Friday, 18 June 2021

Smart x Quatronic [DBS vs. Bakunin]

 


One of the goals of the IGIL was to leave room for other TTS-tournaments besides our league, like RAL, VaulSCs events or even some german ones. One of these were the latest iteration of Tristan228s 'Quadrate Kämpfer', where I wanted to bring back my DBS in some competitive games. Different from most of the recent TTS-tournaments, the maps were different for each pairing of each round. The first mission was Supremacy, where I faced Tristan228 himself on the former Field Test-map from VaulSC, which was slightly modified to fit with the needs of the other two missions.

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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I decided to take my REMtasy-list for this tournament, since it is quite flexible, the Clipper lets me reach most of the threads and I am more and more used to how the double EVO and double KHD works well. The plan was not that sophisticated here: Implement a network of repeaters in the midfield, dig in the Peacemaker and the KHDs somewhere to secure the zones and then let the Clipper do the clean-up.

 
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GROUP 1  9  / 1  / 1
 REAKTION ZOND Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 VERTIGO ZOND Missile Launcher / PARA CC Weapon(-3). (1.5 | 17)
 TSYKLON Feuerbach, Pitcher / PARA CC Weapon(-6). (1 | 36)
 RIOT GRRL (Specialist Operative) Combi Rifle, Blitzen / Pistol, CC Weapon. (0 | 29)
 RIOT GRRL Spitfire / Pistol, CC Weapon. (1.5 | 33)
 RIOT GRRL Boarding Shotgun / Pistol, CC Weapon. (0 | 27)
 BRAN DO CASTRO Boarding Shotgun / Pistol, DA CC Weapon. (0 | 31)
 ZERO (Hacker, Killer Hacking Device) Combi Rifle, Shock Mines ( ) / Pistol, CC Weapon. (0 | 22)
 MODERATOR (Lieutenant) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 6)

GROUP 21
 ZOE & Π-WELL undefined / undefined. (0 | 44)
   ZOE (Hacker) Combi Rifle, D-Charges / Pistol, PARA CC Weapon(-3). (0 | 25)
   PI-WELL Combi Rifle, Flash Pulse / PARA CC Weapon(-6). (0 | 19)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 6)
 ZONDBOT PARA CC Weapon(-3). (0 | 3)
 ZONDBOT PARA CC Weapon(-3). (0 | 3)
 SALYUT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)

 5 SWC | 299 Points
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One thing you get to used to, is the fact that there is always a faction that can do DBS stuff better and more precisely. This game should display this situation perfectly, where Tristan228 brought a quite similar list regarding the plan of nuking everything out of the quadrants. Unfortunately Bakunin has some better support with Zoe & Pi-Well, Riot-Girls and Zeros by hand. 


As mentioned, the map was a slightly modified iteration of VaulSCs Field Test-map. An objective room was added in the center, creating an additional long firelane through the center, which made the central ARO-position in the north side even more powerful and LoS on the map even more difficult. But that was seen to late and I fell to my earlier experiences on the original map.

Bakunin wins the Lt-roll and I deploy first in the south, also going first.

To utilize the ARO-position on the right, my core-team together with the Clipper is deployed around the building there. The EVOs are scattered behind, while the center is taken by the Pathfinder, a KHD and the Fugazi. On the left the Peacemaker and the second KHD should take care of intruders.

Adversary to my core-team a TR-bot starts, backed up by a Zondbot. The second Zondbot accompanis the Riot-core with the Tsyklon on the central building. Zoe hides behint it, the SML-REM on the left, also overwatching some firelanes. Pi-Well should run up the left, together with a Morlock. The second one is on the right and one camo-marker starts in the center.

My Bulleteer should take the right side and a camo marker infiltrates on the left right in front of my DZ.

DBS 1: I notice that I am quite pinned with most of my tools, so I ned to get rid of the TR-bot and at least the Tsyklon, in best cases completely. The boosted Bulleteer runs up the the right, shoots down the Tsyklon and enters suppressife fire with the TR in ZoC. Of course Gromoz has the wrong codes downloaded and fails to spotlight it. Both KHDs advance cybermasked and the Clipper needs to be rescued from the rooftop.

Bakunin 1: Zoe repairs the Tsyklon, which lands a repeater next to the Bulleteer. Bakunin is better in coding, so the bot is targeted, scoring telemetry, then shot by the Riot spitfire. Pi-Well advances, activating the first console after the left Morlock gets stunned in the midfield.

DBS 2: Since all the ARO-pieces are still in place, I continue with turn one plan: Shooting things down. The Brawler MSR takes the job, downing both REMs and the repeater. The Hunzakut advances in the midfield but fails to get rid of the advanced Morlock. While trying to gun down the central marker, he is shot by a Riot. The central KHD takes over, eleminating the Morlock but also getting shot by the chain rifle.

Bakunin 2: Again the Tsyklon returns but then is finally wrecked by my MSR Brawler. The remaining Morlock discovers the last KHD but is stunned before doing any damage. SO the Zero KHD tries to hack this out and eats a crit in return. This streak is continued by Pi Well advancing and getting also stunned and isolated. To crown the situation, the core-team advances and fires a medikit (there needs to be a Moderator paramedic or something like that) at the Zero, which hits but only breaks his neck completely.

DBS 3: Well, that last turn was in my favour, but if that really helps is the question. I still have not enough pieces left to a) move into the quadrants and b) gun down the threads there. So I try to maximize my OPs. The Pathfinder shoots down the last Morlock and advances on the right. In the second try, it manages to activate a console. Pi Well is nuked off the table and Bran manages to shoot down the Peacemaker, which settles the result of the game.

I loose 10-2 in this first round of the Quadratekämpfer-tournament. Some bad decisions during deployment and missing trust in my MSR Brawler shaped the game and set me on the backfoot after turn one. Of course, the Bulleteer would have been able to wreck the Tsyklon and also the TR-bot, but thanks to remote presence and the ability to fall prone now, that could not be expected. Starting with my core-team would have been more reliable and less risky and also would have left me with enough orders to do what I always should do first with this list: Setting up a decent repeater-network. Normally I am not efficient enough with killing in turn one, but with this list, that should not be the goal. But instead doing what I always do, I switch to the opposite here and start killing stuff...Crazy world.

Friday, 11 June 2021

Don't panic, police is on the way! [Starmada vs. CA]

 


After nearly three months, the last IGIL-round started. With only one victory for me, chances of ending on the last ranks were quite high, so I hoped for a good match-up in this last round. I was quite surprised to get Surmelk as my opponent, but was very glad to finally have the opportunity to face him after orbiting each other since ENTE in last summer. It was well planned to take Starmada for this mission, since what could be a better use for a linked Hector than clearing a room with his plasma-rifle?

 
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GROUP 1  10  / 1
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 BETATROOPER (Killer Hacking Device) Submachine Gun, Nanopulser(+1B) ( ) / Pistol, CC Weapon. (0 | 33)
 HECTOR (Lieutenant [+1 Order]) Plasma Rifle, Nanopulser, Grenades ( | TinBot: Firewall [-3]) / Heavy Pistol, EXP CC Weapon. (0 | 69)
 TIAN GǑU 1st Section Boarding Shotgun, Grenades, Jammer / Pistol, CC Weapon. (0 | 23)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 PSI-COp (Multispectral Visor L1) Nanopulser(+1B), MULTI Marksman Rifle ( ) / Heavy Pistol, CC Weapon. (0 | 25)
 NYOKA Heavy Rocket Launcher, Chain-colt / Pistol, Shock CC Weapon. (1 | 19)
 NYOKA Heavy Rocket Launcher, Chain-colt / Pistol, Shock CC Weapon. (1 | 19)
 OKO Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 16)
 RAPTOR (Hacker, Killer Hacking Device) MULTI Rifle, Light Flamethrower ( ) / Pistol, CC Weapon. (0 | 42)
   DEVABOT Heavy Flamethrower / PARA CC Weapon(-6). (0 | 5)

GROUP 21
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)

 2 SWC | 300 Points
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There were several iterations of this list in the planning-process with this destilled one finally used. Always set were the Raptor KHD to secure the room with cybermask and NCO and heavy on points and Hector in a small core-link with a Tian Gao jammer. Plasma for the room, a jammer to stop things from entering it. Here a HD Psi Cop should spice the link and increase the defensive potential of the constellation. To not get overrun that fast, a Peeler should sit on one antenna and two HRL Nyokas in a haris together with the feared MMR Psi Cop should secure the midfield. Everything else was there for orders and utility, as always.

 Shasvastii Expeditionary Force
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GROUP 1  9  / 2  / 1
 SPHINX Spitfire, Heavy Flamethrower(+1B) / DA CC Weapon. (2 | 93)
   SCINDRON Flash Pulse / CC Weapon. (0 | 0)
 NOCTIFER Combi Rifle / Pistol, CC Weapon. (0 | 24)
 NOCTIFER Combi Rifle / Pistol, CC Weapon. (0 | 24)
 CALIBAN (Engineer, Deactivator) Submachine Gun, Pulzar, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 28)
 SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
 IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)
 IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 SHROUDED Boarding Shotgun, Shock Mines / Pistol, CC Weapon. (0 | 22)
 MENTOR (Lieutenant) Boarding Shotgun / Pistol, CC Weapon. (0 | 23)
 TAIGHA Chain-colt / DA CC Weapon. (0 | 6)

GROUP 24
 NOCTIFER Missile Launcher / Assault Pistol, CC Weapon. (1.5 | 32)
 TAIGHA Chain-colt / AP + Shock CC Weapon. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CC Weapon. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CC Weapon. (0 | 5)
 TAIGHA Chain-colt / AP + Shock CC Weapon. (0 | 5)

 3.5 SWC | 300 Points
Open in Infinity Army

A full second group of pure distraction and annoiance is paired with some utility and a big hammer in group one. While the Taighas clear and secure the midfield, one Noctifer each turn can secure the room as headquarter troop, followed by the Mentor in turn three. On the outside the Sphinx terrorizes everything walking towards the room. If it gets down, the Caliban is there to get it back in the game.

 

The map for this round was provided by TJE, who gratefully forgot about the smaller DZs in this mission, leaving a total mess on both sides regarding deployment. The left had some longer fire-lanes, while the right was heavily obstructed for some close-range action. There were several nice ARO-spots on the containers, but most of the stuff put on there would die soon.

Surmelk wins the Lt-roll and let me deploy first in the south, while I go for the second turn, trusting on Hector and his plasma-gun.

The Hector-link together with the Peeler start on the left, since I can advance covered most of the time, while the other haris takes the right side. I need to clump my KHD Raptor in the center with good access to the room and shuffle my other units wherever possible in cover, only overwatching my half of the table.

Five camo-markers start in the center, one with a slave-drone on it. A TO-unit infiltrates directly in front of the room and five Taighas also start in the center. They are reinforced by two Ikadrons and an R-drone.

Hector and my Raptor are deployed as described before and a big TO-marker appears on the right side.

CA 1: I restrict Surmelk for only one CT this turn, which may appear as an old Biotechvore-habit, not useful for panic-room. All Taighas advance, also the markers does and the TO enters the room. Now the Sphinx approaches my haris, but first shredding Cho. In a rage, the Psi Cop then crits two wounds on the TAG (remembering the Moderator and my Crusher...) forcing it to retreat. On this way, Hector gets wounded by it and the Oko is shot. Some orders are left to further advance the Taighas into the center. As the biotech-zone strikes, the Sphinx falls unconscious and maybe one Ikadron.

Starmada 1: One Varangian clears the room and dies in return. While the Raptor advances, a Noctifer appears but failing to wound him. Here I had fallen to a decoy and calculated the models on the table wrong. While entering the room, some more Taighas are cleared but one is left in CC with him inside the room. On the left the haris advances a bit to make sure nothing is going to repair the Sphinx. My Warcor is eaten by nanobees.

CA 2: After scoring with the Raptor, the Taigha eats him in CC and a new marker is thrown into the room. The other orders are used to let the slave drone sneak a shadowy path towards the Sphinx and finally reaching it and bringing it back.

Starmada 2: After surviving one crit from the Sphinx, the Psi Cop MMR takes a second one and dies. Also the Varangian guard burns to death before reaching the TAG. My core-team can avoid the Noctifer ML and shove the Beta into the room, clearing the last Taigha. An intuitive Jam against the marker in the room fails. Somehow I am outscored in the room, so there needs to be a second marker also in the room at this point.

CA 3: Ignoring the serious damages, the Sphinx starts a new rampage, clearing both Nyokas, then the Beta with one shot, followed by Hector through the room, who failed to dodge a single time. Also the BSG from the Tian Gao fails to down it, while the bearer dies. 

Starmada 3: In LoL with only the Peeler left, things are done.

I loose 7-3 here with some luck here and there and a terrible revenge of a to early killed Sphinx. The performance in turn one was terrible and the false estimation of the biotech-zone was really bad, but the high effort to bring it back in turn 2 saved Surmelk the game here. After the Psi Cop could not manage to get it killed, my tools to remove such a unit were gone. Here I finally decided to never again leave the house without the Epsilon HMG. Even if there isn't always a target needing the MSV 2, most of the time the points are invested properly here. Besides that, Surmelk did a great shell-game with his markers, a great mess with all these Taighas and some brave decisions. On my side I am really satisfied with the Raptor here, since the Devabots are very useful, the multirifle also and the combination of 6-2 movement and the marker-state of the KHD is real gold.
One word needs to be said to the haris-team: The Psi Cop is that scary and potent as everyone says, since it is a well rounded toolbox and once it gets B4 in the haris, you can wipe out most things in the late game with it. Most of the time at least. Screening him with one or two Nyoka HRLs at least is cheap and possible. You always have SWC unused in Starmada and the HRL is quite cheap, so the link is created on the way. Nevertheless Nyokas lack some mimetism or better BS for their points, even with C+. So I am still not a big fan of them regarding their performance, but they are a nice tool if you want to include more of the expensive stuff Starmada offers and still want to have some scattered utility


Friday, 4 June 2021

Not the right countermeasures [O-12 vs. Nomads]

 

After the last IGIL-game against CrazyNomad, a more or less serious streak of bad luck hit me, which should be ended in the next IGIL-game against Tzwenne, one newer player in our german TTS-meta. As it appeared, there would again be Morans to ruin my day, as he played Nomads in the league. But with vanilla O-12 I should have all the options available to make a good appearance in this rounds mission: Countermeasures.

IGIL Highly
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GROUP 1  9  / 1
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 ALPHA (Lieutenant [+1 Command Token], Strategos L1]) Light Shotgun, Nanopulser / Pistol, DA CC Weapon. (0 | 24)
 BETATROOPER Spitfire, Nanopulser(+1B) ( | TinBot: Firewall [-3]) / Pistol, CC Weapon. (1.5 | 41)
 RAZOR (Minelayer) Boarding Shotgun, Shock Mines / Pistol, CC Weapon. (0.5 | 32)
 SIRIUS (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 25)
   SIRIUSBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 5)
 OKO Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 16)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 ANDROMEDA (Infiltration [+6]) Submachine Gun, Zapper, Flash Pulse, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 33)
 PARVATI Submachine Gun(+1B), Flash Pulse ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 38)
 YUDBOT PARA CC Weapon(-3). (0 | 3)
 YUDBOT PARA CC Weapon(-3). (0 | 3)

GROUP 21
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36)
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

 2.5 SWC | 300 Points
Open in Infinity Army

With Countermeasures as a object-heavy and dynamic mission, I invested more into the flexible potential to fulfill most of the classifieds. All difficult problems shall be removed on the way with the specialists like Razor, Sirius, Andromeda or the Crusher. If there are serious roadblocks, the Beta, backed up by Parvati would be the option. This should also create an opportunity to score test run. Maybe the Oko needs some explanation here, since they are not that frequent in many lists. While I have no good units to clear the midfield (I don't want to sacrifice a Varangian for a simple shock-mine), I made good experiences with a sensor-sweep and then using the normal tools to gun things down. Here the Oko should also enlarge the repeater-network and give additional opportunities to score test run. The AD Crusher is picked over the cheaper options just because of the better opportunity to reach HVTs.

 
Countermeasured
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GROUP 1  9  / 1  / 1
 MODERATOR (Lieutenant) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 MODERATOR Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 MODERATOR 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)
 KUSANAGI Spitfire / Pistol, Shock CC Weapon. (1.5 | 42)
 JAZZ FTO undefined / undefined. (0.5 | 19)
   JAZZ FTO (Hacker, Number 2) Submachine Gun, Pitcher, Cybermines / Pistol, PARA CC Weapon(-3). (0.5 | 19)
 DAKTARI Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 KRIZA BORAC Heavy Machine Gun / Heavy Pistol, CC Weapon. (1.5 | 54)
 BRAN DO CASTRO Combi Rifle, E/Mitter / Pistol, DA CC Weapon. (0 | 33)
 ZERO (Minelayer) Combi Rifle, Shock Mines / Pistol, CC Weapon. (0.5 | 20)

GROUP 22
 MORAN (Repeater) Combi Rifle, Flash Pulse, D-Charges, Crazykoala ( ) / Pistol, CC Weapon. (0.5 | 17)
 MORAN (Repeater) Combi Rifle, Flash Pulse, D-Charges, Crazykoala ( ) / Pistol, CC Weapon. (0.5 | 17)
 BANDIT (Hacker, Killer Hacking Device) Light Shotgun, Adhesive Launcher ( ) / Pistol, DA CC Weapon. (0 | 25)
 MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CC Weapon. (0 | 6)
 MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CC Weapon. (0 | 6)

 5 SWC | 300 Points
Open in Infinity Army
 

While Zero and Bandit should score some points on their way, the Morans should slow things down. Bran do Castro should mess up with my deployment early and if that won't do it, Kusanagi should carry the killing-task. Jazz and the Daktari are there for additional support. And once you have experienced the Chimera, you know that they are there for pure mess.


For this mission, we used the map I built for our Daedalus Fall campaign with some elevated elements in the center and some floating platforms to jump from them towards the central tower. In the south you have to quite safe spots to hide stuff, one on the left and one on the right, while the north side can start attacks easily via the center and defend itself from both corners. The right side appears to be more open than the left.

I win the Lt-roll and take the first turn to shape the game in my way. I am given the south DZ.

Guarded by the Warcor, my Alpha and Fuzzbot take the left corner with the Oko nearby, utilizing the close quarters on that side. Beta and Parvati in the center, a Kytta on the premium-mid range ARO-spot also in the center. One additional Kytta overwatches the right side. Both Varangians start in the central right. Since the map isn't optimized for forward deployment, the Sirius-team tries to hide properly on the central left.

Kusanagi and the Morlock take the left, while three camo-markers, a Moran and the Kriza are screening the center and the right side. The Kriza for this is deployed in an ARO-position. Bran fails his roll and appears behind the Kriza, nearly out of the game.
The Razor is hiddenly deployed in front of my left castle, just in case something goes for the Lt-kill and Andromeda successfully infiltrates just in front of Kusanagi. This is overwatched by a second Moran, lying on a floating platform. Kusanagi enters suppressive fire.

O-12 1: I need to spotlight something and only the Oko is flexible enough to reach one without crossing LoF to the Kriza and dealing with the camo-markers in the center. But first a Varangian runs up the left and clears the Koalas of the Moran threatening Andromeda. Then the Oko moves up the center and while getting in LoF to two camo-markers, I make the wrong decision and get shot by the Zero. So the mission-potential is done and the fun-part can start. Andromeda recieves one wound from Kusanagi and only does one in return with a D-charge on her. The Morlock dodges in the way and needs two orders to get removed. In the last try to get Kusanagi, Andromeda is shot from the Moderator and fails to wreck Kusanagi.

Nomads 1: The right Morlock advances, also the Chimera does. Morlock gets stunned, then the Kriza takes out the Kytta. On the left, the Chimera and her Pupniks advance further, clearing the mine and the Sirius. Meanwhile the left Moran designates one HVT and the Bandit KHD scans the disabled Oko.

O-12 2: Not the best situation, but nothing is lost here. The classifieds are all three nice for me (or my AD Crusher). But first the Chimera needs to go. The Razor appears, but all BSG-hits are saved. So I focus on the mission and bring in the Crusher on the left edge, in LoF of the left Moderator. With NWI, mimetism, bad range and low BS, this appears to be safe and more reliable than AD. The first shot is survived, but in the next order the Crusher gets a crit and dies completely.

Here there is neither motivation and fun left on my side, nor any scoring-potential, so I concede here. Of course, the Oko-situation wasn't played that clever and it may be greedy to expect Kusanagi to die to only one D-charge. But what are the odds to also save the Chimera and then killing the Crusher with a combi-crit from a Moderator in only one ARO-shot?? Well, your chances to get killed by a cow are low, but never zero...

I am glad for Tzwenne to experience some good luck on his side and hopefully having had a nice game, but I probably should search for a solution on my interactions with dice...

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...