaultpistol, but got stunned. The Healer got the Custodier back into life and Kusanagi shot down the Hunzakut, then approached the HRL and got critted by his rocket (63% against 6% for killing her). The remaining Taskmaster entered suppressive fire, which is used by my second Hunzakut to deploy a repeater with the Taskmaster and the HVT in ZoC, but also with the remaining camo-marker.

Druze 2:
I wanted to get my classifieds (HVT: Designation, Datascan), but noticed, that the Custodier could melt my AHD with the repeater nearby. So the KHD needed to shut him down first. This time, this was not successfull and the KHD got blasted by the Custodier and the Zero KHD on the right panoply. I needed to reform my link, since I couldn't get up Teampro with all the repeaters there and switch to direct action. The HMG started and put two wounds on the Taskmaster (16% for two wounds here). Now the second Hunzakut first shot down the Morlock, then blasted the Zero. We called it here, since the left Reverends could not take back all this losses. I would have been able to scan an unconscious Taskmaster and forward-observe the HVT twice with my remaining orders.

So I won 7-0, since I scored both classifieds, had more Lts killed and more army points. Both datatrackers were alive and wie tied on specialists.
Three things won me this game:
1. Critical hits. Knocking out Bran that fast, then killing Kusanagi in one shot...Without this, my aggressive potential would have been reduced a lot. Reviewing my last five games, most of the results were heavily influenced by critical hits, which brings my to the point, that this mechanism needs to be changed in order to keep things balanced. Normally, I said that this is part of the game, but this changed now. Reducing the impact a bit (not taking one wound directly, but have a success and getting a normal save without ARM or BTS), would keep things better in line and still keep criticals beneficial. At least, I have no real fun, if a game is changed only by the amount of critical hits.
2. Thought through deployment. I checked the zones first and checked the firelanes, so I knew, where my units had to go to shine. Then I could deploy my support-units around this to limit negative impacts by a successful alpha-strike. The sniper pinned Kusanagi, but was harder to access by other threats, so orders were drained and bad paths were forced. In addition to this, I could choose my paths for attack.
3. Most of my tool-boxes worked well and interacted great. I don't want to speak about Saito here... But the interaction of the AHD, the Hunzakuts, the KHD and the EM-launcher was so useful here, or could have been useful if needed. If I had played the spotlight-game against Kusanagi better, I would have placed an additional mine there, what would have screwed here totally. And my opponent always had to think about all this indirect threats.

But you need to be careful with your repeaters. In turn 2, I was pinned down by my own repeaters, since my network was opened to too many enemy hackers and for this situation, a WIP 13 KHD is no reliable solution (except for PanO). Play the hacking-game, but play it carefully!
 

Tuesday 11 February 2020

Critical review

Since the last games had more concerning results than satisfying ones, some thoughts were needed. I would be very glad if Druze stays playbale in N4. Somehow I could imagine that they will be skipped for White Company, since we aren't part of the big six. That Druze is complete is understandable for me, but nevertheless there is room for improvement. If you look at my previous posts, I often wished for a reliable Doc or engineer. But that would only solve the symptoms of a deeper problem: Missing options to create beneficial FtF-situations. All our shortcomings result in coin-flip situations when it comes to important rolls and only limited ways to avoid those rolls.
Most units are too slow to outrange big guns (Druze HMG) or don't have the equipment to challenge them (Hunzakuts for example). Then we are missing visual equipment often (mimetism or MSVs on our units), to deal with opponents benefits. And with only limited access to smoke and other infiltrators, we are basically where PanO is, but with -2BS, without HIs and without cheap big guns. So we are challenging opponents maybe with more dice, but with a lower total BS in a shootout.
I wouldn't argue this situation, if I could field more than three infiltrators, could have more than one unit with smoke or could have 1,5W on some units. Maybe I am just not good enough to solve such situations, but after some thinking, I would say, that this are general issues for Druze. As a solution, I would ask for Al Fasids, Mukhtar-like Druze and maybe two Yuan Yuans. Adding Mukhtars would be bad, because they would outclass everything else. I want to play Druze, and I see no reason, why we can't have some better equipped Druze-guys on our own.

To support my saying, I have a new report. Unmasking against IA.

 Druze Bayram Security
──────────────────────────────────────────────────

GROUP 1 7  / 1 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 DRUZE HMG, Chain-colt / Viral Pistol, Knife. (1.5 | 29)
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
 BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

GROUP 21 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
 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)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
 KAMEEL (Minesweeper, Repeater) Electric Pulse. (0 | 8)

 6 SWC | 300 Points
 

Open in Infinity Army

Again, I wanted to shift my AROs to the midfield. In addition to this, I wanted a big gun in my link and I wanted smoke to open paths for my dudes. So Saito needed to be there. An AHD seemed important and somehow 1,5 SWC were free, so I squeezed in the HRL-Brawler. He can refill the link, if the sniper dies and is a backup-weapon. The AHD is great support, so he needs his own orders to consume. With two Hunzakuts, I didn't see the necessity to have Saito as a specialist.
 Invincible Army
──────────────────────────────────────────────────

10 
 ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11)
 ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11)
 ZHANSHI Combi Rifle / Pistol, Knife. (0 | 11)
 ZHANSHI Missile Launcher / Pistol, Knife. (1.5 | 16)
 HǍIDÀO (Multispectral Visor L2) MULTI Sniper / Breaker Pistol, Knife. (1.5 | 37)
 DĀOYĪNG Lieutenant L2 Boarding Shotgun / Breaker Pistol, Knife. (0 | 21)
 HAC TAO HMG, Nanopulser / Pistol, DA CCW. (2 | 68)
 KOKRAM (Forward Deployment L1, Minelayer) Combi Rifle + E/Mitter, Chain-colt, E/Mauler / 2 Heavy Pistols, Knife. (0 | 42)
 TAI SHENG (Chain of Command) Mk12, Chain-colt, Stun Grenades / Heavy Pistol, Knife. (0 | 49)
 ZHĒNCHÁ (Forward Observer) Submachine Gun, D.E.P., Antipersonnel Mines / Pistol, Knife. (0 | 34)

 5 SWC | 300 Points
 

Open in Infinity Army

With Taisheng and Krit Kokram not an usual IA list and maybe some unused potential with them. Everything else was quite solid. A Zhencha for objectives, HacTao for nasty stuff and the Haidao linked to defend all that.


I won the Lt-roll and let my opponent deploy first in the north. This was a miscalculation, since first turn should be a bit better here...Well, big brain time should follow later.
 


The Zhanshi-link deployed around the left building with the ML and Haidao on the roof. ML couldn't see much, while the Haidao was on overwatch. Taisheng and the Daoying-lt went into the center, the Zhencha started on the far left. The right side had Kokram and the HacTao. One target went on my side of the table on the left side, one was centered in the overwatched corridor behind some flowers and the third was behind the building on the far right. I expected the central one as the real one, since it was the best defended.

My REMs went on the left, my link and the Brawler HRL around the central left building (Lt on the roof, sniper left, HMG behind, EM forward deployed on the small building in front of them, KHD behind the silo). So I was able to move them, to refill the link and to overwatch the right side, where two of my HVTs went (including the real one on the same building on the right). Behind the EMs building one Hunzakut started, the other one next to a decoy behind the more right building, both to grab the consoles from there on. A Fugazi was the last real defense on the right, backed up by Pathfinder and AHD Brawler behind the right fence.

No reserve on my opponents side, I deployed Saito hidden on the right behind the wall to support there with some smoke. Taisheng was IA datatracker, AHD Brawler mine.

IA 1:
Overclock went on on my REMs. The Zhencha took the left console and discovered my central decoy. A mine was placed on the console and the Zhencha recamoed. Taisheng started in the center and got stunned, so she hid on the central IA target. So Kokram took the right, needed some orders to activate the right console and could not shoot the discovered designated target.

Druze 1:
The nearby Hunzakut on the right placed a repeater with Kokram in ZoC, the AHD hacked him imm-1. Saito started to eat him up, had to cross LoF of the TO-marker and got critted my HacTaos HMG. So plan a, killing Kokram, activating that console and threatening the HacTao died and plan b needed to be enrolled: Shoot your way to victory. The link started moving forward, leaving the Lt behind and refilling with the HRL. The sniper covered the route of the HacTao towards my designated target, while my HMG started shooting at the Haidao (this kind of coin-flip I mentioned above - 50% of success) and died in the second try. I forgot to activate TeamPro, so I had to build up the link a second time. Plan b was down, too, so I had to deny the easy kill of my designated target. AHD spotlighted Kokram and the EM-launcher immobilized him completly. Two attempts to shut down Taisheng failed.

IA 2:
Taisheng started to do things but was taken down by my sniper in one shot. Now things were up two the HacTao, which advanced and started shooting at my designated target. It took some orders, flash pulses, dodges and hacks, but in the end the designated target was dead and the HacTao free and a bit retreated.

Druze 2:
I was behind in everything, even in big guns to solve serious problems. But then the good ideas started flooding (I skipped hard thinking and thought about not so sophisticated actions now). The mine of the Zhencha was in LoF to my HRL and the Zhencha directly next to it. My Hunzakut would be able to sneak to that console and from that point on could shoot the expected designated target. So the HRL discover-shooted the mine and burned down the Zhencha with the template. The Hunzakut arrived on the console, but failed one time at the console and activated it with his last order - only to discover a decoy!!! A second console was needed and a good choice. So the HacTao needed to be removed and the only proper way was the sniper out of cover...57% for at least one wound. Lucky me shredded the HacTao in one shot. So the right Hunzakut took the right console and discovered the designated target on the right side. One order was left, so I shot Kokram in the back, what left him unconcious.

IA 3:
Not in retreat, the Daoying went on the right to defend the designated target.

Druze 3:
On this point, I needed to kill the designated target for a tie and to do it with my Brawler AHD to win. AHD was in group two with 5/1 orders and the Hunzakut on that side was on 6/1. Everybody staied in his group. For my good, the Hunzakut got the Daoying removed fast and the AHD arrived on the designated target with two orders left for shooting. One round was enough to shock it off the table.

8-1 win for Druze. We had some redicilous situations with crits on both sides, but I got extremly lucky from turn 2 on. Everybody except the Haidao dying in one order each? That is nothing invincible here...Normally things would have been closer, but the result wouldn'T have been impossible. Dealing with the Daoying in turn 3 could have been a risk, like every additional roll is. But this time things worked out. The AHD Brawler is such a nice dude with his AHD and SMG, wow! With three hackers on the field, the repeaters on my units are more usefull and I can find new solutions in some situations. But in the end, shooting is the best solution, since it removes enemy targets and feels better (you remove not only models, you remove things causing trouble, stress and thinking!).
But here it come to the mentioned coin-flips. The link was to slow to get the HMG in a position bad for the Haidao, so it was all up to the number of dies with one point BS lower what is never good. That killed the HMG. The HRL with lower burst was no option for this, the sniper neither. The same thing could have been happend against the HacTao and I had no tools to set up better mods for myself. Saito would have helped here a bit, but he is squishy and not everywhere. Not speaking from the costs. All this is easier to play for other armies.

To conclude on this: DBS are killers fluffwise, so they should shoot things! Fat1 increases this, but x-visors don't overcome the shortcoming in mobility and BS. I tried the work-around with all the soft and sophisticated solutions with questionable results and not so much fun in many games. So CB, decide what you want here and improve one side.

Sunday 9 February 2020

New week, new Morats

Again a Satuday went by and I could at least have one new game done. I wrote a list, where I combined the step back towards the Brawler-haris with the topics discussed in this thread: https://forum.corvusbelli.com/threads/approaches-to-aro.36486/
For those who haven't read it yet, here is my conclusion: Indirect AROs by infiltrators, mines and such things tend to be more efficient and reliable than direct ones like linked snipers, flash pulses and so on. Since I managed the direct approach in my favour but not in a reliable way, I wanted to try the indirect way, what brings me back to two Hunzakuts. With this and the Brawler-haris, not much space was left for other toys:

 Druze Bayram Security
──────────────────────────────────────────────────

GROUP 1 7  / 1 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 DRUZE Lieutenant (X Visor) Combi Rifle, Chain-colt / Viral Pistol, Knife. (0 | 23)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)

GROUP 21 
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)
 KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 BRAWLER Heavy Rocket Launcher / Assault Pistol, Knife. (1.5 | 18)
 BRAWLER Hacker (Assault Hacking Device) Submachine Gun / Pistol, Knife. (0.5 | 17)
 BRAWLER (Fireteam: Haris) Rifle + Light Shotgun / Pistol, Knife. (0.5 | 17)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12)

 5 SWC | 299 Points
 

Open in Infinity Army

By taking everything necessary, 25 points and 1 SWC were left. As every regular order is valuable here, I wanted two regular orders for that. I chose the two ABHs over the Pathfinder and Kameel because of their size. Having two big REMs and an additional S3 to deploy safely is more problematic then putting some S2 guys somewhere prone and getting at least two SMGs with them. I hoped to reduce the pressure from my link with the Hunzakuts, so that the single Brawler there should be enough and would die soon enough to free three guys of the Druze-link to attack in turn three. Turn one should see a first strike of the Brawlers and/or Hunzakuts

The game went against Morats in Quadrant Control.

 Morat Aggression Force
──────────────────────────────────────────────────

GROUP 1 10 
 MORAT Combi Rifle / Pistol, Knife. (0 | 14)
 MORAT Combi Rifle / Pistol, Knife. (0 | 14)
 MORAT Combi Rifle / Pistol, Knife. (0 | 14)
 MORAT Missile Launcher / Pistol, Knife. (1.5 | 19)
 MORAT (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 15)
 KORNAK Lieutenant Mk12, Light Flamethrower / Pistol, DA CCW. (0 | 41)
 RODOK Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 28)
 SOGARAT AP HMG / Pistol, AP CCW. (2 | 56)
 MED-TECH OBSIDON MEDCHANOID (Journalist L1) Submachine Gun, D-Charges / Pistol, Knife. (0 | 22)
 RASYAT Combi Rifle, D-Charges, Eclipse Grenades / Pistol, DA CCW. (0 | 29)

GROUP 22 
 ZERAT Hacker (EI Killer Hacking Device) Combi Rifle, D-Charges / Pistol, Knife. (0 | 22)
 Q-DRONE HMG / Electric Pulse. (1 | 26)

 6 SWC | 300 Points
 

Open in Infinity Army

While the Raicho in the previous lists tended to be too bulky and fragile, this time his power was divided into two new big guys and a TR-bot. I wasn't that scared by the Rodok, since he only has one die each shot, but the super jump can open up unthought vectors.

I splitted the former wastewater treatment plant from the last game day and tested some new terrain here. While first setting it up, it seemed to be less confusing and less open. We defined the walkways and the tri-buildings as completly closed.

I won the Lt-roll and wanted to deploy second in the south. My opponent decided to go second.

My opponent deployed his link on the right building with the FO behind it as liason officer and the ML on the roof. The building in the center saw the Q-drone and a bit more advanced behind the tank the Rodok started. On the left side Kornak was deployed, together with a Zerat hiding behind the power unit and the Sogarat left-centered behind a silo. The HVT was deployed on the right tank.

To pin the Rodok and the Sogarat, I decided to put my link around the tower on the right. The sniper went onto the tower and everything else behind it, more to the right flank and looking backwards as much as possible. The approach-path was denied by a Fugazi. The EVO also hid behind the walls. Both ABHs went in the center, one prone on the silo, one behind the stone. Left from that was a Fugazi to overwatch the Sogarat and behind it a Pathfinder. The Brawlers had the left flank, where also my HVT went. One Hunzakut went behind the staircase on the middle left.

Dr. Worm backed up Kornak on the left as reserve and I deployed a second Hunzakut on the right, near the antenna.

Druze 1:
I lost two orders from group two, what was not that urgent to my plans for that turns. I had to get rid of the ARO-pieces on the right and the Sogarat should be eridicated. I started on the Sogarat with the haris advancing, but getting stuck by a unpredicted firelane of the TR-bot (through all the obstacles, only my base could be seen from the TR-bot...). I calculated bad odds for the HRL against the TR-bot, so I shifted to my right flank, hopefully solving the problem there. The Hunzakut was chosen for this due to his camo and good ranges against his targets. After two shoot-outs, the ML critted him. I saw no other option to free my haris now, so I layed a mine against Kornak on the left and recamoed the Hunzakut.

Morat 1:
A Rasyat tried to jump into my DZ near the Pathfinder, but the EVO hacked his aircraft. So he scattered on a walkway and was critted by my Brawler-sniper. The Sogarat took revenge and critted the sniper back, then wrecked the left Fugazi and took a defensive position on the staircase. The Rodok started jumping and shot the right Fugazi. Kornak discovered and shooted the mine, then went into SF together with Dr. Worm.

Druze 2:
I had hoped for a further advanced Morat-force here, so that there were holes to use, but that was not the case. With the sniper dead, the Druze should clear the left on their own. I thought, I would get a LoF to the ML first, then to the TR-bot, so the link advanced, but with three orders left, I noticed that the TR-bot had the first LoF. With the mimetism, I had no chance here, so the E/M-launcher failed two times with speculative grenades. The Hunzakut tried to shoot the Sogarat, but with arm 9 in cover, that was useless, so he recamoed. On the walkway, the ABH crawled forward to get more points in the quadrants.

Morat 2:
The Rodok went on vacation and changed to the right side, killing the SMR, but failing on the E/M-launcher with his light shotgun. The core-link shifted a bit, so the ML could kill the E/M-launcher and the haris-Brawler on the left.

Druze 3:
If the Rodok would die, I maybe could manage to safe two quadrants and score my classified (again telemetry - didn't I shuffle the deck??). My Lt stood up, shooting against the Rodok, getting blasted by the TR-bot and failing to wound the Rodok. The KHD ate a crit from the Rodok, while the Hunzakut scored telemtry on the Sogarat but then was killed by him. I called it there.

10-1 for Morats. He made no big mistakes here, what could open up my approach and was helped by some crits. But what really broke my neck was my bad decisionmaking (and unforseen firelanes of the new table). The TR-bot was the main target in this game and without smoke, it needed to die. Only one unit was capable of doing it "safely" - the sniper. Mistake 1 here was to put him on the tower, where he was seen from start on. If he was deployed somewhere in an empty firelane, my opponent had to spend orders to get him and I could have picked the targets one by one. Mistake two then was to not sacrifice the sniper to get rid of the TR-bot. The sniper was dead in turn 2 for sure, so I should have gained some value of him and with more than 70% chance of success...Yeah, that was it.

Again a game was lost during deployment and turn 1, so I need to improve here. But what was lacking here again was a strong weapon. A linked HMG could have turned the table in turn 2 (maybe), where the SMR was outranged and outdiced. In addition to this, some basic-tricks are missing. I have major problems with TR-bots at the moment, what could be solved with smoke. This would also make the Brawler-sniper better. So I will try a list with the HMG and Saito next time, to look, if this will help. Otherwise my motivation is shrinking here more and more - I get more experience, but the result is stagnation or a decrease. That is not how it should go. Otherwise I could imagine some kind of getting stuck in a wrong direction. Maybe you don't have to think that much by playing Druze, than I tend to do at the moment - The no-brain list with Scarface and Saito runs!

Tuesday 4 February 2020

Three is the number of fortune, right?

Had a third game with the current list yesterday and saw the limitations I set to myself by buying into the holoprojector trap.

We played Capture & protect and I found it quite interesting to test the list in such a mission. The plan was to grab the beacon in turn two or three with a Pathfinder or if necessary with the second Bashi Bazouk, while my link and the snipers should take care of my beacon. It went against Bakunin with a known list:

 Jurisdictional Command of Bakunin
──────────────────────────────────────────────────

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

I won the Lt-roll and decided to go first. I hoped to get enough pressure on the Riots and the Reverends to endure a bit and avoid some high-burst attacks. I was given the south DZ:

I am the guy setting up most of the tables in my group and I tend to create no easy DZs and avoid sniper-towers inside them. This time I played myself here in getting one of the worst DZs for my kind of game I set up in a while.
The core-link scattered on the left, with all Druze advanced on the building and the long-range AROs behind to secure the paths towards the Druze. Fugazi, ABH and Pathfinder rounded it up a bit. The center saw the holo-snipers and the actual sniper together with the EVO. The Bashi Bazouk is the sniper left to the EVO, the Druze is right of the Kameel. Lt, Fugazi and Pathfinder secured the open right side. The second Bashi Bazouk should enter from my near left side.
After I ended deploying, I knew that I would loose this game. Two important paths towards my beacon were only covered by holos, my link could not act and see very well and the other vectors relied only on FPs - Nothing more than hot air and the hope for fear.

My opponent set up two Morlocks on the left, out of LoF to my link, hid the Reverends near the beacon and put the Riots on the right side. The center saw a camo marker, on the left two camo-markers were deployed quite open and in ZoC to each other.

I deployed my camoed Hunzakut on the middle left behind the big building, while a Sin-eater was deployed on the same side to cover the breach between that building and the wall. We forgot to nominate datatrackers.

Druze 1:
My group one was reduced to five regular orders. To avoid dealing with two camo markers and the Sin-eater, I had to attack by the center and deal with the one marker there. While there were two hackers in the Reverend-link, a repeater sounded nice. To have the orders for my KHD, the Fugazi of group two was the only option.It advanced, a Zero KHD appeared in the center and placed a mine. I moved again in the second short skill, so I was covered by the building in the conclusion of the order. The KHD broke my core due to bad placement and blasted the Zero via the Fugazi. To free the Fugazi, a Pathfinder advanced and discover-shooted the mine or at least tried to. Discover was done, but the mine saved against the combirifle. The Fugazi tried to tank the mine and failed. I activated overcklock and moved the ABH a bit to the left.

Bakunin 1:
The Morlocks advanced on the left but got stuck around the wall and in some smoke. One got climbing plus and could cross the wall. Then one camo-marker started on the left and ran into my link. I knew, that mines were coming there, so I delayed what was possible. Instead of mineleaying, he started shooting with his BS and I shooted back. Everyone except the KHD survived this. On the right the Riots started and the ML killed the right Fugazi and got stunned by the Pathfinder in the center. Now the link shifted to the spitfire, which blasted away my Bashi Bazouk and the Druze MSR after critting the Pathfinder. As last action, the second camo-marker on the left started moving towards the building, where my link hid.

Druze 2:
Most important was to free my link and I had no better idea then using my ABH for this (he could work from more then 8" regarding the mines and could use angles where the mines would not catch my link-mates. The first mine kills him, while he could not kill the zero, which placed a second mine. The Hunzakut then started, discover-shooting a third zero. The Morlock saw this and smoke-dodged over the now dead Zero, so I could work a bit more with the Hunzakut. I killed the Morlock, layed a mine into the smoke to blow up the left Zero and tried a shoot on the Sin-eater but whiffed. The turn ended with the Hunzakut and my Lt in SF.

Bakunin 2:
The other Morlock (+3PH) entered my side of the table and dodged my mine, followed by killing my Hunzakut. The Riots killed the right Pathfinder and got a wound from my Lt. Now the last Zero placed his last mine next to my link and finally died. A Moderator started via the center, shooting a pitcher in front of my Brawler MSR. I got unconcentrated here and let the whole link declare a shoot, which triggered the mine over my SMR which died. Two DA shots from the Brawler set the Moderator unconcious.

Druze 3:
Taking the beacon was not possible, but denying mine was still an option. I shifted an order from group two to one, then my Lt shot down the Riot spitfire, while the Bashi Bazouk entered and killed the Morlock, finally setting my link free. I reformed them with three members left, forgot about the pitcher and advanced. The Clipper now got Imm1ed and isolated by the Reverends. The last orders were used to set the E/M in SF with his combi and the MSR in a position, seeing the most possible space towards my beacon.

Bakunin 3:
The Riots tried to map my DZ and failed two times. The ML-Riot ran and dodged towards my beacon and grabbed it with the last order.

It ended in a 6-0 for Bakunin and went as I expected it. I had nothing in a good position to strike hard, I had no tools to deal with chain rifles and mines in an effective way and could only shoot light at heavy armed enemies. The essential defensive position to tank the first attack and then starting my own gradual attack was not possible to set up. The only dangerous gun, the SMR, was stuck in addition to this and could not enter the game effectively. I experienced this in the last two games, too. While deploying the core-link, I need to have their mobility in mind. So they are not allowed to be widespread, but need to be only so far exposed, that they won't provoke tons of AROs. Then they could attack in turn two or three. But I was missing a second reasonable gun here, maybe something with a longer rangeband to get rid of template-swinging guys.
One last thought here is, that I feeled diced during and directly after the game. The Zeros saved a lot, the mine and the repeater too. On the same side, I rolled consequently above 16 to hit or below 10 for everything else. But that had not lost me the game - it would have been lost with normal dice as well, because there was nothing reasonable available to solve my problems in a proper way. So you need to have in mind, that a good plan will bring you good dice.

I will go back to more balanced lists. The next time I will try again the list from the last game against Bakunin with the Brawler-haris. Let's see, how this works out.

Sunday 2 February 2020

Two games on the sewage plant

Sooo...A week is gone and I have three new reports for you!

The first one is a bit older, but was an entry for WiseKensai Bromad Academy-mission:
https://www.bromadacademy.com/2020/02/mission-017-report-positioning-and-objectives/

Always interesting to share some thoughts and do some challenges, but my lists recently go with this mission on a native way.

Two fresh games were played yesterday. We redid the match-ups from last Saturday, but we changed the mission. Two games of Aquisition against Tunguska and Morats.

Over the week, I got a little bored about this and taking Druze again. At the moment, I have the feeling to know what works and how things work and don't want to grind my opponents with the same list over and over again - they would not grow on this, as when they would face different list-types. I could have picked my Saito-Scarface list both times now, but I see no hope for Scarface against Tunguska. But then I came up with an intersting idea and wanted to dig a little bit in AVA 4 Bashi Bazouks. One is always a good idea, but a second one needs a different task. Entering at the same spot than the other one doesn't feel useful, so the holoprojector had to pay him. The unit to project was found quickly with the Druze MSR, but needed two adjustments: The MSR could not be in the link to improve the trap and my orderpool should not be impacted that much if the right guy was shot. So I build a new core in group one and shifted the Bazouk with the MSR Druze in group two. This is the result:

 Druze Bayram Security
──────────────────────────────────────────────────

GROUP 1 7  / 1 
 DRUZE (X Visor) Combi Rifle + Light Grenade Launcher (E/M and Nimbus) / Viral Pistol, Knife. (0.5 | 27)
 DRUZE (X Visor) Shock Marksman Rifle, Chain-colt / Viral Pistol, Knife. (0 | 27)
 DRUZE Hacker (Killer Hacking Device) Combi Rifle + Pitcher, D-Charges / Viral Pistol, Knife. (0 | 25)
 BRAWLER (Multispectral Visor L2) MULTI Sniper / Pistol, Knife. (1.5 | 28)
 CLIPPER DRONBOT Smart Missile Launcher / Electric Pulse. (1.5 | 18)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 HUNZAKUT (Forward Observer, Deployable Repeater) Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 18)

GROUP 22 
 BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12)
 BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12)
 DRUZE (CH: Mimetism) MULTI Sniper / Viral Pistol, Knife. (1.5 | 32)
 KAMEEL Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, Knife. (0 | 12)
 FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
 PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
 BRAWLER Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)

 5.5 SWC | 300 Points
 

Open in Infinity Army
 

 The general plan is to distract my opponent as much as possible and force him to make mistakes when he has to choose between which denied path he should force his way into the game. The core should be down to three guys quite fast, so they can move freely and deal damage where needed, until the pathfinders can score some objectives. Bashi Bazouk and Hunzakut should be the flexible back-up.

As expected, I got the same list then last week:
 Jurisdictional Command of Tunguska
──────────────────────────────────────────────────

GROUP 1 10 
 SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16)
 SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16)
 SECURITATE (Repeater) Combi Rifle / Pistol, Knife. (0 | 16)
 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
 HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
 HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35)
 STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
 REAKTION ZOND HMG / Electric Pulse. (1 | 26)
 VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18)
 SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)

GROUP 22  / 1 
 CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
 ZONDBOT Electric Pulse. (0 | 3)
 ZONDBOT Electric Pulse. (0 | 3)
 MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
 WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)

 5.5 SWC | 297 Points
 

I wanted to play on my 'sewage plant table, which has some problems with LoF, so I wanted to try out some layouts here.
The planters were played as saturation and low-visibility zones.


I lost the Lt-roll but could go second and deployed second in the south.

On the left the pseudo-haris with the two Hollow-men and the FO-REM was deployed, together with a Zondbot, while a Warcor and a Securitate went on the little power unit on that side. Behind that building the Interventor hide. The center saw the missile-REM and the Clockmaker, while a TR-REM, a Securitate and a Zondbot went on the right power-unit. In front of that, Mary Problems and a FP-REM were set.

My right flank was covered by a the ABH, coming along with a MSR, a Fugazi and a Pathfinder, while my link covered the center with advanced deployed Druze. It was very challenging here to find some spots and paths, not seen by the TR-REM. The left building was covered by the Bashi and his holos. The real MSR Druze took the right side of the truck in the left, the other side saw a Fugazi and was supported by Pathfinder. Somewhere the EVO went.

A TO-marker deployed on the other building on the left, while I placed my camo marker on the right flank to get some access to that side. The Hollow-men multirifle was nominated as datatracker, as well as my E/M-Druze.

Tunguska 1:
I spent two CPs to reduce the Hollow-men group by two orders and bring up overclock on my REMs.
Mary Problems started by shooting a pitcher near my link and exploiting the conservative placement of my KHD. Two spotlights later, smart missiles were shot, I forgot to hack them and the SMR and E/M-Druze were dead. Now the Hollow-men advanced and shot the left Fugazi. The Interventor closed the turn by giving the TR makrsmanship.

Druze 1:
I needed to reduce the pressure and shoot a way out towards the objectives. While checking possible angles, two things became obvious: The table was to open or badly structured and we forgot to speak through some specifics of the table. So what I thought we play closed, where thought to be open and so on. This resulted in nearly no path for my troops for the whole game.
The right side was the only opportunity, but the nasty FP-REM would harm my Hunzakut too much. The ABH tried to shoot it, but got stunned. So the Hunzakut had to do it - and got stunned. Again bad communication happened which pinned my Hunzakut down. He recamoed, the ABH ran more into the center to have access to the tech-coffin and with my other orders I managed to discover and shoot the TO-Specter on the rooftop.

Tunguska 2:
Now my Brawler MSR saw a spotlight, followed by a missile and died. This encouraged the Hollow-men to advance and cross the LoF of a Fugazi and the Clipper. While the Fugazi stunned the spitfire, the Clipper wrecked the FO-REM to unc2. The multirifle finished the Fugaziand Clipper, while the Clockmaker repaired the FO-REM. The reformed link activated the left antenna, while Mary Problems took the right by killing the Hunzakut and tanking a mine.

Druze 2:
Things were getting worse and both Bashis were not in a position to finish the Hollow-men link. To change this, the Druze MSR advanced and attacked the TR-REM from about 40". Of course two crits ended his life directly. So the solution of the Hollow-men was postponed to turn three. The left Pathfinder advanced towards Mary Problems, got stunned (no surprise), but tanked the SMG of Mary Problems. My KHD then melted her brain as a minor success here. Unfortunately, the KHD was in LoF to the TR-REM and ate an other crit.

Tunguska 3:
The spitfire Hollow-men shot the Pathfinder, while the multirifle entered the tech-coffin. To get HVT:Kidnapping, the spitfire took the HVT in CivEvac and retreated a bit, while a Zondbot took the left antenna and the FP-REM the right one.

Druze 3:
There were no good chances available at this point, so everything to do was a hail mary. The ABH advnced and shot the TR-REM (really??), then the FP-REM and finally took a wound from the Hollow-men multirifle. The chaincolt stopped his path of luck here. While my Lt missed the Zondbot with his rifle, the Bashi shot down the multirife with his SMG.

Instead of a 10-0, I reduced it to a 4-0 loss.
If I would have been a bit more concentrated during turn 1, the right flank could have been secured, what would have opened up some space in turn 2 and three. But in general, I had to pay for some deployment-mistakes (placing the KHD not exposed enough to cover the spotlight-attempts) and mostly for not talking through the table properly.
But what went exactly as planned was the MSR-trap. Even after one echo disappeared in turn two, my opponent did not started asking about this case and followed being scared by the projected guns. Against more experienced players, the effect would be reduced, but in the heat of a tournament, this is not guaranteed and in the end there are still four possible targets and you have to choose, which you want to ignore and which not. Really great!

The first action was to change the table to be more playable and not so no-brainer for big guns.


Again, it went against the same Morat-list then last week, so I was aware of the Rasyats this time!

 Morat Aggression Force
──────────────────────────────────────────────────

10 
 MORAT Combi Rifle / Pistol, Knife. (0 | 14)
 MORAT Combi Rifle / Pistol, Knife. (0 | 14)
 MORAT Combi Rifle / Pistol, Knife. (0 | 14)
 MORAT Missile Launcher / Pistol, Knife. (1.5 | 19)
 MORAT (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 15)
 KORNAK Lieutenant Mk12, Light Flamethrower / Pistol, DA CCW. (0 | 41)
 RAICHO MULTI HMG + Heavy Shotgun, Mine Dispenser / . (2 | 94)
   RAICHO PILOT 2 Heavy Pistols, D-Charges, Knife. ()
 MORAT Hacker (EI Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 22)
 RASYAT Combi Rifle, D-Charges, Eclipse Grenades / Pistol, DA CCW. (0 | 29)
 RASYAT Spitfire, Eclipse Grenades / Pistol, DA CCW. (1.5 | 34)

 5.5 SWC | 296 Points
 

Open in Infinity Army

I lost the Lt-roll, should go second and chose the south DZ.

Kornak started far left, covered by the core-link on the left power-unit. The Hacker saved the center and the Rasyat spitfire should test his shoes by deploying on the right side.

All my guns were placed in the center, where I got some nice firelanes towards the objectives, while my REMs covered the sides. My link was very dispersed, since I wanted to weaken the ML. So the E/M Druze went on the right rooftop, the Clipper behind that building. So I was forced to have only one possible linkleader and could not use the MSR, more left in the center, actively. I let look back every unit possible, including the real Bashi and my Lt, lying on the rooftop on the left side.

The Raicho also got the right side, while I wanted to harm Kornak with my Hunzakut on the left. Kornak was nominated datatracker and I chose my ABH as flexible unit. This time, he brought a brand new multirifle.

Morat 1:
The Raicho started shooting some rounds into my Fugazi and after a heavy shootout critted him. Further advancing, he managed to wreck the Clipper, but got stunned by the left Pathfinder. The combi-Rasyat tried to jump on the only blind spot left in my DZ: Behind my Lt on the rooftop. A 17 saved my life here and it scattered into my DZ between MSR Druze and Bashi Bazouk. Kornak wanted to advance, but got stunned by my Fugazi.

Druze 1:
With the Raicho facing towards my main-force, it would have been the best opportunity for the parachiting Bashi, but the ML covered his entry-zone, so an other plan needed to be forged. The Raicho was also standing in ZoC of the right Pathfinder, so the EVO spotlighted him (I now checked my chart and saw that this was a mistake here, sorry for that). This encouraged the ABH to go for the Raicho with his multirifle and after a few rounds, he could shoot him unc. I used this to FO him and score telemetry.

Morat 2:
Kornak tried to advance again, but again got stunned. The remaining Rasyat struggled with his position and being seen by my Brawler MSR or not. After some shoot-outs, he lost his nerves, advanced further and got shot by my SMR. In the same move, he finally critted my Brawler. Now the ML-Morat shot the SMR, but got a long shot between his eyes from the real MSR Druze.

Druze 2:
Things were done here in most cases. My Hunzakut shot down Kornak and took the left antenna, placed a repeater there and entered suppressive fire. I was afraid of having him shot into retreat, so my ABH took the tech coffin in a bad position and entered suppressive fire, too.

Morat 3:
Not in retreat, a hailmary needed to be started with the Hacker shooting down my ABH, but failed on my Hunzakut.

Druze 3:
I wanted the techcoffin back, so the hacker needed to die. Of course, the Hunzakut failed again and died in exchange. So the KHD had to shoot a pitcher and critted the hacker dead. The remaining orders were used to get a Pathfinder on the left antenna, the entering Bashi on the right and the KHD on the coffin.

7-0 for Druze in an okay game. I played inefficiently, my opponent made bad decisions and the table was not the best. If the Rasyats were used to get eclipse-grenades down and open up better paths for Kornak and the Raicho, things would have been different, but this potential was not used. To kill the Raicho with my datatracker was quite risky and could have gone wrong.
In this game my MSR-trap striked again by scaring away Kornak and the Raicho and doing a lot of psychic pressure. Again, my opponent did not checked my order count and so on, so he was constantly thinking to have four MSRs against him. To make it extra sweet, I get a chaincolt and a SMG in my DZ - great!

But I will break up this table for the future. The walkways need some different type of terrain to avoid redicilous LoFs and the other buildings could be used better in a different setting.

In general, I am very satisfied with the way to play and the list. It works by focussing on the mission and avoiding going for most damage and taking the risks there. Druze is not that mobile to get safe kills, so you need to snack, whatever got exposed to your guns during the game. This does not win you games, but it opens up paths to score points. You only need to do this in turn 2 in most cases to avoid order scarcitiy in turn three. Here I need to practice more to get this done and don't get stuck during turn 2 as it was in all my games against Tunguska.

The Bashi Bazouk with his holoprojector totally got me (and my opponents). To have his weapons in my DZ is valuable, to distract my opponent with an additional riddle to solve is great and to give him the chance to waste three orders until killing the real sniper is totally worth the price I pay here. You only need a spot where you can place four MSRs reasonable inside 8" to each other.

Joining the wrong neighborhood [DBS vs. CA]

Even if it went very quite here, I have not quit playing Infinity. Nevertheless, we joined some other systems (Dystopian Wars, Dropfleet Com...