Friday 12 March 2021

Let's start a cyberwar [Operation Lung Tien game 3]

While at least a small beachhead could be established on the orbital by Yu Ying-troops, the next target was to destabilize internal and external defensive capabilities. Coupled with severe losses, most of the field generators could be destroyed. Again the Yu Ying contingent, this time driven by the energy of revenge, carried most of the success, whiping out most of the JSA-troops sent to defend the generator-bay of the orbital. On the other side of that area the Foreign Comany conceded to a Bakunin force with unclear recordings of that shootout.
If the operation shall gain new momentum and not get stuck before at least basic functionalities of the orbital are disabled, a serious shutdown of internal and external communication and weakening of defensive strength is needed now. With inreased remote-support, Druze security teams now are sent towrds the main server-farm, defended by Bakunin-infowar specialists.


The mission this time had two consoles on the center line and one antenna in the center of the table. Objectives are to control consoles, activate the antenna and kill more army points and specialists. To make things a bit wicked, each player has two small deployment boxes on the north and south edge, so that each player deploys on both sides of the table and the game evolves from left to right and vice versa. Also the deployment of infiltrators is limited to the edges of that boxes.

REMtasy Rebirth 1
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GROUP 1  10  
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 DRUZE (Lieutenant) Combi Rifle, Chain-colt / Viral Pistol, CC Weapon. (0 | 24)
 VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)
 BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 23)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 24  / 1  
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 20)
   AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)

 6 SWC | 299 Points
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Instead of writing a list designed to the mission, I was curious to recreate my N3 REMtasy-list, which turned out quite flexible. The defensive hacking-core should provide some long-range ARO and do the work of long-shot pitchers and ARO-hacking, while the KHDs can set up additional pitchers and strike out opposed hackers and free the path for the Bulleteer. They also provide me two more marker-troops to rush places in turn two and three. While heavy lifting is done by a boosted Bulleteer, the Pathfinder could be a solid back-up in the lategame. Hunzakut and Peacemaker to deliver surgical and early pitchers, the Clipper to either be a real thread or force the opponent into psychological pain by avoiding him. Why the second Kameel? If I need to rush my Bulleteer into an uncleared midfield, I want him to have an active firewall.

DF03
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GROUP 1  7  / 1  / 1
 VOSTOK FTO (Mimetism [-6]) Mk12(+1 Dam) / PARA CC Weapon(-3). (0 | 44)
 CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18)
 MODERATOR (Infinity Spec-Ops) (Hacking Device(Hacker), Minelayer(Shock Mines), Doctor) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 10)
 MODERATOR Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 MODERATOR (Lieutenant) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CC Weapon, Pistol. (0 | 20)
   3X PUPNIK DA CC Weapon. (0 | 3)
 ZERO (Hacker, Killer Hacking Device) Combi Rifle, Shock Mines ( ) / Pistol, CC Weapon. (0 | 22)
 TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 27  
 SIN-EATER Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 32)
 KUSANAGI Spitfire / Pistol, Shock CC Weapon. (1.5 | 42)
 REVEREND HEALER Boarding Shotgun / Pistol, EXP CC Weapon. (0 | 33)
 REVEREND CUSTODIER (Hacker, Hacking Device Plus) Boarding Shotgun ( ) / Pistol, CC Weapon. (0.5 | 30)
 SALYUT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 SALYUT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)

 3.5 SWC | 299 Points
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On the Bakunin-side a Vostok-core including a battle-hardened spec-op could bruteforce his qay through whatever there is left by the Überfallkommando. They are protected by a Zero KHD and the group two Reverend-link. Kusanagi to shoot things, the Custodier to hack things and the Healer to keep them alive.


The picture this times shows the centerline vertically, so that player a deploys in the south corners, player b in the north corners. Each side has a more obstructed box and a more open one. The long lane from north east to south west is obstructed by some walls and containers, but is also weakened by the missions special rule that each shot over 32" fails automatically.

I win the Lt-roll and decide to deploy second in the south, while my opponent chooses the second turn.

His Vostok-team takes the north-east box with better protection and available roofs, screened by a camo-marker. The Reverends together with the Überfallkommando start in the east box with Kusanagi standing directly next to the Chimera, a bit more advanced.

The core-team scatters around the building in the east with hackers and EVOs on the rooftop and the ABH as well as the sniper on the ground to add some flexibility. They are joined by the Clipper, just in case. Everything else hides in the west, only the Fugazi having a look on the midfield.

A Sin-Eater protects Kusanagi on the east, while my Peacemaker also gets on that side to deliver the repeater and some stress for the nuns, if I can't handle them properly.

DBS 1: I lose two orders from group one, but land a repeater in front of Kusanagi with ease. The spotlight succeeds, but it takes four missiles to blast her away. In the progress, the Chimera manages to dodge out of blast-range. Out of orders, I shoot a pitcher in the left midfield and cybermask the KHDs coordinated. The Pathfinder takes a first run towards the centerline to be prepared for later action.

Bakunin 1: The Überfallkommando takes care of my repeater on the east and get the Chimera spotlighted. Meanwhile the Vostok takes the roof of the bigges building on the west, dropping my Fugazi and that pitcher, but failing to down my Hunzakut there. The pitchers of the nuns break while landing.

DBS 2: The next missiles drops the Chimera unconscious. Now the infowar intensifies with one of my KHDs dropping the HD+ using the Pathfinders repeater. On the way to shoot a pitcher next to the Vostok, the Healer dodges in LoF, but fails to wound the KHD. A pitcher is landed. With some orders left but no idea how to wreck the Vostok properly, the MSR climbs the building and wrecks the Sin-Eater, a Flashbot on that side and the Reverend Healer.

Bakunin 2: Finally the experience of the last missions pays off, as the spec op breaks free from the link, rushing into the midfield and reviving the HD+ as well as the Chimera. Also he plants a mine next to the central antenna. The Clockmaker starts his run towards the north console.

DBS 3: It is time for the Pathfinder to shine. Within repeater-range, the KHD again drops the HD+ and the Pathfinder manages to shoot the spec op, but the mine is enough to disable him. With activated cybermask, the KHD sneaks into the center, but fails to activate the antenna and gets shot by the Vostok. Gromoz grabs my own console and the Chimera dodges two missiles.

Bakunin 3: While the Clockmaker securs the north console, the Chimera smokes up the antenna, which is activated by the Zero KHD in the third attempt. This also secures my HVT, which stands nearby.

Since I could not hold the center good enough, I lose 5-6 in a quite tight game. High command this time promotes myself, while Kusanagi and the spec op can be recovered. Again, the main objectives could be achieved, but only with high costs, risking the further prolonging of the operation.

Friday 5 March 2021

Unplugging NCA [Operation Lung Tien game 2]

The Hexahedron had not scraped with costs and effort to disguise not only the equipment, but also the available troops of the orbital. The available information only said that there would be any kind of resistance. Of course the ISS soldiers were assigned to the sector with the lowest estimated resistance, while DBS troops should shoot their way through the main entrance. The fresh and shady knotted contract with the Foreign Company also led them into a practical test. Now the interaction of a badly planned distribution of forces and insufficient intelligence-data almost put down the operation to an early ending. While the DBS-team was washed out of the blasted holes by an unexpected number of samurais, the ISS-troops suffered enormous losses against a Corregidor detachment, but managed to establish the beachhead. From the third sector only survailance data showed how the Foreign Company was terminated by knights of the Military Orders.


To weaken the panoceanian defense systems and enable an increased disembarkmend, the next step of the operation was to shut down as many power generators and infiltrate the orbitals network through consoles in the generator-sections. The previous naval attacks lead to some malfunctions of the artificial gravitation in many sections.

DF02
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GROUP 1  9  / 1  
 SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 36)
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17)
 BRAWLER (Infinity Spec-Ops) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 16)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 DRUZE Combi Rifle, Chain-colt, Grenade Launcher, E/M Grenade Launcher / Viral Pistol, CC Weapon. (1 | 28)
 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35)

GROUP 21  
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

 6 SWC | 300 Points
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For the second round I wanted to continue what I started in the first game: Use Saito more often to get a feeling for him and increase my hacking game. Since the mission is quite similar to Looting and Sabotaging, the general plan was to let Saito sneak to the AC2, wreck it and then threaten whatever there is. Wolfgang, together with the KHD, should be the back-up and cleaning team for the midfield.

NCA reloaded
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GROUP 1  10  
 AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 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) Breaker Combi Rifle, Nanopulser(+1B) / Pistol, PARA CC Weapon(-6). (0 | 15)
 CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11)
 FUSILIER (Infinity Spec-Ops) Combi Rifle / Pistol, CC Weapon. (0 | 11)
 SWISS GUARD Heavy Machine Gun / Pistol, AP CC Weapon. (1.5 | 62)
 HEXA (Hacker, Killer Hacking Device) Combi Rifle ( ) / Pistol, PARA CC Weapon(-3). (0 | 26)

GROUP 24  / 1  
 SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CC Weapon. (1.5 | 63)
 BOLT (Chain of Command) Combi Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 28)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

 4.5 SWC | 300 Points
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If you have all the expensive equipment available, why not use it? Two Swiss Guards to wipe out whatever threatens the own AC2 and stands in the way towards the enemies generator, while a Hexa KHD hunts down hackers. Since all specialists get D-charges in this mission, the core-team is a liable acteur to do the needed damage in the late game.


The most important twist in this mission is the option to infiltrate one trooper in the 'risky area', a 4" zone in the back of the opponents DZ, on a simple WIP-roll. This trooper can not be the last model of each player. In the end that needs a lot of planning beforehand, since it opens space for some mindgames.While both DZs are elevated to some extend, a major structure blocked the center and the north left is blocked by another one. Some floating platforms allow zero-g-troopers to jump easily on the high ground.

I win the Lt-roll and decide to go second - maybe something appears and can be shot in my turn. NCA deploys first in the north.

The core-team is scattered on the left flank, partly overwatching the center of the DZ, which is protected by an Auxilia. Something passes his WIP-roll and is deployed hidden in my risky area. On the right an other Auxilia and the Bolt CoC overwatch their back, while some Fugazis try to have a look on the center. In the far right corner a TO marker appears.

My core team is scattered on the right with the LGL as a filler on the tower more centered. My Warcor and the Fugazi overwatch the left flank. The Hunzakut starts in front of them, a duo of Wolfgang and the KHD also on that side. Saito starts in hidden deployment on the central structure. In the back of the NCA lines my Sierra starts, centered in the risky area.

Nothing visible is placed on NCA-side, but I enroll my Clipper on the right, next to Wolfgang.

NCA 1: The Swiss ML appears behind my Sierra and knocks it out with his shotgun. Now the Hexa KHD appears in my DZ but needs far too many attempts to take down my KHD, so that not much more happens.

DBS 1: With some smoke and careful placement, Saito reaches the field generator and manages to do three wounds on it, leaving it damaged. Group two lets the Fugazi pin the Hexa in its repeater-area, while the Warcor advances in a better position.

NCA 2: Saito is shot easily by the Swiss ML, which advances further on the left. Ignoring the counter-hacking, the Hexa shoots down my Druze HD but gets immobilized by the Brawler in return. Since these options now are stopped, the TO marker (Swiss HMG) downs my MSR Brawler so that the right Auxilia can activate the right console and inflict three wounds on my field generator. At least it gets spotlighted on the way.

DBS 2: With the last order, the Auxbot is placed quite annoying among my units, so that the Brawler has to shoot it first, before the Clipper can missile the Auxbot. The Hunzakut sacrifices himself by putting a repeater next to the Swiss ML and activating the left console. With some hacking and some missiles, one wound is done on the ML. Wolfgang finally gets rid of the Hexa, ripping it apart in CC.

NCA 3: The Fusilier/CSU-core as the only left D-charge carrier starts moving, dropping my Warcor and the Fugazi and blowing up my generator.

DBS 3: Wolfgang won't reach the generator with the remaining orders, but my spec op at least could do my classified and maybe flip the right console. To reduce the potential AROs, the LGL lands a grenade among the CSUs, but only drops one of them. A critical dodge let the spec op cross most of them, but the remaining AROs are enough to drop him on its way without scoring anything.

The game ends with a 7-3 for NCA. Even with the systems of the orbital seriosly damaged, the position could not be secured well enough for the next phase of the operation. With the serious losses among the DBS-units, Saitos cube could not be secured and is lost to the NCA-troops.

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...