Showing posts with label Starmada. Show all posts
Showing posts with label Starmada. Show all posts

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?

 
──────────────────────────────────────────────────

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
Open in Infinity Army


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
──────────────────────────────────────────────────

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, 14 May 2021

Appearing from the dark [Starmada vs. Nomads]



While I lost some feathers over the last two IGIL-rounds, the fourth mission seemed to be tailoredto my needs: Not the all time same ITS stuff and no longer shots than 32". Dark Mist from the Dire Foes seemed to be the perfect mission for Starmada! My opponent for this was CrazyNomad, playing (who could have guessed) Nomads! Since my options are limited in general and I didn't want to play bigger hacking-games with Starmada, I was not that afraid and preoccupied with any considerations. For those unfamiliar with the mission: First you need to download a data-pack by activating one of three consoles in front of the opponents DZ, starting from T2 you need to upload the data on a centered console and to get the full points there is a HVT on the center line, which should be held in CivEvac. It can be accomplished quite easily, but for both players. To make things slightly more complex, ranges are restricted to 32" and any skills allowing you to deploy outside your DZ suffer a -3 mod to needed rolls.

Dark Mist
──────────────────────────────────────────────────

GROUP 1  10  
 ANDROMEDA Submachine Gun, Flash Pulse, Zapper, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 30)
 HECTOR (Lieutenant [+1 Order]) Spitfire, Nanopulser, Grenades ( | TinBot: Firewall [-3]) / Heavy Pistol, EXP CC Weapon. (0.5 | 67)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 KAPPA MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 19)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  / 2
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)

 3 SWC | 299 Points
Open in Infinity Army

Maybe I got a bit lazy, but maybe this list seemed to be sufficient for the mission. It is nearly unchanged to my previous Hector-list. Only the Kappa ML is changed to a MSR, since the range-restrictions are not that bad for the MSR compared to the ML. Besides that Andromeda should be able to get the data early and slow my opponent down, while the two Crushers do the rest of the job. Of course Hector should plough the path for them. That is all of the trick.

 
 
──────────────────────────────────────────────────

GROUP 1  9  / 1  
 PUPPET MASTERS (Minelayer) Submachine Gun, Shock Mines / Pistol, CC Weapon. (0.5 | 14)
 PUPPETBOT (Forward Observer) Boarding Shotgun, Flash Pulse / PARA CC Weapon(-3). (0 | 12)
 PUPPETBOT (Forward Observer) Boarding Shotgun, Flash Pulse / PARA CC Weapon(-3). (0 | 12)
 PUPPETBOT (BS Attack ) AP Marksman Rifle / PARA CC Weapon(-3). (0 | 14)
 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)
 MORAN (Repeater) Boarding Shotgun, Flash Pulse, Crazykoala ( ) / Pistol, CC Weapon. (0.5 | 17)
 MORAN (Repeater) Boarding Shotgun, Flash Pulse, Crazykoala ( ) / Pistol, CC Weapon. (0.5 | 17)
 GECKO MULTI Marksman Rifle(+1B), Chain Rifle, Panzerfaust / CC Weapon. (1 | 56)
   GECKO PILOT Combi Rifle / Assault Pistol(+1B), CC Weapon. (0 | 0)
 JAZZ Hacker & BILLIE undefined / undefined. (0.5 | 24)
   JAZZ (Hacker) Submachine Gun, Pitcher, Cybermines / Pistol, PARA CC Weapon(-3). (0.5 | 18)
   BILLIE Flash Pulse, E/M Mines / Pistol, PARA CC Weapon(-3). (0 | 6)
 MODERATOR (Lieutenant) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)

GROUP 22  / 1
 VERTIGO ZOND Missile Launcher / PARA CC Weapon(-3). (1.5 | 17)
 CARLOTA KOWALSKY Breaker Combi Rifle, Light Flamethrower, Adhesive Launcher(+1B), D-Charges / Pistol, CC Weapon. (0 | 34)
   MORIARTY PARA CC Weapon(-3). (0 | 4)
 LIBERTO (Minelayer) Light Shotgun, Shock Mines / Pistol, CC Weapon. (1 | 8)
 MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 6)
 SALYUT (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)

 6 SWC | 299 Points
Open in Infinity Army



As always, this is recreated by some sloppy notes, so don't take this to be 100% correct. There are no real big guns except for what the Gecko and the Puppetbots may achieve. They are supported by a nasty ARO-play and thread of the Morans in combination with Jazz' hacking and the guided missiles from far behind. Even if the Morans, the Puppets or Zoe do not succeed at the mission, Mrs. Kowalsky can attempt for a last throw and mix things up. The Liberto and the minelayer option on the Puppetmaster clearly help to disguise the AD-troop here.


To reduce our workload a bit, we borroughed this map from Cabaray. It can be found in the White Noise collection. While the north side has some trouble of defending itself on the longer ranges, the blocking central building also forces the attacks to defined channels. Nevertheless the south side makes it a bit difficult to safely deploy more models and defend the DZ simultanously.

I win the Lt-roll and decide to go first. CrazyNomad deploys second in the north.

My link scatters around the left building with the MSR on the roof and everyone else trying to be safe and cover some close edges. Cho as second Hector starts on the left side of that building, but in relative safety. My REMs are scattered on my table edge and cover the right a bit more. That side is also covered by the LRL Crusher. Hector starts centered.

The opposite left is taken by three camo-markers, the Puppetmaster, Piwell and the Missile-REM behind the obstructions, while the puppets take the right side together with the Gecko. Jazz, Zoe and the EVO hide somewhere in the center. One Moran starts prone on the rooftop on the left side.

My second Crusher takes the left side behind Andromeda, which succeeds her roll and starts advanced on that side. A second Moran takes the central roof on the right.

Starmada 1: Both Varangians advance, while the left one goes up to the DZ, clearing the mines and koalas, shooting down the Morlock but fails to kill Piwell and dies. So Andromeda can spot the left antenna and try to get rid of all the remaining stuff on the left. Here I fizzle a lot of potential and end up with only killing the Liberto, taking a wound on a new mine and getting stunned by the Moran. At least she threatens the Puppetmaster with her guard now. The turn ends with my MSR also getting stunned by the Moran.

Nomads 1: One guided missile takes out the previously targeted Andromeda. Luckily the Gecko gets stunned as he peeks out on the right. The puppets get more lucky by killing my Kytta and the Kappa paramedic and getting two antennas spotted on their way.

Starmada 2: To get into the game, everything has to cross LoF of the Moran on the left roof. Hector first fails here and gets stunned, then again my MSR. Only the LRL Crusher can reach his back, burning him off the table, then uploading the mission-data in the center and getting a look over the right side. Both Crushers enter suppressive fire.

Nomads 2: Piwell tries to engage my MSR over the far left building but goes down to a well aimed shot. On the other side the Gecko can't disable my Crusher which also hinders the puppets on their mission to upload their data in the center.

Starmada 3: While trying to get rid of the marksman-puppet, Hector recieves two wounds until the bot goes down, followed by the last one. The LRL Crusher uses his reputation to scare the Gecko on the right into full cover, scoring the classified on one of the wrecked puppets and spots the right antenna. Hector and the other Crusher enter suppressive fire.

Nomads 3: Unfortunately my Crusher ended up in repeater-range of the right Moran, so a guided missile ends my defense on that flank and giving the HVT free. Hector can't resist the Gecko and dies, but at this moment I am still leading in the mission. This is changed by Carlotta, entering on the left flank and pushing right through that side. Meanwhile her Zondbot repairs Piwell, scoring the classified. The right Moran then leaves his roof, uploading the data and evacuating the HVT.

The last turn changed the game against me, resulting in a 10-8 for CrazyNomad. While I made a terribly unefficient play with Andromeda and my Varangian in t1, his two Morans and the squishy Puppetbots pinned my further advance down. I thought to have a decent defense build up in my half of the table, but I totally ignored the potential of an AD troop. Even if I already experienced a Tomcat going wild in my DZ some years ago, I still don't consider the options for Nomads. So he got me unprepared. Probably I need to play some games against AssaultUnicorn again to get my caution back on this topic.
This time I was really lacking the Epsilon HMG, or even the SMR here due to the better ranges in this mission. If there are camo-troops somewhere, where you can't throw a Varangian on, Starmada gets a difficult play here. Probably I should have skipped my attempt to get the Puppetmaster and the missile-bot killed with Andromeda and instead kill the Moran with guard after berserking Piwell with the Varangian. But I wanted to keep him alive as long as possible...Wrong decision, I guess.

About Hector getting stunned and then recieving two wounds against the Puppetbot I don't want to talk...

Saturday, 17 April 2021

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

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

TicTac
──────────────────────────────────────────────────

GROUP 1  10  
 KAPPA MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 19)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 BLUECOAT Submachine Gun, Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 16)
 BLUECOAT (Lieutenant) Submachine Gun, Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 16)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 OKO Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 16)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KNIGHT OF SANTIAGO (Hacker, Killer Hacking Device) Combi Rifle, Nanopulser, D-Charges ( | TinBot: Firewall [-3]) / Pistol, DA CC Weapon. (0 | 39)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)
 EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 34)

GROUP 25  / 2
 CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 PEELER Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 300 Points
Open in Infinity Army

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

 
──────────────────────────────────────────────────

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

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

 6 SWC | 298 Points
Open in Infinity Army

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


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

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


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


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

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

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

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

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

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

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

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

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

Friday, 19 February 2021

For the Rescue! [Starmada vs. QK]

 

What is better than a good old rescue-mission? Right: Some solid demolition job! But as life is, sometimes you need to rescue something. This time, AssaultUnicorn hit me up to finally try out Rescue from ITS 12. While he heared that it is a quite shitty mission, I was really eager to finally try it out. I just remember how I thought about a few years ago that this is a difficult mission, since you need four HVT models...How things change.

Rescue
──────────────────────────────────────────────────

GROUP 1  10  
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 BLUECOAT (Lieutenant) Submachine Gun, Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 16)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 BETATROOPER Spitfire, Nanopulser(+1B) / Pistol, CC Weapon. (1.5 | 40)
 RAPTOR Spitfire, Light Flamethrower / Pistol, CC Weapon. (1.5 | 43)
   DEVABOT Heavy Flamethrower / PARA CC Weapon(-6). (0 | 5)

GROUP 25  / 2
 CRUSHER (Combat Jump, Parachutist) Boarding Shotgun, Panzerfaust, D-Charges / Pistol, E/M CC Weapon. (0 | 36)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)

 5.5 SWC | 300 Points
Open in Infinity Army

Even if the DBS-itch starts growing, I wanted to go with Starmada for this, just to give AssaultUnicorn a good match. From the previous experience, I changed my list to a 10/5 split. The second group was simply there to trade two Varangians against something valuable and to park the AD Crusher until I can dragg him in group one and into action. The core-team explains itself and is the major problem of the list: Once someone knows Starmada, your Lt is dead. Two Crushers should be able to get the HVTs, while the AD one should kill the opponent carriers. As major beatsticks the Beta and the Raptor are taken.

 
──────────────────────────────────────────────────

GROUP 1  9  / 1  / 1
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 DJANBAZAN Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 34)
 DJANBAZAN (BS Attack ) AP Sniper Rifle / Pistol, CC Weapon. (0.5 | 31)
 DJANBAZAN (BS Attack ) AP Sniper Rifle / Pistol, CC Weapon. (0.5 | 31)
 SEKBAN (Specialist Operative) AP Rifle, Chain-colt(+1B) / Pistol, CC Weapon. (0 | 24)
 HAFZA (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 HAFZA Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 KAPLAN (Engineer, Deactivator) Combi Rifle, Adhesive Launcher, D-Charges ( | GizmoKit) / Pistol, CC Weapon. (0 | 27)
 KAPLAN Heavy Rocket Launcher, Light Shotgun / Pistol, CC Weapon. (1.5 | 23)
 LEILA SHARIF  (Hacker) Shock Marksman Rifle, E/M Mines, D-Charges / Breaker Pistol, CC Weapon. (0 | 20)

GROUP 21
 YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, DA CC Weapon. (0 | 8)
 SHIHAB REMOTE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)
 SHIHAB REMOTE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)
 NAJJARUN Engineer Rifle, Light Shotgun, D-Charges / Pistol, CC Weapon. (0 | 15)

 6 SWC | 299 Points
Open in Infinity Army

No one can argue against a good DJanbazan-castle with two snipers and some fillers in the link, so AssaultUnicorn goes with it as well. To work a way forward towards the HVTs, a haris of Kaplans and Leila is screened by the HMG. One Yuan Yuan to support the Djanbazans where needed and one to cause some havoc where needed. To make absolutely shure nothing touches the HVTs, two Shihabs and a Najjarun are taken for additional defensive reasons.


The Ulusun Dislileri created a hostage situation in the office-area of an orbital to raise some pressure on a panoceanic company. Unfortunately, they took guard of the wrong officials here, so that the local Starmada-detachment had to interfer in this conflict. The ground level was quite obstructed but once you think about taking the upper level of the map, you really have to navigate through firelanes. Some billboards block the longest firelanes from side to side, but thats it. Each side has at least two HVTs on the elevated area.

I win the Lt-roll and go first.

The core-team is scattered in and around the right building in the south DZ with the ML on the roof. Everyone tries to look in a different direction and not be under the same template as his next buddy. Te Raptor is deployed in front of that building to have a 360° look into the unobscured center of my DZ. Each safe spot in the center of the zone is taken by a Varangian, a Fuzzbot and the Beta, while the other Fuzz and Varangian overwatch what is possible on the left. The LRL Crusher has a look on the far left flank.

QKs sniper-castle takes the building on the right with both snipers on the roof, overwatching the corridor on the right and where the HVTs are standing. The first Shihab is deployed inside the building, just for redundancy. A Najjarun on the central elevated area telegraphs something bad, having a great view on the center, while the haris takes the left behind the big building. The Djanbazan HMG also starts there.

My second Crusher is placed in the center of the map on the ground level, while a second Shihab appears next to the engineer.

Star 1: I probably loose two orders in group one. The central Varangian advances in the left corridor, setting up some smoke and dies to the Shihab. Under the smoke, the Beta can advance into the opponents half of the table, dropping the Shihab unconscious and out of LoF, then is stopped by both snipers overwatching a corridor too broad to move through. One sniper is shot prone but with that the Kaplan HRL dodges into LoF and I need to retreat. Back in the center, the Beta, both Crushers and the last Varangian enter suppressive fire.

QK 1: One Yuan Yuan joins the Djanbazan HMG, while the second one lands next to my core-team. This guy manages to pistol down my ML and a second Kappa before it gets stunned but still threatening my link.  The second one wrecks my Beta in CC and places a smoke grenade between the HMG and my LRL Crusher. The Djanbazan climbs up the tall building and takes out the LRL.

Star 2: If I won't slow things down now, I will get serious problems, so I throw the AD Crusher, now group one, behind the Djanbazan-core successfully. The boarding shotgun does its job, taking out the two Hafzas and the Sekban, as well as the Shihab in the building. Now the Raptor advances, forcing the other sniper prone. While the remaining Crusher shifts a bit towards the left to catch that Yuan Yuan, the third Kappa trades itself against the other Yuan Yuan.

QK 2: In LoL some CTs are burned to get the Yuan Yuan in CC with the Crusher. One sniper stands up, facing the panzerfaust of my AD Crusher and eats the inevitable crit, killing it directly. The remaining sniper shifts a bit to the center and the Najarun repairs the Shihab next to him.

Star 3:  All HVTs in range are still overwatched by the Shihab and the Najjarun, so the AD Crusher first scores net-undermine. The Raptor takes action again, killing the Shihab and the Najjarun, then synching one HVT but ends up with not enough orders to get it out of the exclusion zone.

QK 3:  AssaultUnicorns Yuan Yuans and my Crushers are no good combination in CC and it happens what always do: My Crusher shoves a d-charge into the booty-pockets of the Yuan Yuan, blowing it into pieces. Nevertheless, the left side is uncovered and the haris advances, synching two HVTs with the last orders.

Since AssaultUnicorn controls two HVTs in the exclusion zone and I have one and my classified, we tie 2-2. Withpout my AD Crusher in general and without his successful landing, I would have been totally screwed, since Starmada has no good options to deal with the ARO-castle AssautUnicorn deployed. As the Beta failed to crack a first serious wound into his force, the cheap attrition with his Yuan Yuans would have simpy  drained all my dynamic. With that, the haris would have been able to evacuate at least two HVTs with ease.
With this result, I will probably give the AD Crusher a closer look in the future. It feels a bit more versatile than the Santiago, since he also has parachutit, which I miss on the Santiago. Having more than 40 points falling somewhere into your DZ while there is an important job to be done somewhere else hurts too much. But with how Starmada is structured, the AD troops add the missing long-range coverage, since they telegraph a hard to predict thread and strike from new vectors.

Rescue itself of course turned out to be a tough but different mission. Once you got a bit bored from the usual ITS-stuff, one round of rescue may change it and give you new energy. In a tournament it is an interesting design-piece, since it requires some important list-decisions. AssaultUnicorn invested a bit too much in his defense, but that may be due to QK in general, since real forward-pieces are missing, while I had to push forward and distract from my weak defense.

Saturday, 6 February 2021

Peace was never an option [Starmada vs. Shasvasti]

The only thing you are not get used to by experiencing it again and again is entering the last round of a tournament after a clear defeat and no points earned in the first rounds. ITS 12 with the frequent options to score tournament points even while loosing only increases this. So the felt pressure wasn't that low as I faced Celeb with Shasvasti for the last game of the Quadratekämpfe-tournament.


The mission we played was "Medical Extraction", designed by Tristan228 who organizes the tournament. In short you have to rescue one HVT and do this without killing stuff. to make this a bit easier, you can distribute five Stun-carbines among your troops and all your multi-weapons get the stun-mode back. The HVT you have to rescue starts on the edge of the enemies deployment and has a 8"-exclusion zone around it, which is carried over the place. Here are the actual winning conditions:


 Rauhnächte Mindwipe V2
──────────────────────────────────────────────────

GROUP 1  10  
 ANDROMEDA (Infiltration [+6]) Submachine Gun, Zapper, Flash Pulse, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 33)
 HECTOR (Lieutenant [+1 Order]) Spitfire, Nanopulser, Grenades ( | TinBot: Firewall [-3]) / Heavy Pistol, EXP CC Weapon. (0.5 | 67)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  / 2
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)

 3 SWC | 300 Points
Open in Infinity Army

Originally, I planned the Highly Classified-list for this mission, but since I reviewed the Hector-list again before the tournament, it quickly became interesting for this mission, too. Hector shall ran into the enemy deployment in each case, Andromeda also starts as close as possible to that and if things go south, there are two Crushers on the rescue. One could say, that I brought not enough riot stoppers to this party. They may be right, since O-12 and Starmada seem to be the best factions when it comes to equipment for not killing stuff, but in the end there is some DBS-spirit always around me.

 
──────────────────────────────────────────────────

GROUP 1  10  
 SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament CC Weapon. (1 | 32)
 SEED-SOLDIER Combi Rifle, Panzerfaust / Pistol, CC Weapon. (0 | 16)
 SEED-SOLDIER Combi Rifle, Panzerfaust / Pistol, CC Weapon. (0 | 16)
 HAIDUK MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 26)
 HAIDUK MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 26)
 HAIDUK MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 26)
 VICTOR MESSER (Hacker, Hacking Device Plus) MULTI Rifle, Cybermines, Nanopulser(+1B), D-Charges ( ) / Breaker Pistol, CC Weapon. (0.5 | 33)
 SHESKIIN (Lieutenant) MULTI Rifle, Pulzar, D-Charges / Pistol, DA CC Weapon. (0 | 51)
 SARGOSH MULTI Rifle, Light Shotgun, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 37)
 NOX (Paramedic) Combi Rifle, Zapper ( | MediKit) / Pistol, CC Weapon. (0 | 16)

GROUP 21  
 NOX (Paramedic) Combi Rifle, Zapper ( | MediKit) / Pistol, CC Weapon. (0 | 16)

 6 SWC | 295 Points
Open in Infinity Army

This list may seem a bit weird and a slight inacurrancy may be there (my memory, you know), but if you read it with the mission and special rules in mind, it may fit. The Haiduks get the stun-mode back and can stop everything approaching, while the Speculo can rescue the HVT. Plan b may be the Seed Soldiers or the character-haris, which can shut down everything with theit stun-modes. Two back-up Nox to get the downed Haiduks in Casevac at the end of the game round things up.


It was only a matter of time during the tournament until Tristan228s D-Day map would show up. So it was the last round on it. The left is blocked by the buildings which are more or less completely closed (this clarification came after my game) and blocked LoF on that side. The right has the aquatic terrain with some landing-ships on the beach and some containers. All over the place some patches of vegetation were added, played as low visibility and saturation zone, but without the difficult terrain. The north deployment has two higher buildings, while the south one has two obvious ARO-positions.

I win the Lt-roll and decide to go first. With this, I got the south deployment.

My link is deployed around the small building on the right, the Kytta takes the left building. In the mid storey both Fuzzbots are deployed, on the ground level "Hector" and one Varangian start, covered by the building. The LRL Crusher is deployed behind the central building, the other one starts on the far left as a reserve. My second Varangian starts on the beach.

One Haiduk on the left building, one on the central and one behind the right container. Two camo markers are deployed on each flank and the characters start Sheskin in the center behind the round bar. One Nox is laying behind the central Haiduk, the other one a bit behind in the center.

Hector starts next to the right Varangian, Andromeda should be the back-up and starts in the center, behind the building. Now I realize, I have totally forgotten about the Speculo-thing. To my fortune, my opponent has other plans than murdering my order-pool and deploys it on the top of the right building in my half, prone.

Starmada 1: No Haiduk is overwatching the beach and I probably get each of them in 24" and cover. The plan stays the same: Shooting my way through things and grab the HVT. Varangians advance and Hector storms the beach. The Seed Soldier dies directly but wounds him with his chest mine. A speculative grenade lets the right Haiduk dodge into LoF and die to the heavy pistol, the central one falls unconscious to the spitfire. A bit out of cover but with his job done, Hector enters suppressive fire. The left Varangian follows his hero and drops Sargosh and Messer with his chain rifle, while tanking the Haiduks shots.

Shasvasti 1: With severe losses and a Varangian in the own DZ, options are slightly limited. The Speculo climbs of the building and starts throwing smoke in a unfortunate position, so that my ML blasts it directly. Sheskin in her despair kills the Varangian and enters suppressive fire.

Starmada 2: First I have to read the mission again and calculate my points, only to realize that I will lose, if I kill the last Haiduk and Sheskin this turn, since I would only score one point on the HVT and have no one in casevac, while Celeb would have killed less army points and can casevac more troopers than me and end the game thanks to retreat. Luckily, Hector can reach the HVT without dealing with Sheskin. The dice again are hating Celeb and Hector drops the last Haiduk, then synchronizing the HVT and get it back into my DZ on the beach. The HVT there touches the right edge. The last Varangian engages the second camo marker and drops it without problems.

Shasvasti 2: Both Nox take one trooper in front of them in casevac and Sheskin kills the last Varangian.

Starmada 3: There is nothing to change at this moment, so I skip my turn.

Shasvasti 3: Celeb won't improve his situation, too, so he skips this turn, too.

With this, I win 5-4 with 276 to 100 victory points. This was one of the rare occasions, where my plan a worked from start to end. Celebs list-build piled up with the deployment mistake of an unwatched beach. His horrible dice then broke his neck totally. Either his Haiduks rolled something below 5 or above 15 all the time. One successful stun-shot would have changed a lot here. Focussing on not killing stuff isn't something what works properly in Infinity. But on the other hand, the mission character nearly got me and made the second round a little gamble. In my calculation, I would only loose three points by ignoring the casevac and the killing-points, which was obviously wrong. Especially by not scoring in the first round, Things got close then. Celeb may have had the chance to rescue some points for him and with this win the game, if he would have gone for Hector in the first two turns and not trying to commit to my HVT, but the odds for both may have been terrible.

Even a close win ended the tournament for me a bit better than the last one and slightly improved my mood about it. But on the other hand I know how it is on the recieving end for my opponent to lose the last game this way, what let it keep a slightly bitter flavour. Hopefully the future events finally will go in a way, where I can avoid the battle for red lantern in the last round...

Friday, 29 January 2021

Giving law to the Old Man [Starmada vs. Hassassin]

My tie in the first game of the current TTS tournament brought me against a newer player in the TTS-circuit, Duddsen. I already heard the stories about HB in N4 and saw some lists, so I was curious, how this challenge may turn out. The mission was highly classified, so I thought myself a bit favoured due to my experience and the potential of Starmada in this mission.


Rauhnächte 1 HCustom
──────────────────────────────────────────────────

GROUP 1  10  / 1
 ANDROMEDA (Infiltration [+6]) Submachine Gun, Zapper, Flash Pulse, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 33)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 PARVATI Submachine Gun(+1B), Flash Pulse ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 38)
 SHONA CARANO Submachine Gun, Nanopulser(+1B), Flash Pulse / Pistol, EXP CC Weapon. (0 | 27)
 BETATROOPER Spitfire, Nanopulser(+1B) ( | TinBot: Firewall [-3]) / Pistol, CC Weapon. (1.5 | 41)
 KAPPA (Lieutenant) Combi Rifle / Pistol, CC Weapon. (1 | 12)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 12)
 PSI-COp (Multispectral Visor L1) Nanopulser(+1B), MULTI Marksman Rifle ( ) / Heavy Pistol, CC Weapon. (0 | 25)

GROUP 21
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 LAMBDA (Doctor) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 16)
 YUDBOT PARA CC Weapon(-3). (0 | 3)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

 4.5 SWC | 299 Points
Open in Infinity Army

During our local escalation league, I got my first experiences with the Beta haris, so I thought it would be a great chance to try it again here. To give the maximum potential for classifieds in this working horse, I added Parvati and Shona. Parvati should keep the Beta shooting and care for the doc and engineering classifieds. Shona should get me the CC related classifieds, since she is in the center of action most of the time in that link. If things go south, a Psi COp in the defensive Kappa-link can break through and fill in the gaps. The ultimate back-up is the Crusher on a different flank than the Beta-team. Andromeda also is a solid pick in this mission, since she may do some classifieds on her own without any problems and can shut down enemy scorers right in turn one.

 
──────────────────────────────────────────────────

GROUP 1  7  
 FIDAY Rifle, Light Shotgun, Smoke Grenades / Pistol, DA CC Weapon. (0 | 26)
 GHULAM (NCO) Rifle, Grenade Launcher, Smoke Grenade Launcher / Pistol, CC Weapon. (1 | 15)
 GHULAM (Doctor [+3]) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 15)
 ASAWIRA AP Spitfire, Nanopulser / Pistol, Shock CC Weapon. (1.5 | 39)
 FARZAN  (Forward Observer) Rifle, Light Shotgun, Flash Pulse, Shock Mines, D-Charges / Pistol, CC Weapon. (0 | 23)
 YARA HADDAD AP Marksman Rifle / Heavy Pistol(+1B), CC Weapon. (0 | 25)
 BARID (Lieutenant, Hacker, Hacking Device) Rifle, Pitcher ( ) / Pistol, CC Weapon. (1 | 17)

GROUP 25  / 3  
 DAYLAMI (Camouflage [1 Use], Infiltration) Light Shotgun, Panzerfaust / Pistol, CC Weapon. (0 | 6)
 DAYLAMI (Camouflage [1 Use], Infiltration) Light Shotgun, Panzerfaust / Pistol, CC Weapon. (0 | 6)
 SHAKUSH Heavy Machine Gun, Heavy Flamethrower / AP CC Weapon. (1.5 | 58)
   SHAKUSH PILOT Light Shotgun / Pistol, CC Weapon. (0 | 0)
 LEILA SHARIF  (Hacker) Shock Marksman Rifle, E/M Mines, D-Charges / Breaker Pistol, CC Weapon. (0 | 20)
  SHUJAE Submachine Gun, Flammenspeer, E/M Mines / Breaker Pistol, CC Weapon. (0 | 24)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 NAJJARUN Engineer Rifle, Light Shotgun, D-Charges / Pistol, CC Weapon. (0 | 15)

 5 SWC | 296 Points
Open in Infinity Army

Duddsen brought everything he needed for the mission. The core link around the Ghulam doc with Yara and the Asawira as hard hitters provided smoke for itself and got the Barid for hacking-classifieds, while a Sharkush posed to be a second hammer in the list, dragging Leila around to be safe and to score classifieds where the big link won't reach to. A Fiday is never a bad option, as well as the Shujae. Three camo-markers, two of them as panzerfaust Dayalamis to slow the enemy down as much as possible. If you have read my last reports, you know my curse against panzerfausts...


Someone found it very funny to play the second mission of the tournament on the finish-line map from VaulSC, originally build for the second TTS-league, if I remember correctly. The catwalks make it quite difficult to move your models on the ground and drawing LoF gets crazy from time to time. Nevertheless, the ground level is seriously obstructed, adding more complexity to this map. It is a challenge and playable rulewise, but in practice it causes some pain.

I win the Lt-roll and decide to go first. I get assigned the south deployment zone.

First I thought to deploy the core team on the right side, partly on the staircase. But my previous experiences on this map showed, that you can be shot quite easily, once something is moving on the catwalk, so I changed my mind and deployed the link on the left around the crates and fences. One Varangian on each side to get some more eyes for incoming Fidays. The Kytta overwatches the far right, where the haris is deployed, too. My Crusher screens the core-team, which also overwatches my HVT.

The core-team is scattered behind the walls on the right, while the Fanous overwatches the HVT on the left. That side is reinforced by the Sharkush and Leila with the engineer nearby. In front of them the Shujae is deployed. Two camo markers are put on the catwalks, one marker is a bit advanced on the right on the ground level.

Since there won't be more than one Fiday and I go first, Andromeda starts on the centerline on the left, from where she can disable one Dayalami and the Shujae and probably go for the Sharkush and Leila then without problems. Bob from accounting takes her back.

Starmada 1: Group one is reduced by two orders. I don't want to be surprised by panzerfausts, so the right Varangian advances, trying to bait out at least one Dayalami. Over the course a Farzan appears and dies in CC. Now the Beta has to risk it on the right Dayalami-marker, directly recieving one wound. Parvati patches him, scoring test run, and then the Dayalami dies. In the center Andromeda has better luck when it comes to reactive markers. While the Shujae is killed in CC by guard after planting an E/M-mine, the Fiday and the other Dayalami miss. In return, Andromeda only kills the Fiday with her SMG and gets isolated by the mine. Luckily the dogged Varangian is able to shoot the Dayalami in the back and kill it. 

HB 1: Everything is concentrated in group one. Smoke is set up in the center and the core link advances towards my DZ and my HVT. On the way the Barid scores datascan on Andromeda, then she is shot by Yara. The Ghulam Doc inokulates the HVT and the Asawira takes care of my ML Kappa and the Crusher.

Starmada 2: All eggs are in one basket in front of my DZ now, so my Beta only needs to eat through it without risking Parvati. The NCO Ghulam is dropped with ease by the climbing REMs, but the doc, the Barid and Yara are aligned in a way, prone and on a stair, that I don't want to risk it over the catwalks. So I go for the midfield, drop Yara directly and shoot down the Asawira in two orders. Since it goes prone, I can't get a position to see it for a finishing shot and fiddle the last order, which only gets the Doc in LoF, which dies. Shona and Parvati have some positions in the center, covered for the Sharkush, but not for the Asawira, which regenerates.

HB 2: The Asawira knows no friends here: First the beta, then the Warcor followed by Shona and finally Parvati. All shot with no chance of revenge. Suppressive fire from the Asawira, while the Sharkush advances.

Starmada 3: With some smoke, I would be able to drag my core-team towards the HVT, scoring my personal classified and datascan on the way, which would get me back into the game. The first smoke grenade finds its target but in a bad spot, but the second one wiffs, so I need to cross LoF of at least the Sharkush. My link advances and with the only order I can invest to it, my Kappa hacker fails to scan the unconscious Ghulam Doc and gets isolated. On the way towards the HVT, the Psi COp is shot by the Sharkush, so things are done for me.

HB 3: Again the Asawira is on fire, dropping the last Kappas and scoring in extremis recovery on my Psi COp.

With that, I lose horribly 8-1. Duddsen made some good moves with his core-team. In my eyes it was a all-or-nothing action, since it gained him a questionable position and some classifieds on the way, but allowed me to take out most of his value. The map and the positioning then lost it for me. I probably should have forced my way through the link with nanopulsers from the catwalk, dropping the Barid and taking lower risks for Parvati. In the end, two orders in the end of my second turn lost the game for me, since I chose to try a shot with the Beta on the prone Asawira, instead of activating the Psi COp with clear LoF and good chances. I simply wanted to get Shona into cover. Bad decision here. But also the real counter-deployment of his HVT caused major damage. The classifieds were not directly in Starmadas favour, even with Parvati able to do two of them. But she was on the wrong flank with the wrong pace.

Again, all hopes are up for the last round to not come in last again.

Sunday, 17 January 2021

Taming Cerberus [Starmada vs. CA]

With the test-run of my Mindwipe-list turned out quite well, I started confidently into the first round of the 'Quadratekämpfe Rauhnächte' tournament, organised by Tristan228. My opponent for the first round was Locustron, a pretty skilled player from southern Germany. This should be a really tough start and I already planned for a loss.


 Rauhnächte Mindwipe V2
──────────────────────────────────────────────────

GROUP 1  10  
 ANDROMEDA (Infiltration [+6]) Submachine Gun, Zapper, Flash Pulse, D-Charges / Breaker Pistol, DA CC Weapon. (0 | 33)
 HECTOR (Lieutenant [+1 Order]) Spitfire, Nanopulser, Grenades ( | TinBot: Firewall [-3]) / Heavy Pistol, EXP CC Weapon. (0.5 | 67)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 BLUECOAT Adhesive Launcher(+1B), Heavy Riotstopper / Pistol, Shock CC Weapon, PARA CC Weapon(-6). (0 | 13)
 KAPPA Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 KAPPA Combi Rifle / Pistol, CC Weapon. (0 | 12)
 KAPPA (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 14)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (0 | 29)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  / 2
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 CRUSHER (Forward Deployment [+8"]) Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges / Pistol, E/M CC Weapon. (1 | 35)

 3 SWC | 300 Points

[url=https://infinitytheuniverse.com/army/list/g+oIc3Rhcm1hZGEYIFJhdWhuw6RjaHRlIE1pbmR3aXBlIFYygSwCAQoAgxQBBQAAgvIBBAAAhfkBAwAAhfkBAwAAhacBBAAAhacBAQAAhacBBwAAhegBAgAAhb0BAQAAhbsBAQACBQCFtQEEAACFtQEEAACF7QEBAACFvQEBAACF6AEDAA==]Open in Infinity Army

As planned, I chose the designated Mindwipe-list as it was discussed in the report against Commoner1.

 
──────────────────────────────────────────────────

GROUP 1  10  
 SHROUDED (Forward Observer) Combi Rifle, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 23)
 SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament CC Weapon. (1 | 32)
 MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges ( | GizmoKit, MediKit) / Pistol, CC Weapon. (0 | 22)
 Q-DRONE Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 R-DRONE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 SLAVE DRONE PARA CC Weapon(-3). (0 | 3)
 SHESKIIN (Lieutenant) Red Fury, Pulzar, D-Charges / Pistol, DA CC Weapon. (1 | 54)
 CALIBAN (Chain of Command) Submachine Gun, Pulzar, D-Charges / Pistol, CC Weapon. (0 | 29)
 ÍMETRON . (0 | 4)
 IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)

GROUP 23  / 1  
 RASYAT (Specialist Operative) Combi Rifle, E/Mitter, D-Charges, Eclipse Grenades / Heavy Pistol. (0 | 34)
 LIBERTO (Minelayer) Light Shotgun, Shock Mines / Pistol, CC Weapon. (1 | 8)
 IKADRON (Baggage, Repeater) Light Flamethrower(+1B), Flash Pulse / Pistol, PARA CC Weapon(-3). (0 | 9)
 NOCTIFER Missile Launcher / Assault Pistol, CC Weapon. (1.5 | 32)

 5.5 SWC | 298 Points

[url=https://infinitytheuniverse.com/army/list/glkNY29tYmluZWQtYXJteQEggSwCAQsAgfUBBQAAgfcBAQAAgfsBAQAAgf0BAQAAgf8BAQAAgf8BAQAAgg4BAQAAghUBBAAAghABAwAAgg8BAQAAghQBAQACBACCBwEEAACE+wEEAACCFAEBAACCBAEDAA==]Open in Infinity Army

As always, I don't remember the list correctly. What I could extract from my notes comes down to something like that. One piece is missing and the groups are not 100% accurate, but the important stuff is there. Sheskin to murder things and maybe even my server after the Shrouded has activated the console. The defense is is build by the REMs and the hidden Noctifer, who we all love. Plan B is the Rasyat, ready to do whatever it takes to win the game.


I probably lose the LT roll and start in the south.

One Varangian start on the left behind the building where both Fuzzbots are liyng on. This time I plan to send the real Hector along that flank, so Cho goes to the opposite flank. The Kytta reinforces that side together with the LRL Crusher, this time a bit advanced, The core-team is scattered on the mid right, while the ML again covers the right firelanes. The last Crusher takes the same positions on the right together with the second Varangian as in the previous game on this map.

The Q-drone awaits me on the central building, the other one is taken by a flasbot. The other flasbot secures the left flank together with an Ikadron. Dr. Wurm sits in the back and four camo-markers are scattered in front of the DZ. Sheskin starts on the right side and one impersonator tries to engage me on the street behind the bus.

Hector starts on the left, even with some concerns to the flashbots LoF. Andromeda finds no place to engage the Q-drone unharmed by the other flashbot, so she should be the reinforcement on the left. Something is placed in hidden deployment.

Starmada 1: Two orders go missing from group one. I set up some smoke on the left console, while te Speculo does not take the bait. So the Crusher there tries to activate it but fails. Hector advances on the left until a Noctifer appears. Two shootouts later it goes dogged and Hector takes safety next to Andromeda. The attack here is stopped. The other Crusher fails two times on the right console and enters suppressive fire with Hector.

CA 1: Sheskin starts directly, taking out both Varangians. She gets LoF to Hectors back, shooting him two wounds until he critically dodges out of her LoF. She advances further to reach his back again, crossing LoF with the Kytta and gets stunned. The Libertos takes out Andromeda with a dirty mine-trick and a coordinated order lets the left Ikadron shoot Hector down with its pistol. Over the course, a Shrouded is revealed in the midfield.

Starmada 2: In the second try the right Crusher activates the console and forces the Shrouded into cover. The AI sits in a server the Crusher probably won't reach, but he pushes further. While taking one wound, he manages to get a position on the right, unseen by the Q-drone but in LoF of the last camo-marker and the right flashbot. First the flashbot dies to the SMG in 10", then the CoC Caliban dies to the nanopulsar, taking the Crusher out in return. The core-team shifts towards the center. First the ML outranges the Q-drone, dropping it, then Sheskin is shot unconscious by the ML.

CA 2: In LoL and with several slots blocked in group one, not much happens. The Shrouded approaches the left console, while the Speculo takes down the Kytta.

Starmada 3: Only the Kappa-team is alive, so I go on full denial and advance into the center. One Kappa climbs the building to shoot the Speculo, but gets blasted away. Leaving one Gluecoat behind to have something on my servers, three guys approach, shooting the Liberto dogged and overwatching the console after the Shrouded is blasted.

CA 3: Dr. Wurm is shot on his way towards the console, then a Rasyat drops next to it. While activating it, it is blasted, too. Now the Speculo seeks some revenge but doesn't manage to take out the last two Kappas. 

No server is touched and no classifieds are done, so it ends in a 4-4 tie. Both sides have less than 100 points left on the field. Dice on both sides were not that favourable over the course, while I got more luck in the second half and Locustron loses his rolls from there on. I probably misplayed Hector a bit while forcing him boneheaded over the left side, since a Noctifer was more or less foreseen. On the other hand I had no thrill on attacking Sheskin, covered by the Q-drone and a flashbot. Maybe that should have been the better plan with Hector.
Since I am not used to use core-links in any active way, the performance of the line trooper team was more than impressive and saved the game for me. Once the units are a bit scattered and single targets can be picked, a full linked ML is a real thread.

Nevertheless, a tie against Locustron is a very good result for me. Even if one TP in the actual scoring system is not much, it was an important boost to the morale and boosted my confidence with the aggressive style of Starmada, too.

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...