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.

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