Showing posts with label TableTop Simulator. Show all posts
Showing posts with label TableTop Simulator. Show all posts

Friday, 2 July 2021

Now don't panic [DBS vs. ISS]

 

After two serious losses in the Quadratekämpfer-tournament, there was no space left for any kind of ambition, especially with Panic Room as the last mission. What got me motivated again was my opponent thi time: 8-bit, one of our german podcast-hosts and someone I was eager to play against for some time now. While I built a more or less silly list for this mission, 8-bit tried to get in touch with ISS during the tournament. Our pairing maybe said all about this attempt so far.

PanicSquad
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GROUP 1  10  
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35)
 VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21)
 ARSLAN (Lieutenant) MULTI Rifle, Light Shotgun / Viral Pistol, CC Weapon. (0 | 36)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 23)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 PEACEMAKER Spitfire / PARA CC Weapon(-3). (1 | 26)
   AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)

GROUP 23  
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 298 Points
Open in Infinity Army

Well, for the moment I don't really know how to approach this mission. We played this game before we had the last IGIL-round, so the Starmada-list was a bit more thought out, based on the experiences of this game. My thoughts behind here were to avoid being hacked to death or templated to death in the room. So the KHDs, advacing in a duo-link this time, should block the room in impersonation-state and when it is time, Arslan and Wolfgang, ideally with the HD still alive, storm the room and dodge whatever warband is chainrifling into the room. The Bulleteer and maybe the Pathfinder should open up the passage for the important units here.

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

GROUP 1  10  
 DEVA (Forward Observer) Combi Rifle, Nanopulser, Flash Pulse / Pistol, CC Weapon. (0 | 24)
 DEVA (Multispectral Visor L2) Spitfire, Nanopulser ( ) / Pistol, CC Weapon. (1 | 33)
 ADIL (Specialist Operative, Veteran) Breaker Combi Rifle, Nanopulser(+1B) / Pistol, Monofilament CC Weapon, PARA CC Weapon(-6). (0 | 32)
 SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Heavy Pistol, CC Weapon. (1.5 | 54)
 KǍNRÈN (Hacker, Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0.5 | 28)
 KǍNRÈN (Hacker, Killer Hacking Device) Combi Rifle, Chain-colt ( ) / Pistol, Monofilament CC Weapon. (0 | 26)
 CELESTIAL GUARD (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 13)
 CELESTIAL GUARD Combi Rifle / Pistol, CC Weapon. (0 | 13)
 MAJOR LUNAH VIRAL Sniper Rifle / Pistol, CC Weapon. (1.5 | 29)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)

GROUP 25  / 3
 KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
 KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
 CELESTIAL GUARD Monitor Combi Rifle, Smoke Grenade Launcher / Pistol, CC Weapon. (0.5 | 13)
 KUANG SHI Chain Rifle / Pistol, CC Weapon. (0 | 5)
 CHAĪYÌ Yaókòng Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 299 Points
Open in Infinity Army

Without knowing ISS very well, the approach was exactly what I had imagined: A bunch of throw-away warbands in form of Kuang Shis to clear the room and annoy whatever there will be, two Kanrens to do the digital work and a flexible haris, which first shoot things down, then enters the room and scores the points. Some redundancy is added by the Sujian and Lunah, both potent killers and valuable for the mission.



This round we got the one Icestorm-map with all the tweeks and twerks this terrain has in TTS and in real life. Once I got wiped out by Karolis and a Tikbalang here, since TAGs really enjoy this terrain. There are some nice firelanes on the right and in this version the denser left side got more open, so that something deployed savely on a roof has a quite big impact. This map too was not designed for the reduced DZ, making deployment quite messy.

I loose the Lt-roll and get to go second and deploy second in the south. Since I feel better with going second in this mission, that is quite nice.
One (or three) Kanren infiltrates right in front of the room, while an other one is deployed on the left, next to the Kuanghsi-link and a camo-marker. The haris-team starts in the center and all the other stuff is deployed more or less hidden on the right.
Most of my eggs go on the right side: Bulleteer, Fugazi and core-link. The left side is secured by the Pathfinder and the other Fugazi, while my KHDs for some reason start together on a central rooftop. Due to the unfitting deployment, most of my stuff starts quite near to my table-edge.
As reserve, a Su-Jian starts on the left and my Peacemaker fails his deployment and also starts in my table-edge in the center.

ISS 1: With two regular orders removed from group one, the haris under smoke advances on the right. The MSV Deva tries to engage my MSR but is shot down. So the Su-JIan takes over, rocketing itself on the high building on the left and transforming into his shooty-form. The Kanrens and Kuangshi advance.

DBS 1: To disable the transformer, the Peacemaker is sent out and in the far too long progress the Su-Jian recieves a wound but takes out the Auxbot and somehow the Fugazi, which tried to support his robot-friend. With the mission in mind, the core-team advances. A panzerfaust-shot pastes the Brawler, leaving me in suboptimal conditions. Now Arslan himself takes over the situation but fails every dodge and barely manages to enter the room alive. At least I score two points but lose my Bulleteer to the zone.

ISS 2: The Kuangshis use my scattered defense on the right and round that flank. One kills Gromoz and scoring Extreme Prejudice on her. One Kanren first shoots down Arslan, then clearing the Peacemaker. With a cat-like jump towards the ground, the Su-Jian kills my Kameel. To get more points into the room, the remaining of the haris-team join the Kanren there.

DBS 2: First the Pathfinder dies while trying to get rid of a Kuangshi, then Wolfgang takes over. Thanks to a surrendered situation, I lose my HD and one wound from Wolfgang to the Kuanghsi, as Wolfgang manages to enter the room but not to tear the Deva into pieces in CC. The plague kills both KHDs and 8-bit scores two points.

ISS 3: Adil and his friends execute Wolfgang in CC and close the room from the inside, leaving me with nothing to do.

So this game ends like all the others recently: I loose 7-2 with only one Fugazi remaining. Of course, my list was not optimal, but with how the dice went, a far better list would not have made a big impact, I guess. The Su-Jian tanked so many shots and killing everything in return, while most of the stuff on my side wore paper-armor and iron-gloves to avoid any successfull dodging-attempt. In the end my choice of deployment kicked off a catastrophic snowball-effect, since I maneuvered myself into a bad starting-position, from where I could not rescue three regular orders and valuable pieces. If I could get my KHDs into the game, things may have changed, but so they were trapped on the roof, overwatched by the Su-Jian, while the plague advanced.
If it was mostly my performance, my opponents skill or the dice rolled - I reached the last place of the tournament. Nevertheless I am still a big fan of my DBS-REMtasy-list and DBS in general.

Friday, 18 June 2021

Smart x Quatronic [DBS vs. Bakunin]

 


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

REMtasy Rebirth 1
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GROUP 1  10  
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 DRUZE (Lieutenant) Combi Rifle, Chain-colt / Viral Pistol, CC Weapon. (0 | 24)
 VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)
 BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 23)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 24  / 1  
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 20)
   AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)

 6 SWC | 299 Points
Open in Infinity Army

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

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

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

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

 5 SWC | 299 Points
Open in Infinity Army

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


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

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

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

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

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

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

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

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

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

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

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

Friday, 11 June 2021

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

 


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

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

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

 2 SWC | 300 Points
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, 4 June 2021

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

 

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

IGIL Highly
──────────────────────────────────────────────────

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

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

 2.5 SWC | 300 Points
Open in Infinity Army

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

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

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

 5 SWC | 300 Points
Open in Infinity Army
 

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


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

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

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

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

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

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

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

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

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

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
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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
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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.

 
 
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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...

Friday, 7 May 2021

Three is all you need [O-12 vs. Spiral Corp]

After the loss against W0rstC4se, I hoped for some relief in the next IGIL-round, but only got one of his 'students', playing Tohaa/Spiral this event. I knew he would play quite good, since we knew each other a bit from the ENTE, but never had the opportunity to play against each other. So I was glad to get this opportunity, even if I have nearly no experience against Spiral Corp so far - Artichokes are simply non-existant in my meta, even in my online-bubble. The mission this round was Quadrant Control.

WorstQuadrant
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GROUP 1  10  / 1
 CYBERGHOSTS (Hacker, Hacking Device Plus) Combi Rifle, Pitcher ( ) / Breaker Pistol, PARA CC Weapon(-3). (0.5 | 21)
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 GANGBUSTER (Minelayer) Combi Rifle, Light Riotstopper, Madtraps / Pistol, CC Weapon. (0 | 23)
 GANGBUSTER (Minelayer) Combi Rifle, Light Riotstopper, Madtraps / Pistol, CC Weapon. (0 | 23)
 RAZOR (Minelayer) Boarding Shotgun, Shock Mines / Pistol, CC Weapon. (0.5 | 32)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 SIRIUS Red Fury / Pistol, CC Weapon. (1 | 29)
   SIRIUSBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 5)
 SIRIUS Red Fury / Pistol, CC Weapon. (1 | 29)
   SIRIUSBOT Heavy Riotstopper / PARA CC Weapon(-3). (0 | 5)
 ALPHA (Lieutenant [+1 Command Token], Strategos L1]) Light Shotgun, Nanopulser / Pistol, DA CC Weapon. (0 | 24)
 EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 34)

GROUP 21
 VARANGIAN Submachine Gun, Chain Rifle, Smoke Grenades / Heavy Pistol, AP CC Weapon. (0 | 12)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FUZZBOT (Minesweeper, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 LYNX (Specialist Operative) Plasma Carbine, D-Charges / Assault Pistol, CC Weapon. (0 | 29)

 4.5 SWC | 298 Points
Open in Infinity Army

I knew about the Tagmaa MSV sniper, a fair amount of impersonators and some ablative wounds on key-units, so the original plan was to grab some midfield-pieces, Bluecoats as corner guards and the really big guns. Having a Zeta somewhere on a roof could be a nice thing in this mission. Nevertheless, some discussion with W0rstC4se resulted in a mid-field heavy list and more glue-guns as you can imagine. The Sirius-teams should simply start on the roofs and shoot from that position, while the Gangbusters glue everything down on the way.Razor and Lynx as a back-up and early points somewhere, while the Epsilon could utilize the Varangians or the White Noise zones from the Cyberghost to hunt down whatever scary there may be.

QC Midfield
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GROUP 1  9  / 1  
 GREIF-OP  (Forward Deployment [+8"], Mimetism [-3]) Shock Marksman Rifle / Breaker Pistol(+1B), CC Weapon. (0 | 24)
 TAAGMA (Tri-Core) Breaker Combi Rifle, Nanopulser / Pistol, CC Weapon. (0.5 | 20)
 TAAGMA (Multispectral Visor L2) VIRAL Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 24)
 KAELTAR  Light Shotgun, Flash Pulse, SymbioBomb ( | SymbioMate) / Pistol, PARA CC Weapon(-3). (0 | 15)
 DRAAL (Minelayer) AP Marksman Rifle, D-Charges, Shock Mines / Viral Pistol, CC Weapon. (1 | 40)
 KIIUTAN Submachine Gun, E/Mitter, E/M Mines / Viral Pistol, CC Weapon. (1 | 28)
 CLIPSOS Boarding Shotgun, Shock Mines / Pistol, CC Weapon. (0 | 24)
 JAAN STAAR Light Shotgun, Shock Mines / Viral Pistol(+1B), CC Weapon. (1 | 31)
 KRIIGEL (Lieutenant) Breaker Combi Rifle, Smoke Grenade Launcher, Pheroware Tactics: Eraser, Pheroware Tactics: Mirrorball / Viral Pistol, CC Weapon. (0 | 20)
 HELOT MILITIAMAN (Camouflage [1 Use]) Submachine Gun, Light Rocket Launcher / Pistol, CC Weapon. (0.5 | 9)

GROUP 21  
 KERAIL PRECEPTOR Submachine Gun, Smoke Grenades / Pistol, PARA CC Weapon(-3). (0 | 24)
   SURDA SYMBIOBEAST Pulzar / Viral CC Weapon. (- | 8)
 TAAGMA Breaker Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 16)
 CHAKSA AUXILIAR FTO (Sensor, Baggage) Heavy Flamethrower(+1 Dam) ( ) / Pistol, CC Weapon. (0 | 10)
 CHAKSA AUXILIAR FTO (Sensor, Baggage) Heavy Flamethrower(+1 Dam) ( ) / Pistol, CC Weapon. (0 | 10)
 DIPLOMATIC  (CC Attack [-3], Specialist Operative]) Nanopulser, Flash Pulse, Pheroware Tactics: Eraser / Pistol, CC Weapon. (0 | 5)

 5.5 SWC | 300 Points
Open in Infinity Army

The list takes everything you don't want to see in Quadrant Control. The backfield is secured by a Triad with the MSV Taagma and a Triad of Chaksas. A Draal can hunt down heavy targets, if necessary, but the Greif, Jaan Staar and the Clipsos, equipped by the Kiiutan can clear such things on their own, while they bring early and safe points in the far quadrants. The Surda beast on the other hand can rush easily into positions needed, once things go south. At least that is how I understand this vegetables.


You know this map from two previous reports. Both deployment zones have limited spaces for link-deployment and need to make some decisions about what to overwatch. The right side tends to be more open, while the left one has to deal with the long firelane in the center more often. Why I came up with three high buildings in the center for a map dedicated for Quadrant Control is a mystery now...

I loose te Lt-roll and get the first turn but can deploy second in the south - my favoured side for this match-up. We don't forget about the decompression-zones this time, as you can see in the image. Mine are placed more or less in positions to not limit my movement or burst towards the important places.

One Triad with three Krigels is deployed on the right building with a Draal MMR in front of it. One Krigel is looking suspicious into the long central firelane. The left side sees a Triad of Chacksas, a camo marker and a flash-diplomat. More centered a Kerail and his Beast start, next to a Kaeltar, equipping Jaan Staar with a Symbiobomb. He starts together with an impersonator in my left quadrant, prone on the roof of the high building.
My cheerleaders together with the Cyberghost hide on the left, defended by one Varangian. The second one takes the right side, preparing for the Epsilon. One Sirius-team takes the high building on my right with the bot on ground-level. To control Jaan Staar a bit, one Gangbuster starts next to that building, the other takes the right, sitting next to the mine of the Razor. My Lynx starts in HD on the far left.
The Greif starts in suppressive fire in the center, while I decide to go beyond him with my second Sirius-team on the far left.

O-12 1: Using the Sirius-bot on the left, White Noise is placed there to secure the path for the Sirius-team. Ignoring the Greif, I rush that team into the Chaksa-Triad, glueing one Chaksa and loosing the whole team, making it a quite bad trade. So I send the Varangian to clear that side, failing to CC the glued Chaksa and shooting the Kerail, but at least surviving with everything in LoF. The right Varangian enters suppressive fire to scare away some stuff in the mid of the right side, while the Kyttas advance into the quadrants.

Spiral 1: While the left Varangian is shot, he takes down the Kerail and the Diplomat successfully with the chain rifle. On the left the MSV Taagma discovers my mine, which then is used by the Helot to burn down my Gangbuster with his LRL. The Varangian is forced to dodge, so the Draal can kill him easily. Since an impersonator and Jaan Staar are not enough in my near left quadrant, a Clipsos appears on that building, too. The madtrap glues him there, completely unaccessable.

Three to one quadrant for Spiral: 2-0

O-12 2: Again things must work over the left side. The Kytta stuns a Chaksa out of the way and again with White Noise the Greif is blinded. Now the Lynx starts there, reaching the Triad and burning down a Chaksa and the Taagma, but not surviving the nanopulzar. Again nothing is won there. The Sirius on the right only sends the Helot prone, so the path there is still denied.

Spiral 2: With some orders, the Greif clears out the whole left flank, after which I call it, since there is nothing more to gain for me and it would be only shooting things down now.

With that, the game is lost 10-0. The Zeta-list would have been the better choice, since I could have changed much thinking about how to engage what target with which support to simply a big gun and heavy armor. The Taagma sniper would have been no issue for the HRMC, I guess and there would have been something to deal with the Draal. Well, at least I have learned something. I am not sure, how I could have made a better turn one, since the Chaksas were deployed exelently with no LoF longer than template range. Maybe simply using the Varangian would have been the deal here. If that flank could have been smoked, I could have drained the order pool and the control of the near quadrants, so that the operation-team on my rooftop would have been useless. Nevertheless MSP had a good plan suited for the map and mission well executed and it was a fun game. That I quit a game with O-12 wishing for all my DBS-tools was not imaginable for me, but man...Some hackers, some pitchers and a Clipper can solve so many problems.

Friday, 23 April 2021

Challenging the holy land [DBS vs. Military Orders]

The new Military Orders lead to a second PanO-spring for Commoner1, so we had to schedule a first test-game for him. While I should test O-12 a bit more to do better in the IGIL, the recently good performance of my REMtasy-lists for DBS lit a new flame of motivation. Suddenly DBS can build better lists for everything as it seems...But at least we could practice the map for the next IGIL-mission: Quadrant Control.

REMtasy Rebirth 1
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GROUP 1  10  
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 DRUZE (Lieutenant) Combi Rifle, Chain-colt / Viral Pistol, CC Weapon. (0 | 24)
 VALERYA GROMOZ (Hacker) Combi Rifle, Zapper, Pitcher / Pistol, CC Weapon. (0.5 | 21)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BOUNTY HUNTER Submachine Gun, Akrylat-Kanone / Breaker Pistol, PARA CC Weapon(-6). (0 | 12)
 BULLETEER Spitfire / PARA CC Weapon(-3). (1 | 23)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 PATHFINDER DRONBOT Combi Rifle, Flash Pulse / PARA CC Weapon(-3). (0 | 15)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 24  / 1  
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 PEACEMAKER Heavy Shotgun / PARA CC Weapon(-3). (0 | 20)
   AUXBOT_3 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 KAMEEL  (Hacker, EVO Hacking Device)  ( ) / PARA CC Weapon(-3). (0.5 | 15)
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)

 6 SWC | 299 Points
Open in Infinity Army

In general this list provides enough flexibility to work for many missions, so no changes were done for Quadrant Control. With the Hunzakut and the Peacemaker I can start in two zones and already start my repeater-network. This should be used to clear the zones turn per turn with spotlights and guided missiles, while the KHDs can advance cybermasked and conquer the far zones. MO has no good MSV-coverage, so the Bulleteer should be able to clear number 1. threads. The second EVO allows some fairy dust for the advancing units or even to boost the Pathfinder or Fugazis if needed.

 
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GROUP 1  10  
 ESCORT SERGEANT (Hacker, Hacking Device) Combi Rifle ( ) / Pistol, CC Weapon. (0.5 | 22)
   AUXBOT Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 KNIGHT OF THE HOLY SEPULCHRE (NCO) AP Heavy Machine Gun / Heavy Pistol, Shock CC Weapon. (1 | 56)
 DART Submachine Gun, Tactical Bow, Shock Mines / Pistol, Shock CC Weapon. (0 | 34)
 CROSIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 13)
 CROSIER Combi Rifle / Pistol, CC Weapon. (0 | 11)
 KNIGHT COMMANDER (Lieutenant [+1 Order]) Combi Rifle, Light Shotgun / Pistol, Shock CC Weapon. (0 | 28)
 CROSIER Combi Rifle / Pistol, CC Weapon. (0 | 11)
 CROSIER MULTI Sniper Rifle / Pistol, CC Weapon. (1.5 | 18)
 MULEBOT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 25  
 TEUTONIC KNIGHT (Specialist Operative) Submachine Gun, Panzerfaust / Pistol, DA CC Weapon. (0 | 21)
 TRINITARIAN (Minelayer, Forward Observer) Boarding Shotgun, D-Charges, Flash Pulse, Shock Mines / Pistol, CC Weapon. (1 | 28)
 TEUTONIC KNIGHT Light Shotgun, Panzerfaust ( | TinBot: Firewall [-3]) / Pistol, DA CC Weapon. (0 | 20)
 MULEBOT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 ORDER SERGEANT Heavy Rocket Launcher / Assault Pistol, CC Weapon. (1.5 | 15)

 5.5 SWC | 300 Points
Open in Infinity Army

Most of the new tools MO got suit well together, so they made a first appearance in this list. The KotHS can clear the midfield and eleminate major threads on his own, while the Crossy-link provides orders and cover for him. The other flank is taken by the Teuton-haris, which delivers sturdy points into the advanced quadrants. As back-up and roadblocks for going second, Dart and a minelayer Trinitarian wait in the own quadrants for exposed attack-pieces like Bulleteers.


The map was already used in our Daedalus Fall campaign and seemed to be an interesting one for Quadrant Control. It took some more games to make clear, that three high buildings with accessable roofs are not ideal for such a mission, but well, there are always points to improve.While the central firelane can be seen from both DZs, you have two and a half quite safe passages on the edges to challenge the center. Crushing the south DZ on the right can offer you some serious advantage, if the left building isn't suited well.

Commoner1 wins the LT-roll and takes the second turn, so I deploy second in the south.

The Teuton-haris is deployed on the left with the Mulebots behind and one camo-marker in front of them. Only the Escprt Sergeant is positioned in the center of the DZ, while the core-team scatters around the right buildings. The MSR-Crossy overwatches the center here. One camo-marker lies in front of them.

My core-team takes the left building with the hackers and the MSR on the roof. They are joined by the Clipper and one EVO. Also on that side my Pathfinder, one KHD and the Hunzakut are deployed. To catch the right camo-marker, the Peacemaker starts on the right, as well as the Fugazi, the second EVO and the second KHD.

Three KotHSs appear in the center and I send my Bulleteer against it on the central right, ready to crush the MSR and go further.

DBS 1: With assisted fire up the Bulleteer takes out the MSR-Crossy, while the Fugazi and Mulebot make their saves and retreat into total cover. In that movement the Trinitarian appears next to him with a mine. I skip a further push and advance the Hunzakut and the left KHD. The Hunzakut puts down a mine and a repeater, then recamoes. After the Peacemaker gets enhances reaction, the KHDs enter cybermask coordinated.

MO 1: On the left the Teutons rush into my quadrant, taking out the repeater and avoiding all hacking-attempts. The Escort Sergeant tries to burn my Bulleteer, which successfully dodges the flamer and the mine. After that, I target the right Holo and sneak a wound on the KotHS, then dies. Around the next corner a crit from my MSR drops the knight. Now the Crossy-paramedic takes some practice by killing his MSR-buddy and advances towards the downed knight. There he does a better job.

With only one quadrant held on my side, Commoner1 takes the lead.

DBS 2: Some knights need to go. Utilizing the Pathfinders repeater, I fail three times to spotlight someone of the Teuton-haris. Again some orders are needed until the Hunzakut is able to take out the KotHS again. To gain some ground, the Pathfinder clears the paramedic and retreats, followed by some repositioning of my core-link.

MO 2: The HRL-Sergeant on the right climbs the roof to get shot by my KHD directly. After the Trinitarian has placed a mine in the central alley and failed to wound the Pathfinder, Dart finishs the job. Thanks to one wound inflicted by the Hunzakuts mine, the Hunzakut trades himself with the Huntress. 

Since my Druze are a bit more costly than the Teutons, we tie on quadrants this turn.

DBS 3: My KHDs advance coordinated and place pitchers next to the Teutons and a strange looking Crossy on the right. That Crossy turns out to be the Commander and a guided missile finishs him on his roof. Since both KHDs are quite exposed, they enter cybermask again. During that, the Druze hacker shoots down the Trinitarian.

MO 3: In LoL not much can be done but since only one quadrant needs to be contested, it is enough to push the Escort Sergeant and the Fugazi into the far right one, so that we tie again.

Commoner1 wins 4-2 here. I probably should have pushed the Bulleteer a bit further in turn one to clear out some more orders. One move further and the whole Teuton-link would have been exposed, but the hacker and his Auxbot scared me away from this. Pushing the Pathfinder in turn one may be a good idea, too. Two camo-markers in MO hint Dart and a minelayer, since everyone else has TO, but both are dangerous to guess wrong. Here the Pathfiner would have been a nice solution. Nevertheless, he did a great job midgame and satisfies me more and more. Besides the problem of active spotlighting, the plan worked out fine, utilizing the Clipper only as a further option instead of plan a.
The new MO on the other side turn out quite solid. Personally I am not a fan of the KotHS and the Teuton-haris. Of course, they are great and add tons of tools, but the KotHS still has only two wounds and gathers some eggs in only one basket, what showed as a downside this game. The Teutons on the other hand seem to be a great warband now, so gluing them into a link won't be the most efficient way. If you take the NCO spitfire, the SO with tinbot and add a sergeant to the link, that may be different.

To conclude: MO seems to be even more fun now but not as a flexible medium-infantery sectorial as I wished and hoped for and DBS shows to be more and more solid. I can't argue enough for two KHDs. It seems to be a complete overkill, but their marker state let them get into good places, where the general DBS-equipment can finally shine. In addition to this, they are the pitcher-option for more difficult positions and impose a serious psychological thread to the opponent.

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
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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.

 
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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.

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...