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.