Friday, 23 April 2021

Challenging the holy land [DBS vs. Military Orders]

The new Military Orders lead to a second PanO-spring for Commoner1, so we had to schedule a first test-game for him. While I should test O-12 a bit more to do better in the IGIL, the recently good performance of my REMtasy-lists for DBS lit a new flame of motivation. Suddenly DBS can build better lists for everything as it seems...But at least we could practice the map for the next IGIL-mission: Quadrant Control.

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

In general this list provides enough flexibility to work for many missions, so no changes were done for Quadrant Control. With the Hunzakut and the Peacemaker I can start in two zones and already start my repeater-network. This should be used to clear the zones turn per turn with spotlights and guided missiles, while the KHDs can advance cybermasked and conquer the far zones. MO has no good MSV-coverage, so the Bulleteer should be able to clear number 1. threads. The second EVO allows some fairy dust for the advancing units or even to boost the Pathfinder or Fugazis if needed.

 
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GROUP 1  10  
 ESCORT SERGEANT (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 22)
   AUXBOT Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 KNIGHT OF THE HOLY SEPULCHRE (NCO) AP Heavy Machine Gun / Heavy Pistol, Shock CC Weapon. (1 | 56)
 DART Submachine Gun, Tactical Bow, Shock Mines / Pistol, Shock CC Weapon. (0 | 34)
 CROSIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 13)
 CROSIER Combi Rifle / Pistol, CC Weapon. (0 | 11)
 KNIGHT COMMANDER (Lieutenant [+1 Order]) Combi Rifle, Light Shotgun / Pistol, Shock CC Weapon. (0 | 28)
 CROSIER Combi Rifle / Pistol, CC Weapon. (0 | 11)
 CROSIER MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 18)
 MULEBOT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  
 TEUTONIC KNIGHT (Specialist Operative) Submachine Gun, Panzerfaust / Pistol, DA CC Weapon. (0 | 21)
 TRINITARIAN (Minelayer, Forward Observer) Boarding Shotgun, D-Charges, Flash Pulse, Shock Mines / Pistol, CC Weapon. (1 | 28)
 TEUTONIC KNIGHT Light Shotgun, Panzerfaust ( | TinBot: Firewall [-3]) / Pistol, DA CC Weapon. (0 | 20)
 MULEBOT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 15)

 5.5 SWC | 300 Points
Open in Infinity Army

Most of the new tools MO got suit well together, so they made a first appearance in this list. The KotHS can clear the midfield and eleminate major threads on his own, while the Crossy-link provides orders and cover for him. The other flank is taken by the Teuton-haris, which delivers sturdy points into the advanced quadrants. As back-up and roadblocks for going second, Dart and a minelayer Trinitarian wait in the own quadrants for exposed attack-pieces like Bulleteers.


The map was already used in our Daedalus Fall campaign and seemed to be an interesting one for Quadrant Control. It took some more games to make clear, that three high buildings with accessable roofs are not ideal for such a mission, but well, there are always points to improve.While the central firelane can be seen from both DZs, you have two and a half quite safe passages on the edges to challenge the center. Crushing the south DZ on the right can offer you some serious advantage, if the left building isn't suited well.

Commoner1 wins the LT-roll and takes the second turn, so I deploy second in the south.

The Teuton-haris is deployed on the left with the Mulebots behind and one camo-marker in front of them. Only the Escprt Sergeant is positioned in the center of the DZ, while the core-team scatters around the right buildings. The MSR-Crossy overwatches the center here. One camo-marker lies in front of them.

My core-team takes the left building with the hackers and the MSR on the roof. They are joined by the Clipper and one EVO. Also on that side my Pathfinder, one KHD and the Hunzakut are deployed. To catch the right camo-marker, the Peacemaker starts on the right, as well as the Fugazi, the second EVO and the second KHD.

Three KotHSs appear in the center and I send my Bulleteer against it on the central right, ready to crush the MSR and go further.

DBS 1: With assisted fire up the Bulleteer takes out the MSR-Crossy, while the Fugazi and Mulebot make their saves and retreat into total cover. In that movement the Trinitarian appears next to him with a mine. I skip a further push and advance the Hunzakut and the left KHD. The Hunzakut puts down a mine and a repeater, then recamoes. After the Peacemaker gets enhances reaction, the KHDs enter cybermask coordinated.

MO 1: On the left the Teutons rush into my quadrant, taking out the repeater and avoiding all hacking-attempts. The Escort Sergeant tries to burn my Bulleteer, which successfully dodges the flamer and the mine. After that, I target the right Holo and sneak a wound on the KotHS, then dies. Around the next corner a crit from my MSR drops the knight. Now the Crossy-paramedic takes some practice by killing his MSR-buddy and advances towards the downed knight. There he does a better job.

With only one quadrant held on my side, Commoner1 takes the lead.

DBS 2: Some knights need to go. Utilizing the Pathfinders repeater, I fail three times to spotlight someone of the Teuton-haris. Again some orders are needed until the Hunzakut is able to take out the KotHS again. To gain some ground, the Pathfinder clears the paramedic and retreats, followed by some repositioning of my core-link.

MO 2: The HRL-Sergeant on the right climbs the roof to get shot by my KHD directly. After the Trinitarian has placed a mine in the central alley and failed to wound the Pathfinder, Dart finishs the job. Thanks to one wound inflicted by the Hunzakuts mine, the Hunzakut trades himself with the Huntress. 

Since my Druze are a bit more costly than the Teutons, we tie on quadrants this turn.

DBS 3: My KHDs advance coordinated and place pitchers next to the Teutons and a strange looking Crossy on the right. That Crossy turns out to be the Commander and a guided missile finishs him on his roof. Since both KHDs are quite exposed, they enter cybermask again. During that, the Druze hacker shoots down the Trinitarian.

MO 3: In LoL not much can be done but since only one quadrant needs to be contested, it is enough to push the Escort Sergeant and the Fugazi into the far right one, so that we tie again.

Commoner1 wins 4-2 here. I probably should have pushed the Bulleteer a bit further in turn one to clear out some more orders. One move further and the whole Teuton-link would have been exposed, but the hacker and his Auxbot scared me away from this. Pushing the Pathfinder in turn one may be a good idea, too. Two camo-markers in MO hint Dart and a minelayer, since everyone else has TO, but both are dangerous to guess wrong. Here the Pathfiner would have been a nice solution. Nevertheless, he did a great job midgame and satisfies me more and more. Besides the problem of active spotlighting, the plan worked out fine, utilizing the Clipper only as a further option instead of plan a.
The new MO on the other side turn out quite solid. Personally I am not a fan of the KotHS and the Teuton-haris. Of course, they are great and add tons of tools, but the KotHS still has only two wounds and gathers some eggs in only one basket, what showed as a downside this game. The Teutons on the other hand seem to be a great warband now, so gluing them into a link won't be the most efficient way. If you take the NCO spitfire, the SO with tinbot and add a sergeant to the link, that may be different.

To conclude: MO seems to be even more fun now but not as a flexible medium-infantery sectorial as I wished and hoped for and DBS shows to be more and more solid. I can't argue enough for two KHDs. It seems to be a complete overkill, but their marker state let them get into good places, where the general DBS-equipment can finally shine. In addition to this, they are the pitcher-option for more difficult positions and impose a serious psychological thread to the opponent.

Saturday, 17 April 2021

There is something behind the wall! [Starmada vs. Combined Army]

The problem of doing well in the first round of a tournament or a league is the high probability to face a strong opponent in the next round. So it happened in the IGIL that my second opponent here was the well known W0rstC4se! That alone would be enough to make things difficult, but in addition to this, the mission for that round was Tic Tac Toe - Something Crushers are designed for, but well...

TicTac
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GROUP 1  10  
 KAPPA MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 19)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 BLUECOAT Submachine Gun, Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 16)
 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)
 OKO Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 16)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KNIGHT OF SANTIAGO (Hacker, Killer Hacking Device) Combi Rifle, Nanopulser, D-Charges ( | TinBot: Firewall [-3]) / Pistol, DA CC Weapon. (0 | 39)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)
 EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 34)

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)
 PEELER Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 300 Points
Open in Infinity Army

Since it was possible to face Shasvasti or vanilla CA, a core-team with some Bluecoats was set next to one FO-bot to clear the midfield from camo-markers. Crushers and the Santiago KHD should be able to chew themselves through one row of antennas after another, after the Varangians and the Epsilon have cleared the big guns. The first iteration of that list included an Epsilon sniper to outrange the Q-drone, but as I saw the map, the HMG under smoke should be more flexible with the same risk. To click the last antennas in turn three, the AD Crusher was included and should be pulled into group one then.

 
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GROUP 1  10  / 2
 SHROUDED (Minelayer) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0.5 | 23)
 SHROUDED (Hacker, Killer Hacking Device) Combi Rifle, Shock Mines ( ) / Pistol, CC Weapon. (0 | 25)
 DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
 DĀTURAZI Chain Rifle(+1B), Grenades, Smoke Grenades / Heavy Pistol, DA CC Weapon. (0 | 14)
 Q-DRONE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 22)
 SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
 SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
 CALIBAN (Multispectral Visor L1) Spitfire, D-Charges ( ) / Pistol, CC Weapon. (1.5 | 38)
 SKIÁVORO (Lieutenant [+1 Command Token], Strategos L1]) Spitfire, Nanopulser / Heavy Pistol, Shock CC Weapon. (1.5 | 53)

GROUP 23  / 1  
 LIBERTO (Minelayer) Light Shotgun, Shock Mines / Pistol, CC Weapon. (1 | 8)
 RASYAT (Specialist Operative) Combi Rifle, E/Mitter, D-Charges, Eclipse Grenades / Heavy Pistol, DA CC Weapon. (0 | 34)
 E-DRONE Combi Rifle / PARA CC Weapon(-3). (0.5 | 18)
 ÍMETRON . (0 | 4)

 6 SWC | 298 Points
Open in Infinity Army

Even with some of the must-haves of vanilla CA, the list turned out to be unusual. I am not sure about single pieces and the distribution between the groups, but most of the stuff should be accurate. While a  bunch of camo-troops secures the midfield and can push the buttons there, a Caliban and maybe even the Skiavoro can clear the last line of antennas for the Rasyat to activate them in turn three. Meanwhile Dr. Worm or the E-drone itself can do the work in front of the DZ. 


The map, designed by TJE, only had a view longer firelanes and only one vertical level. The walls are intended to be infinite high, creating some closed rooms with semi-obvious entrances here and there. Parachuting is only allowed on the streets, not in the rooms. One could say it is a hackers paradise!

I win the Lt-roll and decide to deploy second in the south. To get the advantage of the second turn, W0rstC4ase takes the risk and lets me go first.


Most of the REMs take the right side, one Daturazi on the left, one on the right. Three camo-markers are deployed around the right street, one is hiding in the room on the left and one behind that room. The missing points let me assume something scary as reserve or a Sphinx in HD.


To utilize the range, my link scatters around the two rooms on the left, supported by the KHD Santiago. To grab the antenna in the center and clear the camo-markers there, my Oko starts behind the central room, the Crusher in there. Each side gets a Varangian, the Peeler takes care on the right street.

Skivoro appears on in the center of the DZ, out of LoF and I send in the Epsilon on the right.

Star 1: Maybe I loose two orders from somewhere. Both Varangians advance, smoke is set up on the right. After the Epsilon finishs the Q-drone, the Oko takes the room and reveals a Liberto, a mine and one Shrouded on the right. Unfortunately the "low" barriers block LoF to my Epsilon as it appears. So I click the central antenna, retreat the Epsilon and send the Oko into SF.

CA 1: Both Daturazis advance, then the Caliban starts his work. After killing the left Varangian, my FLashbot and some members of my fire-team, even the Peeler falls to his spitfire and close combat weapons.

Star 2: Again the barriers and the overall structure of the map are the biggest problem. One wound on the Caliban is caused by the Epsilon. The second one needs to be done by my Lt, but again it guts into full cover then. Without ressources to take it out completely, I prepare for turn three.

CA 2: To minimize the risk for the Caliban, the Rasyat enters the field on my right side, dropping the Epsilon. That enables the Caliban to continue his killing-streek with the other Varangian an one wound on my KHD. The E-drone and Dr. Worm activate the whole first row of antennas.

Star 3: Things are more or less done here, but one last hope is still waiting in the air. The Crusher enters the field on the far right, wounding the Skivoro with a panzerfaust-shot in the back and on its way towards the antenna is engaged by the Daturazi on that side. While they start a brawl, a flashbot lights into that fight, stunning the Daturazi shortly before he is blown apart by a D-charge. With my last order I can activate the console.

CA 3: The Shrouded on the left activates the last two antennas on that side, while the other Daturazi and the Caliban clear my DZ.

With that the game ends 10-2 for W0rstC4ase. The map and some saving rolls favoured the Caliban, which consumed my whole second turn without major success. Some more luck there would have forced him to send in the Skivoro earlier or reveal other specialists on the way, so that the Crushers or even the Santiago could have worked them out. With limited access-points to your deployment, even Starmada can set up a good enough defense-line, supported by one or two Crushers. With more and more defense-strategies evolving around midfield-troops, the Oko or his brothers become a more regular include in most of my lists, even if you sometimes need to suicide them into a hacking-network simply to reveal the targets to shoot them.

Friday, 9 April 2021

Lost in the woods [O-12 vs. Ramah]

In the end of February we started the IGIL (Inter German Infinity League) in TTS, organized by TJE and myself. While TJE stayed back as replacement, I was tossed into the storm to mix up some participants. The first mission was Acquisition and I was paired against Duddsen and his Haqqislamites, what screamed 'REVENGE!" loudly (the last time he wrecked myself completely with an undying Asawira...). To do this, I went for my first game with vanilla O-12 ever.

Aqui
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GROUP 1  10  / 2
 ALPHA (Lieutenant [+1 Command Token], Strategos L1]) Light Shotgun, Nanopulser / Pistol, DA CC Weapon. (0 | 24)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 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)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 34)
 BETATROOPER Spitfire, Nanopulser(+1B) ( | TinBot: Firewall [-3]) / Pistol, CC Weapon. (1.5 | 41)
 GANGBUSTER (Minelayer, Hacker, Killer Hacking Device) Submachine Gun, Madtraps ( ) / Pistol, CC Weapon. (0 | 22)
 LYNX (Specialist Operative) Plasma Carbine, D-Charges / Assault Pistol, CC Weapon. (0 | 29)

GROUP 23  
 LYNX MULTI Sniper Rifle, Shock Mines / Pistol, CC Weapon. (1.5 | 33)
 PEELER Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 RAZOR (Forward Observer) Boarding Shotgun, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 32)

 5.5 SWC | 298 Points
Open in Infinity Army

If you want to win in this mission, you want an HD-troop to survive and take the tech-coffin in turn three. Since that also counts for the antennas, the plan was set: Two specialists in HD and a Gangbuster as roadblock for the mission, while either the Beta spitfire does the needed damage, or the Epsilon. They are supported by the Varangians. I felt not very comfortable with only the Lynx MSR and two Flashbots, so I squeezed in a TR-bot.

 
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GROUP 1  10  / 2  
 NAHAB (Parachutist, Hacker, Killer Hacking Device) Submachine Gun, E/Mitter, Nanopulser ( ) / Pistol, Viral CC Weapon. (0 | 32)
 SHAKUSH Heavy Machine Gun, Heavy Flamethrower / AP CC Weapon. (1.5 | 58)
   SHAKUSH PILOT Light Shotgun / Pistol, CC Weapon. (0 | 0)
 SHAKUSH AP Spitfire, Heavy Flamethrower / AP CC Weapon. (1.5 | 58)
   SHAKUSH PILOT Light Shotgun / Pistol, CC Weapon. (0 | 0)
 YARA HADDAD AP Marksman Rifle / Heavy Pistol(+1B), CC Weapon. (0 | 25)
 LEILA SHARIF  (Hacker) Shock Marksman Rifle, E/M Mines, D-Charges / Breaker Pistol, CC Weapon. (0 | 20)
 GHULAM Sniper Rifle / Pistol, CC Weapon. (0.5 | 16)
 GHULAM (Doctor [+3]) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 15)
 GHULAM Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 GHULAM (Forward Observer) Rifle, Light Shotgun, Flash Pulse / Pistol, CC Weapon. (0 | 12)
 GHULAM (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 11)

GROUP 21  
 MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, CC Weapon. (0 | 12)
 NASMAT PARA CC Weapon(-3). (0 | 3)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 300 Points
Open in Infinity Army

I made some ugly experiences with linked Khawarijs and Mukhtars in the past, so at least I was pleased to not see any of that on the field. Nevertheless the Fanous-battery and two TAGs in front of a defensive Ghulam-link are a real thread. Novadays everybody is talking about Tuareg hackers, so the Nahab is often overseen as a great surprise. The mission plan is supposed to drag Leyla and Yara into the midfield, so that they can take care of the objectives.


TJE build a good looking forest-table with dense rows of trees and lots of bushes and some coral-structures to give some cover. The green areas are hills to add some elevation to the map. The bushes added some strategic and interesting layer of cover to the map, but as it always is with such incleas strucutres in TTS, checking LoF caused some pain during the game. The best ARO-positions are granted by the hills on the right, but most of the firelanes are restricted to max. 30".

I loose the Lt-roll and Duddsen decides to go first. So I deploy second in the south.

All Fanous are grouped behind the left trees, the Ghulams take the hill on the right. One Sharkush starts in front of the Fanous behind the truck. Leyla supports the central TAG. The Monstrucker starts prone in the center behind some bushes. Yara starts next to the link on the right.

I definetely want to lure the TAGs into the open in the midfield, so I deploy a bit restricted. The Lynx overwatches the center from the right coral-structure, while Kyttas and the Peeler take the center and the left side. My Alpha can be hidden easily in the far left corner, Cho tries to look frightening in the center. Every side gets a Varangian, the Epsilon takes the left with longer lanes and the mimetism-REMs, while the Beta can advance easily on the right. Advanced on the left the Razor starts, the Gangbuster hides next to the central objective and I misplay the Lynx SO and infiltrate him on the right.

The second Sharkush formes a duo with Yara on the right, now the Epsilon appears on my left. Thanks to counterintelligence, I take two orders from group one and also set my Gangbuster in suppressive fire.

Ramah 1: Right in front of my DZ the Nahab appears, shredding the Beta and the Lynx SO, while the MSR stays hidden. While all my shots fail, one Kytta and the right Varangian also die to the Nahab. With that done, the duos scatter and advance a bit and the Monstrucker fires a drop bear towards the center.

O-12 1: Plan A (Beta) is gone and if I focus on the Nahab, I will stay in a bad position towards the TAGs. So I ignore the Nahab and push the left Varangian and the Epsilon forward, trying to take down the central Sharkush and from there killing more squishy things. All I get are two wounds on the Sharkush.

Ramah 2: The wounded Sharkush shall be fixed, resulting in an empty second order pool and a wrecked Sharkush. Now alone, Leyla tries to kill my Epsilon after dropping the Varangian but gets critted by his pistol. To close this, Cho guns down the Nahab reactively. All links advance a bit.

O-12 2: Since I don't want to see the TAG again, the Epsilon coup de grace'd him after shooting the Ghulam sniper and ML, as well as the Nasmat. Also my left TO-troop appears for the upcoming turn.

Ramah 3: Yara and her TAG push towards the center. The TAG dodges the first bullet of my Lynx, while the Epsilon survives Yaras fire. An other drop bear is fired next to my Epsilon, so that in the following exchange between him and the Monstrucker both die. On their way towards the central objective Yara is shot by the Lynx and the Sharkush recieves two wounds.

O-12 3: The Sharkush is in a really annoying place. I send the Gangbuster, forgetting about the flamer. The SMG wrecks the TAG and the Gangbuster survives the flames around him, so that he can secure the central objective and the HVT. While the Razor activates and secure the left objective, the Lynx at least secures the right one.

With this, I win 9-0 thanks to a terrible second turn for Duddsen and some luck in my late game. I was sure to have lost after my miserable first turn, since I managed to do nothing except for exposing my only big gun. Without focussing on repairing the Sharkush and simply sacrificing him towards the Epsilon, my last punch could have been removed, while the Monstrucker could have headed for the objectives. The plan to drag the specialists towards the objectives while the TAGs shoot the way may be not that optimal, at least for this mission. In the end the Sharkush is not that heavily armoured, so he gets down more easily and without any protection, Leyla and Yara get shot easily by any hidden specialist.

Except for the Lynx SO, which is quite expensive for starting in the DZ with a short range gun, my list was quite satisfying. The MSR needs some patience to shine, but then is terrible to remove in most cases. Probably a Razor minelayer and one Gangbuster may be more efficient than a Peeler for the defense. Unfortunately the Beta had no chance to show his strength but that was compensated by the Epsilon, which together with a Varangian is able to solve nearly every problem except for linked MSV-units and TAGs in cover. For my first game with vanilla O-12, I am very satisfied and partly stunned by the flexibility and joy of this faction. The Alpha allows so much flexibility with units in hidden deployment, so that you only need some patience and a good poker-face to get good results.

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...