Initially I wanted to give the double-TAG list a second try, but while I
thought about the Anaconda a lot on Sunday, I dismissed that. After
deductions, the Anaconda consumes much more of your potential, that it is
able to add and reaches beyond my willigness.
Yesterdays game was against ISS in supplies. Supplies is a mission, I am
a little bit afraid of, since two fast specialists in turn one can
loose you the game or make it quite hard to re-enter the game. To deal
with this, I chose my older favourite list with two Hunzakuts and Saito
Togan. Just to make things as easy as possible.
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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 2 6 1
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
The Hunzakuts were supposed to grab the supply-boxes, while Saito should fetch a lost one back if necessary. Everything else is mostly for distraction, orders and AROs. At least it was planned for this. The HMG was supposed as the big gun in back-up, if things get serious.
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10
BÀO TROOP (X Visor, Multispectral Visor L2) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 27)
BÀO TROOP (Multispectral Visor L2, Biometric Visor L2) Boarding Shotgun / Pistol, Knife. (0 | 23)
BÀO TROOP (Multispectral Visor L2) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 29)
BÀO TROOP (Biometric Visor L2) Boarding Shotgun, Contender / Pistol, Knife. (0 | 22)
PHEASANT IMPERIAL AGENT (Multispectral Visor L1, Marksmanship LX) MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 32)
CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
HSIEN MULTI Rifle, Nanopulser / Pistol, AP CCW. (0 | 57)
HSIEN Lieutenant HMG, Nanopulser / Pistol, AP CCW. (2 | 61)
KǍNRÈN Boarding Shotgun, Chain-colt / Pistol, Monofilament CC Weapon, Knife. (0 | 25)
6 SWC | 302 Points
Open in Infinity Army
I suppose that this list was designed to counter-play our Bakunin/Aleph-player, so there was a link full of MSV2, backed up with two Hsiens. But since we draw our opponents by random in our group of four, he got me instead. In addition to this, he had misread the mission and forgot, that there are specialists needed to open the crates. Nevertheless, he wanted to try this. There must be an error in the list, maybe one Bao was equipped differently and what kind of Kanren or other Holo-unit was present is unknown to me until now.
I tried to pre-define a table in my free-time and that is the first result from this. Most of the things were played as high as S2 (all the crates, the lying truck,...) and buildings without roof with infinite height. The legs of the fallen down silos should be lower than S2, but that is hard to predict and leads to misunderstandings. For the future, this and the height of some crates should be played differently.
I won the Lt-roll and decided to deploy second in the south, mostly because I feared to win the game in turn one, if my Hunzakuts would take the boxes somewhere in my DZ without any trouble (sounds quite arrogant, but was necessary, since it was the first game in a while for my opponent and the list was very bad for this mission).
The link with all the Baos deployed on the left side with some pieces out to ARO (I guess there were a few LoFs unseen). Among them was a Celestial Guard with grenade launcher. While a second smoke-launcher Guard was acompanied by a Multirifle-Hsien on the far right, an other Hsien-Guard duo took the center.
My link went into the central house with HRL and MSR out to ARO. Fugazis went on the flanks, all other REMs in the backline and the AHD on the right behind the building. One Hunzakut on each flank into a house, Saito as marker behind the central fallen silo (since we have no idea how to use hidden deployment in vassal).
We both forgot to have a reserve.
ISS 1: Against overclocked REMs, everything advanced. The link shuffled a bit into better positions and both Hsiens advanced near the center line. The HMG tried to engage my link behind the truck and after several orders, my MSR stunned him succesfully. That burned so many orders that the turn was over.
Druze 1: Since there was too much trouble around the crates, I postponed the run for the boxes and switched to my back-up gun. The HMG started and shot two Baos and the left Celestial Guard in the progress to get LoF to the Hsien. I overlooked a LoF here, too, so my HRL got shot unopposed due to bad placement. My right Fugazi stunned the HMG-Hsien, before I forced him into total cover with my HMG. My right Hunzakut placed a repeater near the other Hsien to have better ARO-options.
ISS 2: The Bao MSR failed to kill my MSR and the Agent was killed by him in ARO. Under smoke from the right Celestial Guard, the Hsien HMG tried to shoot down my link but was stopped by a critical stun-shot of my MSR.
Druze 2: The left Hunzakut shot down the Bao MSR and grabbed the box. On the right, the other Hunzakut needed only one shot to slay the HMG-Hsien in his back-arc, but needed several tries to get down the Celestial Guard with his LSG. We called it here, since there was nothing more to do or to gain for him after this losses.
I won 6-0 with a bad feeling, since a bad match-up was salted with crits and bad dice for my opponent. The Hsien getting stunned so often and then killed by a rifle...uff. We discussed, that some commitment to the Multi-Hsien in turn 1 would have been a lesser risk with better angles to attack. He would have been able to get my HRL first, then killing the MSR in good range with shock-ammo. The HMG set into suppressive fire in the midfield would have denied me the total access to the objectives and with my natural fear of HIs at the moment, the game would have been completly different.
One thing I learned during the game is the use of flash-pulses in active turn. A Hsien is a much lesser thread, if it can't shoot back. Of course, the Fugazi was on a risk here, but a suprising Hunzakut could do it easily. Or a boosted Fugazi...There are so many options for this, what could be a work-around for the missing smoke. This will be tested in the future and is a nice hope for even better results.
After that game and my experiences with this list, I would conclude to have a good archetype and recommendation for all new Druze-players to get in touch with this sector. There are many Druze-unique things available, nearly every tool accessable and something to play with and to further invest for every playstile. But that is mainly my feeling, so I would be interested in your thoughts about this?