Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

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.

Friday, 26 February 2021

Operation Lung Tien [Introduction of Daedalus Fall campaign & game 1]

To add some spice to the Covid-TTS-gaming, I gathered some more or less locals of our German comunity to test CBs campaign system. Since the Paradiso-campaign may take some time, we went with the Daedalus Fall-missions and altered the story a bit to fit our factions and the fact that there are not so many jump-gates to fight for. Rulewise we simply took the N3 rules and changed what was necessary to the N4 rulings.
In total we were six players with partly switching sectorials and partly fixed choices: PanO, JSA, Bakunin, YuYing, ForCo and DBS. Of course I am the one with DBS. To keep the pairings managable and give some reason to the story, two teams were build: PanO hired JSA troops and got reinforcements from Bakunin, while YuYing high command paid not only the DBS but also the Foreign Company for this job.

And here is the reason for the fight:

While most of the international attention is drawn to the frontlines of Paradiso and Concilium Prima, the conflict of PanOceania and YuYing on Svalarheima is further escalating. Agents of the Imperial Service managed to reveal plannings of the Hexahedron to rebuild a former research-orbital into an additional beachhead and started to gather troops there. Before they manage to open a second front from that position, the Jade Throne initiated operation "Lung Tien", aiming to conquer the orbital or at least dropping it out of business. What the ISS did not know and the Hexahedron just discovered in the progress was the existence of an illegal Black Lab installed on that orbital. For that reason some Nomad squads joined the conflict, maybe with some different aims.

And here is the first battle report:



While the panoceanian forces were preparing in the orbital, a gathered force of YuYing, Druze and ForCo-units launched a full scale attack on the weaker protected areas of the orbital to establish a solid beach head. Sector B was designated towards the DBS boarding team, aiming to place as many specialists in the orbital as possible. As soon as the hull broke, a guard of Samurai appeared to strike the attackers back.

DF01
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GROUP 1  9  / 2  
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)
 ANACONDA Heavy Machine Gun, Chain-colt, Panzerfaust / AP CC Weapon. (1.5 | 55)
   OPERATOR Spitfire / Pistol, CC Weapon. (0 | 0)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BRAWLER (Infinity Spec-Ops) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 16)
 BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 KAMEEL  (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 37)

GROUP 22  
 KAMEEL  (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 BASHI BAZOUK (Specialist Operative) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

 5.5 SWC | 300 Points
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My aim here was to get better use of Saito as strong CC-unit but also as reliable scoring unit in this mission. The Anaconda should be the sacrificial beat-stick to then allow the KHD to deploy some pitchers and let the Clipper to the heavy lifting then by utilizing reactive spotlights. If there is a sweet hole in one flank, the Bashi Bazouk should be a good back-up.

Boarding Action Squad Alpha
──────────────────────────────────────────────────

GROUP 1  10  / 1  / 2
 KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CC Weapon, PARA CC Weapon(-3). (0 | 20)
 KEISOTSU Combi Rifle / Pistol, CC Weapon. (0 | 9)
 KEISOTSU (Infinity Spec-Ops) Combi Rifle / Pistol, CC Weapon. (0 | 10)
 KEISOTSU Missile Launcher / Pistol, CC Weapon. (1.5 | 14)
 DOMARU (Lieutenant [+1 Order]) Spitfire / Pistol, E/M CC Weapon. (1.5 | 37)
 DAIYŌKAI MULTI Marksman Rifle, Panzerfaust / Pistol, AP + DA CC Weapon. (0 | 48)
 OYAMA Chain Rifle, E/M Grenades / Breaker Pistol, E/M CC Weapon, DA CC Weapon. (0 | 29)
 DOMARU (Forward Observer) Combi Rifle, E/M Grenades, Flash Pulse / Pistol, E/M CC Weapon. (0 | 29)
 TANKŌ Blitzen, Light Shotgun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 18)
 TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 27)

GROUP 21  
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
 TOKUSETSU EISEI (Doctor) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 YÁOZĂO PARA CC Weapon(-3). (0 | 3)
 TOKUSETSU KOHEI (Engineer, Deactivator) Combi Rifle, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 14)
 YÁOZĂO PARA CC Weapon(-3). (0 | 3)
 PANGGULING (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 300 Points
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The list was the pure summary of cheap HIs, forcing their way towards what their swords can cut into pieces. To avoid the immobilization by enemy hackers, an EVO is included.  The backfield is held clear by a back-up Keisotsu-link. The new JSA flexibility allows some dirty link-tricks in the first half of the game, creating a strong ARO potential with the linked MLs. The linked Dayokai with NCO and two Lt-orders guarantee enough ressources.

To fit with the space-theme, we used one of Badlazzors maps for the first game. The outer area was changed to difficult zero-g-terrain instead of mointain terrain and low visibility.To spice things up, we decided to shoot through windows using real LoF. The inner area was quite obstructed with few longer firelanes, while the outer area had longer lanes crossing the table.In general sweet ARO-spots are scarce here and everybody is forced to move.

I win the Lt roll and decide to go first, simply to do as much damage with the Anaconda as possible. I am given the south DZ.

My core-team scatters around the AVP and the central rock formation, while group two hides on the far left. My Warcor has an eye on the narrow door to avoid some sneaking around my sniper.The Fugazi should act as a second defense on the right and a fast repeater on that side. To strike fast and strong, the Anaconda and the KHD start in the center, covered by an other rock formation.

The Keisotsu-link covers the far right. The HIs group more and more towards the inner area on the left, where the Dajokai starts. EVO, Warcor and the support dudes hide in the left closed room.

Saito starts hidden as advanced as possible in the center. A Tanko ML appears on the central right, overwatching the center around the base.

DBS 1: Thanks to the difficult terrain, the Anaconda burns some orders to advance and take a wound from the Tanko ML. That gets my attack stuck, so I land a repeater with the KHD on the right and let the Hunzakut advance a bit. The Fugazi also places himself in the center of the right flank.

JSA 1: Around Oyama a new core is build, which enters the base and rushes my left flank. Under first cyberattacks my Hunzakut is shot down, followed by my MSR Brawler. In the progress a Tanko gets isolated and Oyama gets stunned and isolated right before he can wreck the whole flank.The Domaru finishs of my Warcor in revenge.

DBS 2: With the firewall still up, I can't utilize my hacking game properly, so the Bashi enters the field on the far left. The Engineer is dropped but the EVO makes his safe, dodging out of LoF and all orders for the Bashi are burned here. So the Anaconda needs to free the rest of my core-team. In a coordinated order I get the Dajokai targeted. A missile does the first wound, then the hacker finishs him with his SMG and wounds a Domaru.  A triggered ARO by Oyama kills my Clipper.

JSA 2: Even with limited orders, Oyama kills my Kameel, the Brawler hacker and immobilizes the Anaconda, but gets pasted by the panzerfaust. In the base the left Domaru takes down the Bashi, opening the path for the doc, reviving the engineer.

DBS 3: Some specialists need to be placed in the center, so Saito sneaks his way into the central room. Everyone else advances where possible, while the Anaconda fails to reset.

JSA 3: The japanese specialists group themself in the center, while the Keisotsus are shooting their way down on the right towards my HVT, kidnapping it.

Since I am outnumbered with specialists, I loose this game 9-1.

Not only on sector b the first attack failed, also the ForCo-team was beaten on its attempt. Luckily the YuYing main force could shoot a hole into the orbital and secure it long enough to deploy enough troops for a serious further attack. The JSA rescue teams on their side were unable to find enough pieces of Oyamas cube between the panzerfaust shrapnels, so that his resurrection needed to be delayed after the attack is beaten back

Wednesday, 9 December 2020

N4 Escalation League Part 2

Even with a lockdown-light at the moment in Germany, a lot of work and several games in TTS increase the backlog and deny the time to write down all the battlereports. So the second part of the report about our Escalation League took a bit longer than expected.

 


Round 2: Hunting Party

While the first round for me turned out quite nice, I hoped to continue this in round two. The choice of mission boosted this, since I am the only one with proper experience of these nieche-missions in our local group. Also my opponent, Bakunin, lost his first round horribly, so what could go wrong?

At the time I was preparing these lists, I thought that I could build a Varangian-haris, what is not the case. So I wanted to slinghot Shona into CC with this link and gluing things down. The Lawkeeper was the major beatstick, utilizing his speed to remove obstacles from the perfect position. In case something goes wrong, there is a Beta spitfire and a full linked Psi COp MMR as last defense. Minimizing on specialists here should reduce the opportunities for my opponent to score some points.

The haris of Reverends is a general appearance in his Bakunin-lists. For Hunting Party, their high PH is a real benefit. I am not sure about the composition there, maybe Kusanagi was also in that list to add some firepower. Besides that, everything else is gathered in a core-link build around a Riot spitfire as major beatstick. A Morlock and a Zero KHD should cause some trouble besides that.

The map has some niece elevated spots in the center, topped by a tower in the south deployment zone. I manage to go first and get the south deployment zone.

The haris with Shona takes the right side, since I can simply smoke the edge and advance there. The core-team is scattered on the left around the corner with the Lt high on the tower to be safe. As a back-up, the Beta takes the center.

The Moderator-core is also deployed on the right, the Reverend-haris on the left. A Morlock screens the core-links.

My Badlands Patrol takes the left center and gets a camo marker infront of him on the center line.

Starmada 1: Mr. Mad Cop advances, which triggers the Zero KHD, placing a mine. The Psi COp glues him to prevent further problems and then disables the mine.With the next movement, the Badlands Patrol gets shot by a Moderator. To get a better position, the Psi COp advances a bit, which is used by the Zero to reset. On the left the Varangians advance and enter suppressife fire under smoke.

Bakunin 1: The Riot Grrl utilizes her visor, executing both Varangians and Shona without any problems. A new mine is placed by the Zero, which fails to activate the console.

Starmada 2: A first shot of the Beta is dodged by the Zero, which leaves the LoF. The next four orders only scratch the armour of the killer-Moderator and the Beta needs to retreat. Before entering suppressive fire, he recieves a first wound.

Bakunin 2: First the Zero activates the console, then he drops a mine next to my link. The following shot downs the Psi COp. I am out of options here, so the game ends.

While I loose 7-0, our Newbie scores the second win against Shasvasti, taking a good place to win the whole league, but still leaving everything open for the last round.
Would the Patrol have reached his target and burn down the Reverends, I would have been in a much better place. Loosing him to a Moderator with combi rifle was bad. Having the Zero unglued that fast was bad, too. But when the Beta fails to kill the Moderator several times, things were gone. My smoke-dodge plan with the Varangians failed totally, since I misjudged the new potential of MSV 1. Being able to see through smoke, even with the modifier, limits the potential of smoke-tricks drastically.


Round three: Highly Classified:

Luckily we could use the last possible date before the second lockdown to end the league physically, of course with enough distance and safety-measures. So it went against WinterFor with the aim to score a major victory and hope to win the league with enough objective points.

The anchor of this list is the Beta-haris with two Psi COps, since this team can shoot nearly everything and score several objectives on the way. Saladin should grant me some more flexibility. The list also was created before I knew about the missing haris/core for Varangians. So one needs to go on his own, while the other one guards Shona on her way forward. Parvati rounds everything in terms of classifieds and once two turns are played, the Santiago should be able to wipe out whatever is left.

Due to the time and an advanced time for the game in that evening, I am not really sure about some points of the list here. There was a Fusilier core with Karhu and Orc for classifieds and to do some shooting, a Boygg for more shooting and a MSR Nisse for reactive shooting. To do some other stuff, a Nokken is included, as well as a Pathfinder. There may have been a further heavy weapon, but I don't remember properly.

Our big shopping center cut the right into two pieces, while the left was taken by smaller terrain pieces. There was no deploying on the higher roofs allowed, but the north got slightly better ARO positions, especially into the midfield.

I somehow need to go second, starting in the south.

Two REMs, a Nokken MSV and a heavy gun take the left, while the core, together with the Boyg and the Pathfinder start centered or on the right. The HVT is deployed on the right, behind the bus.

Together with Saladin, my haris takes the right side. Parvati hides in the center and Shona together with two Varangians are deployed on the left. The HVT also is on the left side.

The Nisse MSR is deployed on the high building on the left side and my Crusher guards my HVT in suppressive fire.

WinterFor 1: The Pathfinder crosses the table, scoring identity check on my HVT. On the right, the Boygg climbs up the shopping center and does a wound on my Beta, while everything else dodges out of sight. Some units advance a bitand the Boygg enters suppressive fire.

Starmada 1: My hacker scans the Boygg out of SF for datascan, so that the Beta can gun him down easily. On the left the Crusher finishs the Pathfinder and the MSR, then enters suppressive fire on his own.

WinterFor 2: A Fusilier hacker scores datascan on my Crusher, then the core team advances. The Karhu repairs the Pathfinder, scoring test run.

Starmada 2: The haris team advances, cutting through the whole core-team and scoring extreme prejudice on the way. The Psi COps then score identity check and follow up on the HVT.

WinterFor 3: Someone shoots down my exposed Psi COp hacker and scores extreme prejudice on him, making the game a tie.

Meanwhile the match between Bakunin and Shasvasti also ended in a tie, leading to the result that our newbie won the league with 7 OPs, followed by myself thanks to some more OPs and 4 TPs, while Bakunin took the third place, also with 4 TP and Shasvasti on the last place with 1 TP.

In general the league was a good start into the new edition, since everybody had the chance to include new skills and units slowly and could focus on new interactions in the first games. I did not expect that everyone of us goofs at least one game, mixing up the ranking completely. Only our newbie failed to mess things up. So now the consideration for lacking experience is gone and the big guns are taken in the future. But of course only strong games let you grow. For the future, we need to find some ways to deal with Covid during the winter, but the next project for our small group is on the horizon!


Monday, 2 November 2020

N4 Escalation League Part 1

With the release of N4, our local group started a small Escalation League with four participants and three rounds. For the three games, we gathered a force of Bakunin, one Shasvasti-team, our newbie with Winter Force and myself with Starmada, mostly to get in touch with the new sectorial and to avoid douple Winter Force, 


The following rounds were played:

  • 100 points: Fontline
  • 200 points: Hunting Party
  • 300 points: Highly Classified

To create a little narrative frame, our Shasvasti-player wrote a short story, deriving from the Asteroid Blues-campaign:

Now that Novvy Bankok cooled down a little bit but a lot of troops are still deployed in Human Edge, the more unexplored asteroids around there get some attention from different powers. Covered by a more or less fictional Shasvasti-infiltration on one of this asteroids, a small O-12 party started the exploration, followed by panoceanian and nomad-ships. While those powers directly started fighting about their landing points, Bureau Aegis was more than surprised to really find some Shasvasti there and send out some Varangians. (brief description)

Round 1: Frontline

I really dislike those small games, since they are quite swingy and can be broken easily by some units or sectorials. We restricted ourself to not take any link-teams here. The first attempts for a nice list came down to a FO-bot and an EVO to boost it and simply gun things down on my way. The problem of hacking, the short rangebands and too obvious Lt-options in the end lead to a different list, even with a quite reduced order pool.


Since the mission is a little about killing stuff, I wanted to use the good old smoke-trick to extend, so the Epsilon and two Varangians were there, supported by a redfury Bluecoat as backup gun and toolbox with all the skills on him. Cho should be disguised as something nasty, since I was sure that my opponents won't see the problem of a missing Lt in my list.  


I had no clue what to expect from Shasvasti on 100 points, but four camo markers and two Nox were a quite good riddle. For Frontline, the Shrouded should make a good defense for the zones, while the Mentor can use his mimetism to shoot every target without bigger problems. Swanson with her FD saves valuable ressources in this small game.


We had to improvise a bit on terrain this time, since the papercraft terrain is quite flexible but in the end is a bit too flexible if you take some floor-tiles with it. I loose the Lt roll and deploy second in the south to utilize the bottle-necks around the center with my Varangians.

Two camo markers go on each side of the deployment, while the two Nox sit somewhere back.

Cho, disguised as something uninteresting, and the Kytta take the left side, while the Varangians take the right side together with the Bluecoat.

Aida appears on the central left and I place the Epsilon in the center, too, to utilize the smoke in the close quarters.

Shas 1: Swanson advances a bit, placing a mine behind the central building. Everything except for one Nox advances and Swanson enters suppressive fire with the advanced Nox.

Starmada 1: The Varangians advance in the center and set up smoke. My Epsilon discovers a Shrouded and forces him into total cover, then fails to discover the next marker. Everything advances a bit and the Epsilon, as well as one Varangian enter suppressive fire.

 

Shas 2: The Shrouded places a mine next to the other Varangian. While everything else advances further, the Mentor takes down the Epsilon.

Starmada 2: The Varangian without the mine rushes through the Shasvasti markers, forgetting about the mine and the Shrouded and goes dogged. That boosts is concentration, enabling him to kill the Mentor in CC, dodging the viral mine and critting Swanson with his SMG before collapsing.

Shas 3: Whatever able to advance advances.

Starmada 3: Everything left advances after clearing the last mine. The Bluecoat shoots down one Nox.

While I win 5-1, our newbie crushes Bakunin with a 10-0 victory, taking the lead in the league.

For now I am quite satisfied and a bit surprised by the capabilities of the Varangian Guard, while I also doubt the Epsilon as an auto-include. The smoke here is more a tool to get the Ariadnan guys to their destination or to cover the approach of my other units. But in the end, such small games only give a distorted view of the game.

Monday, 3 August 2020

Behind Svalarheimas mountains

To break the normal ITS-play up a bit and to add some new flavor to Code One for the veterans, our local group tried a small campaign with Code One rules. We took the scenarois from Daedalus Fall, Data Recovery, Exfiltration and Breaking and Entering with 20, 20 and 25 points. The classifieds were removed, while everything else fitted Code One quite nice. The CivEvac was taken from N3. Since we had only three rounds, the experience-options were removed. To give some more redundancy, everyone could nominate one of his troops as SpecOp before each game. Each SpecOp got an extra order, similar to Tactical Awareness.

Unfortunately we were only three players, so round one saw YuYing vs. O12. The winner had to face PanO in the second round, while the last round was YuYing vs. PanO.

Round one, Data recovery:
During the intense fights between the forces of White Banner and the Svalarheima Winterforce, a civilian aircraft was damaged and got lost somewhere in a remote area. Since noncombatants were involved in this accident, O12 forces were sent to secure the left overs. Arrived on the crash site, they found not only the wreck of the aircraft, but also some YuYing troops, searching for something. It didn't took long until the first shots were fired to prevent each other from downloading important data from the aircrafts blackbox and carried data storages. All of the sudden a Hac Tao appeared, forcing the Gamma Leutnant and the nearby Psi-Cop in a dangerous shoot-out. While the Hac Tao went down in a cloud of nanobees, YuYing forces were able to download some important data and upload them to their high command. Luckily the Delta-trooper could use the attack of the nearby Epsilon-unit to also download the data and let the Razor upload them to independent servers. With several losses, YuYing troops had to retreat.



Round two, Exfiltration:
Among many unimportant data, some hints of an high ranked corporate consultant illegally captured by PanO troops could be found. The local O12 mandate covered those kind of recovery-missions, so troops were sent to the estimated location. A bit dumbfound, local security troops needed a moment to organize their defense against the infiltrating Razor-unit but managed to keep them away from the hostage. The Orc specialist finally took the momentum, disabling the orbital tracking device and call the airlift. This forced the Gamma Leutnant to set everything on one card: He advanced through the center of the station, covering everything moving with bullets and cut the path of the messenger remote escorting the hostage. A desperate try of a nearby Fusilier paramedic to shoot him down ended without success and the hostage could be freed.




Round three, Breaking and Entering:
While O12 focussed on the hostage-situation, YuYing hackers could extract some information of a secret seasonal used research-facility. Due to the ongoing conflict on the planet, there was no way for PanO to get the original defense-force into position to defend the facility, so a replacement group had to break into the own facility to avoid a YuYing-raid there. A short lead of PanO troops granted them a break through into the YuYing deployment with severe losses, while the own specialists could disable the power generators of the defense system. Under heavy fire of a Yan Huo, YuYing specialists also disabled the defense systems and managed to activate the elevators to the inner levels of the facility. It was the Guilang hacker finally entering the inner levels and sending all the necessary access-codes to the arriving support-group, so that PanO forces had to retreat from their position and leave the facility to the State Empire.



All in all we managed to do all three games in six hours, including lunch, some breaks and setting up and discussing the missions. So with some preperation and alteration, the existing N3 campaign rules can be used for Code One also and grant a lot of fun and depth, even for the limited rule set. This limitations makes it very easy to focus on the mission and not got overwhelmed with rules and things to do. The extra SPecOp-order made things a bit easier, but everything could be managed with 10 orders in the beginning. We skipped 15 points here, since it was obvious that the needed cuts in those small games would have impacted the performance a lot. All games were fought on 48x48".

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