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
Open in Infinity Army
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
Open in Infinity Army
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.
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