Showing posts with label Code One. Show all posts
Showing posts with label Code One. Show all posts

Wednesday, 23 September 2020

Making an example on corporate interests

On our last regular game night before N4 finally drops, I agreed on one last Code One-teaching game against our newest member. She started somewhere in June and already had some N3 games with not so bad results, but to make a step back and focus a bit more on the general things, I was curious to get my O-12 minis out.The mission here was quadrant control with 25 points.

Since Army 7 has no good opportunity to share lists, here is a short description:

Delta Doc + Yudbot, 2x Razor (SO & Hacker), 2x Crusher SO, 2x Oko, Epsilon HMG, Gamma HMG Lt, Kappa Hacker

The plan was to dominate the board from the beginning and shut most of the dangerous PanO-things down with hacking. The Gamma is a simple throw away piece and the Delta is supposed to get him back if needed.

On the PanO-side was a mix of useful and not so useful things:

2x Fusi Paramedic, Fusi ML, Croc Hacker, Trauma Doc, Engineer, Swiss Guard Hacker, Aquila Lt SO, Orc HMG, Nisse Hacker

Hacking the consoles seems to be one of the main plans and the HIs should simply outgun and outpoint me in the quadrants.


We take a 4x4 map for all Code One games, since it seems to be more balanced and not so alpha-strike dominating as with smaller maps. It seems quite open but the center was well obstructed with quite open DZs.

I loose the Lt roll and go first in the south.

Besides my Epsilon, starting in the center, my whole deployment is mirrored. Each side sees a Crusher a bit advanced, a Razor next to the console, an Oko as back-up and the Kappa behind some containers.

The Orc starts together with the Doc and a Fusilier in the center, the left is covered by the other Fusilier and the ML on the tower but prone. Behind the building on the right, the Aqulia and the Engineer start. A TO-guy starts in front of them.

My Gamma starts on the right to take advantage of longer ranges. A TO-marker reinforces the left.

O-12 1: The right Razor advances into the furthest sector and hides behind the console, while the Gamma advances into the neares right sector to secure that. The last orders go into the left Razor, activating my left console and then hiding recamoed in the far left sector.

PanO 1: The Nisse advances a bit and the Swiss Guard activates the left console and fails many times to discover my Razor on the left.

Here I control three quadrants: 3-0

O-12 2: Now the Epsilon starts and guns down the Nisse and Swiss Guard, while the right Oko advances into the sector.

PanO 2: It is time for the Orc, gunning down the Gamma with ease, while the Aquila finishs the right Razor and takes a defensive position there. To overwatch the left, the ML Fusilier stands up. Finally the TO-marker on the right flips the console.

I have lost the far sectors and we tie on quadrants: 4-1

O-12 3: The Delta lands on the right but has to watch out for the Aquila. His Yudbot only manages to break Gammas neck, ending my aggressive potential on the right. On the left we have an other situation: The Epsilon takes aim on the Fusilier, dropping it without problems. My remaining Razor flips the far left console, guns down a paramedic and fails to shoot the Trauma Doc with his BSG.

PanO 3: Again the Orc saves the day by dropping the razor but then struggles to clear his path on the left. In addition to this, the Aquila fails to activate my right console.

Since I have managed to outpoint both PanO HIs somehow (my notes are not clear about this in detail), I score three additional points, making it a 9-2 in total.

What didn't work out for PanO here were the minor suboptimal things in list-building (ML Fusilier, too many points given for specialists and not for guns) and a hesitant first turn. Some aggressive play with the HIs and a nice back-up with strong AROs would be quite risky with my push in the first turn. I have to admit, that I relied too much on the Gammas durability and the ability of the Delta to revive him. Without CPs and rerolls, this is a gamble. Luckily the PanO WIP worked for me here. Besides that, the new crit-mechanic feels very different and enhances durability of many things and the changes in shotguns are difficult. Without the blast-template in the ranged mode, some old habits need to be changed.

Tuesday, 25 August 2020

Upgrade for Pano: The new messenger-REMs

Since I am reworking my PanO-troops for the moment and integrate some Svalarheima-forces there, not less than three boxes of the new messenger-REMs landed on my table. If you have read some of my battle-reports, you may have noticed that I am a big fan of Fugazis and Pathfinders. Svalarheima with AVA 3 on Fugazis and AVA 2 on Pathfinders and Sierras fits there quite well.

Building the old sculpts was not that funny most of the time, since pieces did not fitted together and the antennas were quite fragile. So there is a good hope for the new sculpts to solve these issues. After unpacking and cleaning the content of all three boxes, the following picture appeared:


The body still is separated from the rear antennas and the legs still are made from two crossing parts. If you already have build some REM-boxes, you will find well known arrows on the legs so that you know what fits together and in which direction the body should go. Then you simply glue the body on top of that and finish things with the antennas. You need to be a bit careful here and while taking them from the sprue, since you can bend them a bit to easy and alter the position of the sticking-points. Nevertheless that can be corrected without any problems. The pins there are well made, so that they fit perfectly into the body and stay them without any force! Just make sure you put them there the right way round! The weapons are seperated as seen before and have a sticking point on the side of the body with a good fit. I build three Fugazis, since that is a solid choice most of the time, one Sierra and one Pathfinder, since that should be the set-up used together most of the time. One REM was magnetized so that it can be played as Clipper, Sierra and Pathfinder, if needed. I used small rare earth magnets here and drilled a round and deeper hole into the body part and replaced the sticking point of the weapon with the magnet. That system is already tested on my Haqqislam-REMs.


Just to be complete, here is a comparision between old and new sculpts.

After building them, the fun part of painting them was done. I batch-paint a lot recently and decided to put all REMs together to make sure they are looking familiar. So you can also see a Bulleteer, three Auxbots and an EVO Mulebot.Now only some snow needs to be added on the bases to fit in the look of the other Svalarheima-forces.

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".

Saturday, 25 July 2020

Code One and some different taste

This time there is only little Druze-content, but two other reports, where I used vanilla Haqqislam, just to break things up a bit and get another taste.

Game 1: Code One with DBS

Yes, you read it right: This report is from a Code One game with Druze vs. Bakunin. We took the custom-rules for all the sectorials and just put them down for a bit of fun. The mission here was supplies with 20 points on each side. I have to admit, that I am not that satisfied with the transition for Druze in general, but nevertheless, there is a good work done for everyone wanting to play some Code One with the existing miniatures. What makes it really interesting is, that everything is distilled to the real essentials, so every problem you may feel in a normal N3-game, will pop up directly in Code One, if it exists.

Since the custom-armybuilder has no nice forum-export, I will simply sum up what was on the field:

Druze:
Bashi Bazouk SO, 2x Hunzakut SO, Druze HMG, Druze SMR, Druze Hacker, Arslan, Brawler MSV2, Pathfinder, Sierra

Bakunin:
Kusanagi, Custodier, 2x Moderator, Riot ML, Riot MR, FP-Bot, 2x Zero, Prowler



Just some randomly thrown together stuff. The south DZ with some clear LoS to overwatch incoming camo-markers and a more obstructed north DZ.

I loose the Lt-roll and have to got second, but can choose the south DZ.

On the left, a Moderator, one camo-marker and the Custodier are deployed, Kusanagi and a second camo-marker in the center and the Riots together with what is missing on the right.

I hope for closer engagements on the left side, so that the Pathfinder, Brawler, Arslan and the SMR take that side, the HMG goes right in the center and the Hacker should try to grab the right box after the HMG had cleared the road. Hunzakuts a bit advanced left and right.

The Riot-ML takes the right side and the Sierra overwatches the center.

Bakunin 1: A Zero approaches on the left, plants a mine next to the MSR and tries to engage the Pathfinder. The next shoot-outs drop the Pathfinder and the Zero dead.

Druze 1: My Sierra fails to wound Kusanagi in long range, while the HMG fails to discover the camo-marker on the right. The SMR finally drops the Moderator on the left, after forcing the Custodier into cover.

Bakunin 2: Kusanagi drops the Sierra and takes the mid box. A second Zero takes the right one and the last camo appears to be a Prowler, frying my SMR.

Druze 2: There are many things to kill and no easy targets, since everything has some visual mods or multiple wounds plus hyperdynamics. The Bashi Bazouk enters on the left side and takes down the Prowler and the HMG wounds the Riot ML. One mine from the left Hunzakut should secure the remaining box.

Bakunin 3: Kusanagi and the right Zero retreat as far as possible, while the Riots and the Custodier advance a bit into better ARO-positions.

Druze 3: I have to grab the last box and kill one carrier with the remaining orders. But I am one or two orders short to realize it and have to gamble a bit. My Hunzakut advances through the center, gets discovered by the Custodier and has to deal with two Riots now. He shoots the ML and wounds the MR, but this one drops him finally. Now the Bashi grabs the last box.

4-1 for Bakunin here. The take-away experience is, that Druze got the wrong equipment converted into Code One: Viral pistols instead of X-visors, for example. X-visors would have been really nice here, since rangebands become more important in Code One. The lack of MSV or own visual mods was a really big deal here, even more as in N3, since everything is about winning FtF-rolls. The lack of a HI-hitter places the cherry on the cake, while quite cheap Riots decorates it really sweet.

Just for fun, it was nice and okay and I don't want to argue about the transition, just thank for the great work. Nevertheless, Druze can't compete in the shooting and moving-game with one wound, BS 12 and nothing else. 4-4 MOV and an improved hacking-game eventhough may be really cool changes for N4, so I am really looking forward to the new edition.

Game 2: Narrative N3 Mission


Since my local group now feeled something of Infinity-fatigue, but Code One should not be the solution everytime, I grabbed Daedalus Fall and suggested to test some campaign missions to expand that maybe in the next games. As a first test, we chose "Data recovery", the first Paradiso-mission. Spontanously I felt tempted to play a LI Haqqilsam list, just for fun again.

The mission here is to find and download some information from the central consoles (you need to roll, if you have activated the right one and may click another one to download the info), then upload it on the console in front of your DZ in turn two or three. Two OPs are given for more killed army points.

AUFasidLI
──────────────────────────────────────────────────

[​IMG]10
FASID HMG + (Smoke and Normal) Light Grenade Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (2 | 53)
ÁYYĀR (Surprise Shot L2) Shock Marksman Rifle / 2 Viral Pistols, CCW, Knife. (0 | 39)
MUKHTAR (Multispectral Visor L2) Red Fury, 2 Nanopulsers / Pistol, Knife. (1 | 37)
NAHAB Red Fury, Nanopulser / Pistol, Viral CC Weapon, Knife. (1 | 36)
FARZAN (Marksmanship L1, Forward Observer) Rifle + Light Shotgun, D-Charges / Pistol, Knife. (0 | 24)
FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31)
SHIHAB REMOTE HMG / Electric Pulse. (1 | 25)
HAFZA Lieutenant Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
BARID Hacker (Assault Hacking Device UPGRADE: Icebreaker) Rifle + Pitcher / Pistol, Knife. (0.5 | 19)
NASMAT Electric Pulse. (0 | 3)
HAFZA (Infinity Spec-Ops) (13 XP) (Hyper-Dynamics L1, Doctor Plus, Engineer) Rifle, Light Shotgun, Jammer / Pistol, Knife. (0 | 17)

5.5 SWC | 300 Points

Open in Infinity Army

Since it is a campaign-mission and there are some SpecOp-bonusses, we agreed to have a 13XP SpecOp. So why not take a Hafza multi-specialist to keep the whole list alive and give him a jammer, just in case? To deal with the promised minelaying camo infiltrator, hyperdynamics was a nice gift, too. Everything else is simply there because it can do everything on its own or support some other unit when needed. Yes, there is the Mukhtar MSV 2 in the list, here as the main attack-piece, but why not take it, if you can? At least there are no Ghazis! The second wave should the the Nahab and the Ayyar, while the Fasid should be the major toolbox for everything else and the Farzan should act as a surgical knife.
To spice things up, the SpecOp is deployed as Jannissary Akhbar-Doc and the Lt and the Ayyar project some more Mukhtar MSV2s. Just for reasons.

Foreign Company
──────────────────────────────────────────────────

[​IMG]10
BOLT (Fireteam: Haris) Boarding Shotgun, Drop Bears / Pistol, Knife. (0 | 19)
BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 22)
BOLT Spitfire / Pistol, Knife. (1.5 | 23)
KRIZA BORAC HMG / Heavy Pistol, CC Weapon. (2 | 54)
ORC Lieutenant HMG / Pistol, Knife. (2 | 44)
ORC Boarding Shotgun + 1 TinBot A (Deflector L1) / Pistol, Knife. (0.5 | 36)
AVICENNA Combi Rifle, Flash Pulse / Pistol, Knife. (0 | 27)
VALKYRIE Heavy Shotgun, Grenades / Heavy Pistol, EXP CC Weapon. (0 | 35)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
BRAWLER (Infinity Spec-Ops) (13 XP) (CH: Mimetism) Rifle, Light Shotgun, Spitfire, Chain-colt / Pistol, Knife. (0 | 17)

6 SWC | 298 Points

Open in Infinity Army

Two links to do the work and where the HMG and the spitfire are not enough, a Kriza to eleminate what is needed. Avicienna as back-up specialist and Valkyrie to fill the link, I guess. The missed opportunity to build a really cool Brawler specialist hurts a lot and I was waiting for 16s on WIP rolls all the time. But there is a lack of heavy weapons, so an additional spitfire is needed, I guess?
Interestingly we are both interested in ForCo, but end up with completly different lists all the time...


Recently I am experimenting a bit with more defined maps and create firelanes more thoughtful by trying to keep tables not too dense. It is a bit low on small scatter, but besides that, it felt quite nice.

I loose the Lt-roll and go second in the south DZ.

The Orc-link is deployed on the left, the Kriza takes the center together with the SpecOp and the Bolts take the right side, as far advanced as possible.

I am quite blockend by the exclusion zone, so everything is deployed in my DZ or a bit advanced. Barid and Farzan take the left side behind the building and the fence, while all Mukhtars are scattered on the right. The Ayyar takes the right building for this. My SpecOp is deployed in the center with the Nasmat behind the small building left from that. The Fiday should cover the Mukhtar with smoke and hides advanced on the right.

A camo-marker infiltrates directly in the center in front of my DZ and I place the Shihab in front of the marker.

ForCo 1: The camo-marker advances and gets discovered by my SpecOp. The Orc HMG crits down the Shihab, while the Zero drops a mine and the Bolts advance and shoot one holoecho.The Kriza advances and fails to wound my Fasid.

Haqq 1: The Fiday sets up some smoke, so that the Mukhtar easily can drop the Zero and the Bolt spitfire. He is even able to wound the Kriza. My SpecOp activates, triggering the mine, which only kills my Lt (argh...) and repairing the Shihab.

ForCo 2: The Bolts throw some drop bears around their position, while the Brawler locates and downloads the info on the central console. The Orc-link advances further, dropping the Shihab again. Avicienna retreats towards the upload-console, while the HMG enters suppressive fire in front of my DZ.

Haqq 2: LoL but with one regular order due to my Fasid. The Nahab enters the field on the left in the back of everyone. I burn several orders and CPs into this, but in the end both Orcs and Avicienna are dead (the Orc HMG getting double-critted) and the Nahab covers the upload-console with suppressive fire.My SpecOp repairs the Shihab again and the Mukhtar fails to drop the Kriza. To get one more order next turn to play the mission, the Farzan is nominated as new Lt.

ForCo 3: Now in LoL but with enough CPs, the Kriza puts the Nahab into NWI and the Brawler uploads the data with the last order.

Haqq 3: I am not short on orders but I have to download the info in the center and upload them on my console by crossing LoF of Valkyrie. The Fasid succeeds to smoke the central console but fails to smoke the path towards it, so the Farzan needs to shoot Valkyrie on the way, doing the first wound. SInce the Fasid failed with smoke, the SpecOp can't access the upload-console, so th Farzan retreats, killing Valkyrie and uploading the data with the last order.

SInce I have killed more army points, I win 6-4 in the most fun game in ages. It was that close, that balanced and so much fun, what we could not imagine before. The restricted list of missions in ITS 11 limits the fun a lot, I guess and the urge to perform as good as possible and always make the right decisions seem to kill the fun in most games. This was completly consumed by the spirit of the mission and the possible campaign-play. You are playing for fun and for the story, so it is okay to make a suboptimal decision to ease things a bit. Of course, my list was somehow failproof for this, since all the tools could compensate many suboptimal situations. With Druze that would have been different, since each suboptimal decision adds up to failure and you need a clear mind all the time playing.
We will do more of this in the future!

Game 3: Narrative N3 Mission


With some more anti-COVID measures lowered here, the first game-day of our club could be done. SInce it was a bit spontanous for me to join, I had not prepared a different list and by browsing through the missions, we stuck again with Data recovery from Daedalus Fall. ITS is burned for me and the other campaign-missions are a bit too complex to make a smooth start after a long brake for my opponent. Since he had not prepared a list with a SpecOp, I dropped the Hafza SpecOp and included a Ghulam Doc.

My list is the same here with the same general 'plan'.

Jurisdictional Command of Tunguska
──────────────────────────────────────────────────

GROUP 1[​IMG] [​IMG] [​IMG]10
MARY PROBLEMS Hacker (Forward Deployment L1) Submachine Gun + Zapper, Pitcher / Pistol, Knife. (0.5 | 30)
SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
SECURITATE Combi Rifle / Pistol, Knife. (0 | 13)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
HOLLOW MEN Spitfire, Chain-colt / Breaker Pistol, Knife. (2 | 36)
HOLLOW MEN MULTI Rifle + Pitcher, Chain-colt / Breaker Pistol, Knife. (0 | 35)
STEMPLER ZOND FTO (Super-Jump) Combi Rifle, Sniffer / Electric Pulse. (0 | 18)
SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 32)
VERTIGO ZOND Smart Missile Launcher / Electric Pulse. (1.5 | 18)

GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]1
WARCOR (360º Visor) Flash Pulse / Stun Pistol, Knife. (0 | 3)
TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
ZONDBOT Electric Pulse. (0 | 3)
ZONDBOT Electric Pulse. (0 | 3)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)

5.5 SWC | 296 Points

Open in Infinity Army

Nothing new on this side. Some hackers and the Hollow-Men with the FTO-FO bot to distribute targeted states, used by the smart-missile-bot. The whole lists evolves around this plan, with all its weaknesses and strengths. I am not the fan of this list, since it needs many orders to be set up, but with the repeater-coverage, mobility and hacking-abilities of Tunguska, it seems reasonable. Maybe they add the few missing things, making the plan to expensive for Druze.


The good old icestorm-terrain and all my lovely planters - finally back on the table! I build some additional walls to break up LoF more efficient.

I win the Lt-roll and take the first turn to download the infos without any trouble.

Barid and Farzan take the left side, the Ghulam Doc the center and the Mukhtars are on the right again. This time, the Ayyar and his echoes are a bit more centered. I don't want my Fiday stuck in the Hollow Men, so he is in my half, in front of the Mukhtar. The Shihab overwatches the long lane on the right from behind the container.

The Hollow Men-haris take the left, together with Clockmaker and Interventor behind the building. The TR-bot on top of it overwatched the same lane as my. The Securitates are scattered on the roofs, while the flash-bot and Mary Problems take the right side. A Warcor lays on a container in the center of the DZ.

My Fasid supports the left side, since I need some smoke to protect my run on the objectives. A TO-marker appears on the right.

Haqq 1: WIth smoke from the Fasid, the Farzan activates the central console, only to locate the info in the right console. With some coordinated orders the Barid places a pitcher on the estimated route of the Hollow Men and the Fiday provides smoke on the right console. The Mukhtar fails to discover the TO-marker and retreats. The Farzan recamoes.

Tunguska 1: The Specter on the right downloads the info and places some mines. Mary Problem advances towards him and spotlights a holoecho and the real Mukhtar. Two missiles later, Mukthar and Ayyar are down.

Haqq 2: The Fasid takes down the Warcor to free the space for the Nahab on the right. I forget about the flashbot, but the flaspulse fails. My Nahab takes down the flashbot and Mary Problems, after the Farzan fails on Mary. The Doc revives the Ayyar, burning my last CP and let the Nasmat trigger the mines.

Tunguska 2: The Hollow Men advance in the center, dropping the Farzan and wounding my Fasid, while the Clockmaker repairs the flashbot and uploads the info.

Haqq 3: With some smoke in the center and on the right, I have just enough orders to let the Ayyar download the information and the Barid or my Doc upload them on my console. The Fasid fails to set up the smoke and the Fiday needs two tries. It is set up poorly, so that the Ayyar crosses LoF of the TR-bot and dies on the way. The Nahab assaults and kills the Specter, while the Barid imm-1s the Hollow Men spitfire, which takes a wound from my Fasid then.

Tunguska 3: The FO-bot activates the central console, while the MR-Hollow Men fires a pitcher next to my Shihab and dies on it. This is followed by a spotlight and a missile, dropping the Shihab.

This time, I loose 8-1. The limited ARO-potential with an exclusion zone let my opponent approach me easily and grenade my key-pieces. The Nahab performed great again and carries the list a lot, while my constantly too high rolls for my smoke-grenades maybe costed me the game or at least some OPs. Nevertheless, it was a great game and a lot of fun. The versatile but easy to overlook LI-list with all the potent tools does a great job and only needs a bit of practice to make the right defensive decisions. I am curios to have a LI game with Druze in the next weeks to have a better comparision. But the last two games felt more relaxed than most of my Druze games in the past...

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...