Friday, 26 February 2021

Operation Lung Tien [Introduction of Daedalus Fall campaign & game 1]

To add some spice to the Covid-TTS-gaming, I gathered some more or less locals of our German comunity to test CBs campaign system. Since the Paradiso-campaign may take some time, we went with the Daedalus Fall-missions and altered the story a bit to fit our factions and the fact that there are not so many jump-gates to fight for. Rulewise we simply took the N3 rules and changed what was necessary to the N4 rulings.
In total we were six players with partly switching sectorials and partly fixed choices: PanO, JSA, Bakunin, YuYing, ForCo and DBS. Of course I am the one with DBS. To keep the pairings managable and give some reason to the story, two teams were build: PanO hired JSA troops and got reinforcements from Bakunin, while YuYing high command paid not only the DBS but also the Foreign Company for this job.

And here is the reason for the fight:

While most of the international attention is drawn to the frontlines of Paradiso and Concilium Prima, the conflict of PanOceania and YuYing on Svalarheima is further escalating. Agents of the Imperial Service managed to reveal plannings of the Hexahedron to rebuild a former research-orbital into an additional beachhead and started to gather troops there. Before they manage to open a second front from that position, the Jade Throne initiated operation "Lung Tien", aiming to conquer the orbital or at least dropping it out of business. What the ISS did not know and the Hexahedron just discovered in the progress was the existence of an illegal Black Lab installed on that orbital. For that reason some Nomad squads joined the conflict, maybe with some different aims.

And here is the first battle report:



While the panoceanian forces were preparing in the orbital, a gathered force of YuYing, Druze and ForCo-units launched a full scale attack on the weaker protected areas of the orbital to establish a solid beach head. Sector B was designated towards the DBS boarding team, aiming to place as many specialists in the orbital as possible. As soon as the hull broke, a guard of Samurai appeared to strike the attackers back.

DF01
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GROUP 1  9  / 2  
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)
 ANACONDA Heavy Machine Gun, Chain-colt, Panzerfaust / AP CC Weapon. (1.5 | 55)
   OPERATOR Spitfire / Pistol, CC Weapon. (0 | 0)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BRAWLER (Infinity Spec-Ops) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 16)
 BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 KAMEEL  (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37)

GROUP 22  
 KAMEEL  (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 BASHI BAZOUK (Specialist Operative) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

 5.5 SWC | 300 Points
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My aim here was to get better use of Saito as strong CC-unit but also as reliable scoring unit in this mission. The Anaconda should be the sacrificial beat-stick to then allow the KHD to deploy some pitchers and let the Clipper to the heavy lifting then by utilizing reactive spotlights. If there is a sweet hole in one flank, the Bashi Bazouk should be a good back-up.

Boarding Action Squad Alpha
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GROUP 1  10  / 1  / 2
 KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CC Weapon, PARA CC Weapon(-3). (0 | 20)
 KEISOTSU Combi Rifle / Pistol, CC Weapon. (0 | 9)
 KEISOTSU (Infinity Spec-Ops) Combi Rifle / Pistol, CC Weapon. (0 | 10)
 KEISOTSU Missile Launcher / Pistol, CC Weapon. (1.5 | 14)
 DOMARU (Lieutenant [+1 Order]) Spitfire / Pistol, E/M CC Weapon. (1.5 | 37)
 DAIYŌKAI MULTI Marksman Rifle, Panzerfaust / Pistol, AP + DA CC Weapon. (0 | 48)
 OYAMA Chain Rifle, E/M Grenades / Breaker Pistol, E/M CC Weapon, DA CC Weapon. (0 | 29)
 DOMARU (Forward Observer) Combi Rifle, E/M Grenades, Flash Pulse / Pistol, E/M CC Weapon. (0 | 29)
 TANKŌ Blitzen, Light Shotgun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 18)
 TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 27)

GROUP 21  
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
 TOKUSETSU EISEI (Doctor) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 YÁOZĂO PARA CC Weapon(-3). (0 | 3)
 TOKUSETSU KOHEI (Engineer, Deactivator) Combi Rifle, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 14)
 YÁOZĂO PARA CC Weapon(-3). (0 | 3)
 PANGGULING (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 300 Points
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The list was the pure summary of cheap HIs, forcing their way towards what their swords can cut into pieces. To avoid the immobilization by enemy hackers, an EVO is included.  The backfield is held clear by a back-up Keisotsu-link. The new JSA flexibility allows some dirty link-tricks in the first half of the game, creating a strong ARO potential with the linked MLs. The linked Dayokai with NCO and two Lt-orders guarantee enough ressources.

To fit with the space-theme, we used one of Badlazzors maps for the first game. The outer area was changed to difficult zero-g-terrain instead of mointain terrain and low visibility.To spice things up, we decided to shoot through windows using real LoF. The inner area was quite obstructed with few longer firelanes, while the outer area had longer lanes crossing the table.In general sweet ARO-spots are scarce here and everybody is forced to move.

I win the Lt roll and decide to go first, simply to do as much damage with the Anaconda as possible. I am given the south DZ.

My core-team scatters around the AVP and the central rock formation, while group two hides on the far left. My Warcor has an eye on the narrow door to avoid some sneaking around my sniper.The Fugazi should act as a second defense on the right and a fast repeater on that side. To strike fast and strong, the Anaconda and the KHD start in the center, covered by an other rock formation.

The Keisotsu-link covers the far right. The HIs group more and more towards the inner area on the left, where the Dajokai starts. EVO, Warcor and the support dudes hide in the left closed room.

Saito starts hidden as advanced as possible in the center. A Tanko ML appears on the central right, overwatching the center around the base.

DBS 1: Thanks to the difficult terrain, the Anaconda burns some orders to advance and take a wound from the Tanko ML. That gets my attack stuck, so I land a repeater with the KHD on the right and let the Hunzakut advance a bit. The Fugazi also places himself in the center of the right flank.

JSA 1: Around Oyama a new core is build, which enters the base and rushes my left flank. Under first cyberattacks my Hunzakut is shot down, followed by my MSR Brawler. In the progress a Tanko gets isolated and Oyama gets stunned and isolated right before he can wreck the whole flank.The Domaru finishs of my Warcor in revenge.

DBS 2: With the firewall still up, I can't utilize my hacking game properly, so the Bashi enters the field on the far left. The Engineer is dropped but the EVO makes his safe, dodging out of LoF and all orders for the Bashi are burned here. So the Anaconda needs to free the rest of my core-team. In a coordinated order I get the Dajokai targeted. A missile does the first wound, then the hacker finishs him with his SMG and wounds a Domaru.  A triggered ARO by Oyama kills my Clipper.

JSA 2: Even with limited orders, Oyama kills my Kameel, the Brawler hacker and immobilizes the Anaconda, but gets pasted by the panzerfaust. In the base the left Domaru takes down the Bashi, opening the path for the doc, reviving the engineer.

DBS 3: Some specialists need to be placed in the center, so Saito sneaks his way into the central room. Everyone else advances where possible, while the Anaconda fails to reset.

JSA 3: The japanese specialists group themself in the center, while the Keisotsus are shooting their way down on the right towards my HVT, kidnapping it.

Since I am outnumbered with specialists, I loose this game 9-1.

Not only on sector b the first attack failed, also the ForCo-team was beaten on its attempt. Luckily the YuYing main force could shoot a hole into the orbital and secure it long enough to deploy enough troops for a serious further attack. The JSA rescue teams on their side were unable to find enough pieces of Oyamas cube between the panzerfaust shrapnels, so that his resurrection needed to be delayed after the attack is beaten back

Friday, 19 February 2021

For the Rescue! [Starmada vs. QK]

 

What is better than a good old rescue-mission? Right: Some solid demolition job! But as life is, sometimes you need to rescue something. This time, AssaultUnicorn hit me up to finally try out Rescue from ITS 12. While he heared that it is a quite shitty mission, I was really eager to finally try it out. I just remember how I thought about a few years ago that this is a difficult mission, since you need four HVT models...How things change.

Rescue
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GROUP 1  10  
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 BLUECOAT (Lieutenant) Submachine Gun, Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 16)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 BETATROOPER Spitfire, Nanopulser(+1B) / Pistol, CC Weapon. (1.5 | 40)
 RAPTOR Spitfire, Light Flamethrower / Pistol, CC Weapon. (1.5 | 43)
   DEVABOT Heavy Flamethrower / PARA CC Weapon(-6). (0 | 5)

GROUP 25  / 2
 CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36)
 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)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)

 5.5 SWC | 300 Points
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Even if the DBS-itch starts growing, I wanted to go with Starmada for this, just to give AssaultUnicorn a good match. From the previous experience, I changed my list to a 10/5 split. The second group was simply there to trade two Varangians against something valuable and to park the AD Crusher until I can dragg him in group one and into action. The core-team explains itself and is the major problem of the list: Once someone knows Starmada, your Lt is dead. Two Crushers should be able to get the HVTs, while the AD one should kill the opponent carriers. As major beatsticks the Beta and the Raptor are taken.

 
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GROUP 1  9  / 1  / 1
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 DJANBAZAN Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 34)
 DJANBAZAN (BS Attack ) AP Sniper Rifle / Pistol, CC Weapon. (0.5 | 31)
 DJANBAZAN (BS Attack ) AP Sniper Rifle / Pistol, CC Weapon. (0.5 | 31)
 SEKBAN (Specialist Operative) AP Rifle, Chain-colt(+1B) / Pistol, CC Weapon. (0 | 24)
 HAFZA (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 HAFZA Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 KAPLAN (Engineer, Deactivator) Combi Rifle, Adhesive Launcher, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 27)
 KAPLAN Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 23)
 LEILA SHARIF  (Hacker) Shock Marksman Rifle, E/M Mines, D-Charges / Breaker Pistol, CC Weapon. (0 | 20)

GROUP 21
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 SHIHAB REMOTE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)
 SHIHAB REMOTE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)
 NAJJARUN Engineer Rifle, Light Shotgun, D-Charges / Pistol, CC Weapon. (0 | 15)

 6 SWC | 299 Points
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No one can argue against a good DJanbazan-castle with two snipers and some fillers in the link, so AssaultUnicorn goes with it as well. To work a way forward towards the HVTs, a haris of Kaplans and Leila is screened by the HMG. One Yuan Yuan to support the Djanbazans where needed and one to cause some havoc where needed. To make absolutely shure nothing touches the HVTs, two Shihabs and a Najjarun are taken for additional defensive reasons.


The Ulusun Dislileri created a hostage situation in the office-area of an orbital to raise some pressure on a panoceanic company. Unfortunately, they took guard of the wrong officials here, so that the local Starmada-detachment had to interfer in this conflict. The ground level was quite obstructed but once you think about taking the upper level of the map, you really have to navigate through firelanes. Some billboards block the longest firelanes from side to side, but thats it. Each side has at least two HVTs on the elevated area.

I win the Lt-roll and go first.

The core-team is scattered in and around the right building in the south DZ with the ML on the roof. Everyone tries to look in a different direction and not be under the same template as his next buddy. Te Raptor is deployed in front of that building to have a 360° look into the unobscured center of my DZ. Each safe spot in the center of the zone is taken by a Varangian, a Fuzzbot and the Beta, while the other Fuzz and Varangian overwatch what is possible on the left. The LRL Crusher has a look on the far left flank.

QKs sniper-castle takes the building on the right with both snipers on the roof, overwatching the corridor on the right and where the HVTs are standing. The first Shihab is deployed inside the building, just for redundancy. A Najjarun on the central elevated area telegraphs something bad, having a great view on the center, while the haris takes the left behind the big building. The Djanbazan HMG also starts there.

My second Crusher is placed in the center of the map on the ground level, while a second Shihab appears next to the engineer.

Star 1: I probably loose two orders in group one. The central Varangian advances in the left corridor, setting up some smoke and dies to the Shihab. Under the smoke, the Beta can advance into the opponents half of the table, dropping the Shihab unconscious and out of LoF, then is stopped by both snipers overwatching a corridor too broad to move through. One sniper is shot prone but with that the Kaplan HRL dodges into LoF and I need to retreat. Back in the center, the Beta, both Crushers and the last Varangian enter suppressive fire.

QK 1: One Yuan Yuan joins the Djanbazan HMG, while the second one lands next to my core-team. This guy manages to pistol down my ML and a second Kappa before it gets stunned but still threatening my link.  The second one wrecks my Beta in CC and places a smoke grenade between the HMG and my LRL Crusher. The Djanbazan climbs up the tall building and takes out the LRL.

Star 2: If I won't slow things down now, I will get serious problems, so I throw the AD Crusher, now group one, behind the Djanbazan-core successfully. The boarding shotgun does its job, taking out the two Hafzas and the Sekban, as well as the Shihab in the building. Now the Raptor advances, forcing the other sniper prone. While the remaining Crusher shifts a bit towards the left to catch that Yuan Yuan, the third Kappa trades itself against the other Yuan Yuan.

QK 2: In LoL some CTs are burned to get the Yuan Yuan in CC with the Crusher. One sniper stands up, facing the panzerfaust of my AD Crusher and eats the inevitable crit, killing it directly. The remaining sniper shifts a bit to the center and the Najarun repairs the Shihab next to him.

Star 3:  All HVTs in range are still overwatched by the Shihab and the Najjarun, so the AD Crusher first scores net-undermine. The Raptor takes action again, killing the Shihab and the Najjarun, then synching one HVT but ends up with not enough orders to get it out of the exclusion zone.

QK 3:  AssaultUnicorns Yuan Yuans and my Crushers are no good combination in CC and it happens what always do: My Crusher shoves a d-charge into the booty-pockets of the Yuan Yuan, blowing it into pieces. Nevertheless, the left side is uncovered and the haris advances, synching two HVTs with the last orders.

Since AssaultUnicorn controls two HVTs in the exclusion zone and I have one and my classified, we tie 2-2. Withpout my AD Crusher in general and without his successful landing, I would have been totally screwed, since Starmada has no good options to deal with the ARO-castle AssautUnicorn deployed. As the Beta failed to crack a first serious wound into his force, the cheap attrition with his Yuan Yuans would have simpy  drained all my dynamic. With that, the haris would have been able to evacuate at least two HVTs with ease.
With this result, I will probably give the AD Crusher a closer look in the future. It feels a bit more versatile than the Santiago, since he also has parachutit, which I miss on the Santiago. Having more than 40 points falling somewhere into your DZ while there is an important job to be done somewhere else hurts too much. But with how Starmada is structured, the AD troops add the missing long-range coverage, since they telegraph a hard to predict thread and strike from new vectors.

Rescue itself of course turned out to be a tough but different mission. Once you got a bit bored from the usual ITS-stuff, one round of rescue may change it and give you new energy. In a tournament it is an interesting design-piece, since it requires some important list-decisions. AssaultUnicorn invested a bit too much in his defense, but that may be due to QK in general, since real forward-pieces are missing, while I had to push forward and distract from my weak defense.

Friday, 12 February 2021

Technical superiority [QK vs. NCA]

 

Next to some competitive games in the last weeks, some casual ones, just for fun and experience, came not to short. In a kind of regular training match, I faced Commoner1 again, this time fielding one of his strongest N3 NCA-lists now in N4. I wanted to try out something new around the order-efficiency in QK and also would like to bring back Scarface to the virtual table. The mission was Frontline.

FrontlineTAG
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GROUP 1  9  / 1  / 1
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 ALGUACIL Missile Launcher / Pistol, CC Weapon. (1.5 | 15)
 GHULAM (Doctor [+3]) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 15)
 GHULAM (Lieutenant [+1 Command Token]) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 HAFZA Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 ODALISQUE (360º Visor) Submachine Gun, Nanopulser, Flash Pulse(+1B) ( ) / MULTI Pistol, PARA CC Weapon. (0 | 22)
 DJANBAZAN Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 34)
 SEKBAN (Specialist Operative) AP Rifle, Chain-colt(+1B) / Pistol, CC Weapon. (0 | 24)
 HAWWA' (Hacker, Hacking Device) Boarding Shotgun, D-Charges ( ) / Pistol, CC Weapon. (0.5 | 26)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 21
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 HAWWA' (Minelayer) Sniper Rifle, Shock Mines / Pistol, CC Weapon. (0.5 | 23)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 SCARFACE Loadout Gamma & CORDELIA TURNER undefined / undefined. (1.5 | 81)
   SCARFACE Loadout Gamma AP Spitfire(+1B), Panzerfaust / DA CC Weapon. (1.5 | 64)
   SCARFACE Boarding Shotgun, Grenades / Pistol, Shock CC Weapon. (- | 0)
   CORDELIA TURNER Combi Rifle, Chain-colt, D-Charges / Pistol, CC Weapon. (0 | 17)

 5.5 SWC | 300 Points
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To free some points, the Djanbazan-castle needed to be switched to a defensive Ghulam-core, where an Odalisque should guard my back. A tuned down haris of the Djanbazan HMG and the Sekban SO screened by at least one pre-deployed Yuan Yuan is supposed to crack the first hole, which then can be used by Scarface to clean things up and be deployed as a defensive anchor in the midfield. Nothing very sophisticated, but pure gun-power seems to be a good plan, right?

 
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GROUP 1  9  
 FUSILIER (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10)
 FUSILIER Missile Launcher / Pistol, CC Weapon. (1.5 | 15)
 FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12)
 CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11)
 CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 AUXILIA Combi Rifle / Pistol, CC Weapon. (0 | 14)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 SWISS GUARD Heavy Machine Gun / Pistol, AP CC Weapon. (1.5 | 62)

GROUP 25  
 GARUDA Tacbot Spitfire / PARA CC Weapon(-3). (1.5 | 25)
 HEXA (Hacker, Killer Hacking Device) Combi Rifle ( ) / Pistol, PARA CC Weapon(-3). (0 | 26)
 SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CC Weapon. (1.5 | 63)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 AUXILIA Combi Rifle / Pistol, CC Weapon. (0 | 14)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)

 6 SWC | 284 Points
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As always, my notes on the opponents lists are more than bad, so something is missing and the groups are not accurate. But all the important things are there: A defensive Fusilier-core, two Auxilias and Fugazis as corner-guards and tons of hidden threads. The ML-Swiss to tear appart the first attacking wave, the HMG to attack back and where this won't reach to, a Garuda can cause chaos. Once a hacking device comes close enough to threaten the Swiss Guards, a Hexa KHD is there to solve this issue and keep the Hyperpower running.


We met directly in an urban district of some panoceanic settllement with a long uncovered street on the left and a heavily obstructed right flank. On the ground level, the right side was quite dense but could be overwatched from the DZs easily enough.

I win the Lt-roll and decide to go first, simply to avoid a TO-alpha strike. I get the south deployment zone.

My core-team is deployed on and around the building on the right with the ML and the doc on the roof and everyone else on the ground to take some action if needed and cover my back for AD-troops. The Hafza is deployed as a second Odalisque. On my left the Hawwa sniper overwatches the street, where a Yuan Yuan and the Sekban hide behind the left building. The Fanous try to reinforce the left side around the central building, where Cordelia takes the other side. Scarface only finds a nearly safe spot directly in the center of my DZ.

A Fusilier-core is deployed around the central building with the ML on the highest point. Each sides sees an Auxilia and one Fugazi. The third one goes on the right to look out for Yuan Yuans. And that it is.

To build my small haris, the Djanbazan joins the Sekban on the left. No one follows on the NCA-side.

QK 1: The second group is reduced by two regular orders. The remaining ones are used by the Yuan Yuan on the left, advancing and setting up smoke for the Djanbazan on the left around the center line. The haris follows, gunning down the ML Fusilier from smoke and without any problems to this. There are not enough orders left for the Yuan Yuan to set up more smoke, so the haris needs to advance further uncovered. I make the mistake to move out of cover with the second short skill and trigger a Swiss ML, blasting my HMG. The now alone Sekban retreats and scores net-undermine in the second try. Since I have orders left and need to do some damage, I try to land my second Yuan Yuan next to the central building in the NCA deployment but scatter and cover Scarface in smoke. Together with the Hawwa hacker, he advances a bit.

NCA 1: After the Swiss ML advances into a better position and recamoes, the left Auxilia advances, burning down the Sekban and my Yuan Yuan on that side. Only the Auxbot dies in this action. A second Swiss Guard appears, this time on the right and guns down my ML with a HMG, then doing first damage on Scarface. 

QK 2: There are still some points and SWC left, so a second Swiss ML can wait for Scarface. The last Yuan Yuan sets up smoke to protect the TAG, then Scarface advances, dropping the second Auxbot and forcing the Swiss HMG into cover after it recieves a wound. My Hawwas advance a bit, where the hacker tries to pin down the HMG in front of the enemy deployment zone.

NCA 2: It takes the Auxilia on the right just one try to discover my hacker, then the Hawwa is fried by an appearing Hexa KHD. This frees the Swiss HMG, which takes out Scarface. An entering Garuda spitfire coup de graces the TAG and enters suppressive fire on the right flank. Over the course, my Yuan Yuan is shot unconscious.

QK 3: Whatever is alive needs to be placed in the center now. With just one order remaining, the Hawwa sniper fails to kill the left Auxilia. My core-team is more succesful on the right, first gunning down the Swiss HMG, then getting the Yuan Yuan back to work and trying to get a better position.

NCA 3: It takes the Garuda only some effort to wipe out my core-team, since the real Odalisque was sacrificed before and the Auxilia on the left continues its path of blood by shooting down my Hawwa sniper.

With this, the game ends 8-1 for NCA. With my MSV 2 HMG as the only reliable tool against TO HIs lost in a bad move of mine, it became a matter of burst in most cases. A landed Yuan Yuan would have been able to kill the Lt-Fusilier maybe, giving me some more space to act. But nevertheless it is difficult to fight an enemy you can't see. Even if there would have been only one HD ML waiting somewhere - and there were several very suitable spots for it - every stept would have been dangerous. But with that high amount of hidden troops and hidden points, even after the first reveal I could not be safe for a second one. Especially with the bad experiences I have made in my last games against Noctifers...Commoner1 fielded a quite strong list in my opinion, which is quite difficult to play against, equal of your list-type. I would have had to try and engage the HIs, slicing them in CC, but for this not only my pace was not set up, but also the wrong weapons were on the field.

Saturday, 6 February 2021

Peace was never an option [Starmada vs. Shasvasti]

The only thing you are not get used to by experiencing it again and again is entering the last round of a tournament after a clear defeat and no points earned in the first rounds. ITS 12 with the frequent options to score tournament points even while loosing only increases this. So the felt pressure wasn't that low as I faced Celeb with Shasvasti for the last game of the Quadratekämpfe-tournament.


The mission we played was "Medical Extraction", designed by Tristan228 who organizes the tournament. In short you have to rescue one HVT and do this without killing stuff. to make this a bit easier, you can distribute five Stun-carbines among your troops and all your multi-weapons get the stun-mode back. The HVT you have to rescue starts on the edge of the enemies deployment and has a 8"-exclusion zone around it, which is carried over the place. Here are the actual winning conditions:


 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
Open in Infinity Army

Originally, I planned the Highly Classified-list for this mission, but since I reviewed the Hector-list again before the tournament, it quickly became interesting for this mission, too. Hector shall ran into the enemy deployment in each case, Andromeda also starts as close as possible to that and if things go south, there are two Crushers on the rescue. One could say, that I brought not enough riot stoppers to this party. They may be right, since O-12 and Starmada seem to be the best factions when it comes to equipment for not killing stuff, but in the end there is some DBS-spirit always around me.

 
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GROUP 1  10  
 SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament CC Weapon. (1 | 32)
 SEED-SOLDIER Combi Rifle, Panzerfaust / Pistol, CC Weapon. (0 | 16)
 SEED-SOLDIER Combi Rifle, Panzerfaust / Pistol, CC Weapon. (0 | 16)
 HAIDUK MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 26)
 HAIDUK MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 26)
 HAIDUK MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 26)
 VICTOR MESSER (Hacker, Hacking Device Plus) MULTI Rifle, Cybermines, Nanopulser(+1B), D-Charges ( ) / Breaker Pistol, CC Weapon. (0.5 | 33)
 SHESKIIN (Lieutenant) MULTI Rifle, Pulzar, D-Charges / Pistol, DA CC Weapon. (0 | 51)
 SARGOSH MULTI Rifle, Light Shotgun, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 37)
 NOX (Paramedic) Combi Rifle, Zapper ( | MediKit) / Pistol, CC Weapon. (0 | 16)

GROUP 21  
 NOX (Paramedic) Combi Rifle, Zapper ( | MediKit) / Pistol, CC Weapon. (0 | 16)

 6 SWC | 295 Points
Open in Infinity Army

This list may seem a bit weird and a slight inacurrancy may be there (my memory, you know), but if you read it with the mission and special rules in mind, it may fit. The Haiduks get the stun-mode back and can stop everything approaching, while the Speculo can rescue the HVT. Plan b may be the Seed Soldiers or the character-haris, which can shut down everything with theit stun-modes. Two back-up Nox to get the downed Haiduks in Casevac at the end of the game round things up.


It was only a matter of time during the tournament until Tristan228s D-Day map would show up. So it was the last round on it. The left is blocked by the buildings which are more or less completely closed (this clarification came after my game) and blocked LoF on that side. The right has the aquatic terrain with some landing-ships on the beach and some containers. All over the place some patches of vegetation were added, played as low visibility and saturation zone, but without the difficult terrain. The north deployment has two higher buildings, while the south one has two obvious ARO-positions.

I win the Lt-roll and decide to go first. With this, I got the south deployment.

My link is deployed around the small building on the right, the Kytta takes the left building. In the mid storey both Fuzzbots are deployed, on the ground level "Hector" and one Varangian start, covered by the building. The LRL Crusher is deployed behind the central building, the other one starts on the far left as a reserve. My second Varangian starts on the beach.

One Haiduk on the left building, one on the central and one behind the right container. Two camo markers are deployed on each flank and the characters start Sheskin in the center behind the round bar. One Nox is laying behind the central Haiduk, the other one a bit behind in the center.

Hector starts next to the right Varangian, Andromeda should be the back-up and starts in the center, behind the building. Now I realize, I have totally forgotten about the Speculo-thing. To my fortune, my opponent has other plans than murdering my order-pool and deploys it on the top of the right building in my half, prone.

Starmada 1: No Haiduk is overwatching the beach and I probably get each of them in 24" and cover. The plan stays the same: Shooting my way through things and grab the HVT. Varangians advance and Hector storms the beach. The Seed Soldier dies directly but wounds him with his chest mine. A speculative grenade lets the right Haiduk dodge into LoF and die to the heavy pistol, the central one falls unconscious to the spitfire. A bit out of cover but with his job done, Hector enters suppressive fire. The left Varangian follows his hero and drops Sargosh and Messer with his chain rifle, while tanking the Haiduks shots.

Shasvasti 1: With severe losses and a Varangian in the own DZ, options are slightly limited. The Speculo climbs of the building and starts throwing smoke in a unfortunate position, so that my ML blasts it directly. Sheskin in her despair kills the Varangian and enters suppressive fire.

Starmada 2: First I have to read the mission again and calculate my points, only to realize that I will lose, if I kill the last Haiduk and Sheskin this turn, since I would only score one point on the HVT and have no one in casevac, while Celeb would have killed less army points and can casevac more troopers than me and end the game thanks to retreat. Luckily, Hector can reach the HVT without dealing with Sheskin. The dice again are hating Celeb and Hector drops the last Haiduk, then synchronizing the HVT and get it back into my DZ on the beach. The HVT there touches the right edge. The last Varangian engages the second camo marker and drops it without problems.

Shasvasti 2: Both Nox take one trooper in front of them in casevac and Sheskin kills the last Varangian.

Starmada 3: There is nothing to change at this moment, so I skip my turn.

Shasvasti 3: Celeb won't improve his situation, too, so he skips this turn, too.

With this, I win 5-4 with 276 to 100 victory points. This was one of the rare occasions, where my plan a worked from start to end. Celebs list-build piled up with the deployment mistake of an unwatched beach. His horrible dice then broke his neck totally. Either his Haiduks rolled something below 5 or above 15 all the time. One successful stun-shot would have changed a lot here. Focussing on not killing stuff isn't something what works properly in Infinity. But on the other hand, the mission character nearly got me and made the second round a little gamble. In my calculation, I would only loose three points by ignoring the casevac and the killing-points, which was obviously wrong. Especially by not scoring in the first round, Things got close then. Celeb may have had the chance to rescue some points for him and with this win the game, if he would have gone for Hector in the first two turns and not trying to commit to my HVT, but the odds for both may have been terrible.

Even a close win ended the tournament for me a bit better than the last one and slightly improved my mood about it. But on the other hand I know how it is on the recieving end for my opponent to lose the last game this way, what let it keep a slightly bitter flavour. Hopefully the future events finally will go in a way, where I can avoid the battle for red lantern in the last round...

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...