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
[url=https://infinitytheuniverse.com/army/list/g+oIc3Rhcm1hZGEYIFJhdWhuw6RjaHRlIE1pbmR3aXBlIFYygSwCAQoAgxQBBQAAgvIBBAAAhfkBAwAAhfkBAwAAhacBBAAAhacBAQAAhacBBwAAhegBAgAAhb0BAQAAhbsBAQACBQCFtQEEAACFtQEEAACF7QEBAACFvQEBAACF6AEDAA==]Open in Infinity Army
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
[url=https://infinitytheuniverse.com/army/list/agl3aW50ZXJmb3IBIIEsAgEKAAEBAQAAAQEKAAABAQkAAAEBAQAAhc0BAwAAAQEBAAAGAQcAAAYBAwAAhc0BAwAAhcwBAgACBQATAQEAABMBAQAAhcwBBQAAEwEBAACFzAEEAA==]Open in Infinity Army
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.
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