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
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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
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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
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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
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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
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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.

Friday, 9 April 2021

Lost in the woods [O-12 vs. Ramah]

In the end of February we started the IGIL (Inter German Infinity League) in TTS, organized by TJE and myself. While TJE stayed back as replacement, I was tossed into the storm to mix up some participants. The first mission was Acquisition and I was paired against Duddsen and his Haqqislamites, what screamed 'REVENGE!" loudly (the last time he wrecked myself completely with an undying Asawira...). To do this, I went for my first game with vanilla O-12 ever.

Aqui
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GROUP 1  10  / 2
 ALPHA (Lieutenant [+1 Command Token], Strategos L1]) Light Shotgun, Nanopulser / Pistol, DA CC Weapon. (0 | 24)
 CHO (Chain of Command) Combi Rifle, Nanopulser / Pistol, CC Weapon. (0 | 20)
 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)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 KYTTÄ Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 EPSILON Heavy Machine Gun, Nanopulser / Pistol, CC Weapon. (1.5 | 34)
 BETATROOPER Spitfire, Nanopulser(+1B) ( | TinBot: Firewall [-3]) / Pistol, CC Weapon. (1.5 | 41)
 GANGBUSTER (Minelayer, Hacker, Killer Hacking Device) Submachine Gun, Madtraps ( ) / Pistol, CC Weapon. (0 | 22)
 LYNX (Specialist Operative) Plasma Carbine, D-Charges / Assault Pistol, CC Weapon. (0 | 29)

GROUP 23  
 LYNX MULTI Sniper Rifle, Shock Mines / Pistol, CC Weapon. (1.5 | 33)
 PEELER Heavy Machine Gun / PARA CC Weapon(-3). (1 | 25)
 RAZOR (Forward Observer) Boarding Shotgun, Flash Pulse, Shock Mines / Pistol, CC Weapon. (0 | 32)

 5.5 SWC | 298 Points
Open in Infinity Army

If you want to win in this mission, you want an HD-troop to survive and take the tech-coffin in turn three. Since that also counts for the antennas, the plan was set: Two specialists in HD and a Gangbuster as roadblock for the mission, while either the Beta spitfire does the needed damage, or the Epsilon. They are supported by the Varangians. I felt not very comfortable with only the Lynx MSR and two Flashbots, so I squeezed in a TR-bot.

 
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GROUP 1  10  / 2  
 NAHAB (Parachutist, Hacker, Killer Hacking Device) Submachine Gun, E/Mitter, Nanopulser ( ) / Pistol, Viral CC Weapon. (0 | 32)
 SHAKUSH Heavy Machine Gun, Heavy Flamethrower / AP CC Weapon. (1.5 | 58)
   SHAKUSH PILOT Light Shotgun / Pistol, CC Weapon. (0 | 0)
 SHAKUSH AP Spitfire, Heavy Flamethrower / AP CC Weapon. (1.5 | 58)
   SHAKUSH PILOT Light Shotgun / Pistol, CC Weapon. (0 | 0)
 YARA HADDAD AP Marksman Rifle / Heavy Pistol(+1B), CC Weapon. (0 | 25)
 LEILA SHARIF  (Hacker) Shock Marksman Rifle, E/M Mines, D-Charges / Breaker Pistol, CC Weapon. (0 | 20)
 GHULAM Sniper Rifle / Pistol, CC Weapon. (0.5 | 16)
 GHULAM (Doctor [+3]) Rifle, Light Shotgun ( | MediKit) / Pistol, CC Weapon. (0 | 15)
 GHULAM Missile Launcher / Pistol, CC Weapon. (1.5 | 17)
 GHULAM (Forward Observer) Rifle, Light Shotgun, Flash Pulse / Pistol, CC Weapon. (0 | 12)
 GHULAM (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 11)

GROUP 21  
 MONSTRUCKER Submachine Gun, Chain Rifle, Drop Bears / Pistol, CC Weapon. (0 | 12)
 NASMAT PARA CC Weapon(-3). (0 | 3)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FANOUS REMOTE Flash Pulse / PARA CC Weapon(-3). (0 | 7)

 5 SWC | 300 Points
Open in Infinity Army

I made some ugly experiences with linked Khawarijs and Mukhtars in the past, so at least I was pleased to not see any of that on the field. Nevertheless the Fanous-battery and two TAGs in front of a defensive Ghulam-link are a real thread. Novadays everybody is talking about Tuareg hackers, so the Nahab is often overseen as a great surprise. The mission plan is supposed to drag Leyla and Yara into the midfield, so that they can take care of the objectives.


TJE build a good looking forest-table with dense rows of trees and lots of bushes and some coral-structures to give some cover. The green areas are hills to add some elevation to the map. The bushes added some strategic and interesting layer of cover to the map, but as it always is with such incleas strucutres in TTS, checking LoF caused some pain during the game. The best ARO-positions are granted by the hills on the right, but most of the firelanes are restricted to max. 30".

I loose the Lt-roll and Duddsen decides to go first. So I deploy second in the south.

All Fanous are grouped behind the left trees, the Ghulams take the hill on the right. One Sharkush starts in front of the Fanous behind the truck. Leyla supports the central TAG. The Monstrucker starts prone in the center behind some bushes. Yara starts next to the link on the right.

I definetely want to lure the TAGs into the open in the midfield, so I deploy a bit restricted. The Lynx overwatches the center from the right coral-structure, while Kyttas and the Peeler take the center and the left side. My Alpha can be hidden easily in the far left corner, Cho tries to look frightening in the center. Every side gets a Varangian, the Epsilon takes the left with longer lanes and the mimetism-REMs, while the Beta can advance easily on the right. Advanced on the left the Razor starts, the Gangbuster hides next to the central objective and I misplay the Lynx SO and infiltrate him on the right.

The second Sharkush formes a duo with Yara on the right, now the Epsilon appears on my left. Thanks to counterintelligence, I take two orders from group one and also set my Gangbuster in suppressive fire.

Ramah 1: Right in front of my DZ the Nahab appears, shredding the Beta and the Lynx SO, while the MSR stays hidden. While all my shots fail, one Kytta and the right Varangian also die to the Nahab. With that done, the duos scatter and advance a bit and the Monstrucker fires a drop bear towards the center.

O-12 1: Plan A (Beta) is gone and if I focus on the Nahab, I will stay in a bad position towards the TAGs. So I ignore the Nahab and push the left Varangian and the Epsilon forward, trying to take down the central Sharkush and from there killing more squishy things. All I get are two wounds on the Sharkush.

Ramah 2: The wounded Sharkush shall be fixed, resulting in an empty second order pool and a wrecked Sharkush. Now alone, Leyla tries to kill my Epsilon after dropping the Varangian but gets critted by his pistol. To close this, Cho guns down the Nahab reactively. All links advance a bit.

O-12 2: Since I don't want to see the TAG again, the Epsilon coup de grace'd him after shooting the Ghulam sniper and ML, as well as the Nasmat. Also my left TO-troop appears for the upcoming turn.

Ramah 3: Yara and her TAG push towards the center. The TAG dodges the first bullet of my Lynx, while the Epsilon survives Yaras fire. An other drop bear is fired next to my Epsilon, so that in the following exchange between him and the Monstrucker both die. On their way towards the central objective Yara is shot by the Lynx and the Sharkush recieves two wounds.

O-12 3: The Sharkush is in a really annoying place. I send the Gangbuster, forgetting about the flamer. The SMG wrecks the TAG and the Gangbuster survives the flames around him, so that he can secure the central objective and the HVT. While the Razor activates and secure the left objective, the Lynx at least secures the right one.

With this, I win 9-0 thanks to a terrible second turn for Duddsen and some luck in my late game. I was sure to have lost after my miserable first turn, since I managed to do nothing except for exposing my only big gun. Without focussing on repairing the Sharkush and simply sacrificing him towards the Epsilon, my last punch could have been removed, while the Monstrucker could have headed for the objectives. The plan to drag the specialists towards the objectives while the TAGs shoot the way may be not that optimal, at least for this mission. In the end the Sharkush is not that heavily armoured, so he gets down more easily and without any protection, Leyla and Yara get shot easily by any hidden specialist.

Except for the Lynx SO, which is quite expensive for starting in the DZ with a short range gun, my list was quite satisfying. The MSR needs some patience to shine, but then is terrible to remove in most cases. Probably a Razor minelayer and one Gangbuster may be more efficient than a Peeler for the defense. Unfortunately the Beta had no chance to show his strength but that was compensated by the Epsilon, which together with a Varangian is able to solve nearly every problem except for linked MSV-units and TAGs in cover. For my first game with vanilla O-12, I am very satisfied and partly stunned by the flexibility and joy of this faction. The Alpha allows so much flexibility with units in hidden deployment, so that you only need some patience and a good poker-face to get good results.

Friday, 12 March 2021

Let's start a cyberwar [Operation Lung Tien game 3]

While at least a small beachhead could be established on the orbital by Yu Ying-troops, the next target was to destabilize internal and external defensive capabilities. Coupled with severe losses, most of the field generators could be destroyed. Again the Yu Ying contingent, this time driven by the energy of revenge, carried most of the success, whiping out most of the JSA-troops sent to defend the generator-bay of the orbital. On the other side of that area the Foreign Comany conceded to a Bakunin force with unclear recordings of that shootout.
If the operation shall gain new momentum and not get stuck before at least basic functionalities of the orbital are disabled, a serious shutdown of internal and external communication and weakening of defensive strength is needed now. With inreased remote-support, Druze security teams now are sent towrds the main server-farm, defended by Bakunin-infowar specialists.


The mission this time had two consoles on the center line and one antenna in the center of the table. Objectives are to control consoles, activate the antenna and kill more army points and specialists. To make things a bit wicked, each player has two small deployment boxes on the north and south edge, so that each player deploys on both sides of the table and the game evolves from left to right and vice versa. Also the deployment of infiltrators is limited to the edges of that boxes.

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

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

 6 SWC | 299 Points
Open in Infinity Army

Instead of writing a list designed to the mission, I was curious to recreate my N3 REMtasy-list, which turned out quite flexible. The defensive hacking-core should provide some long-range ARO and do the work of long-shot pitchers and ARO-hacking, while the KHDs can set up additional pitchers and strike out opposed hackers and free the path for the Bulleteer. They also provide me two more marker-troops to rush places in turn two and three. While heavy lifting is done by a boosted Bulleteer, the Pathfinder could be a solid back-up in the lategame. Hunzakut and Peacemaker to deliver surgical and early pitchers, the Clipper to either be a real thread or force the opponent into psychological pain by avoiding him. Why the second Kameel? If I need to rush my Bulleteer into an uncleared midfield, I want him to have an active firewall.

DF03
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GROUP 1  7  / 1  / 1
 VOSTOK FTO (Mimetism [-6]) Mk12(+1 Dam) / PARA CC Weapon(-3). (0 | 44)
 CLOCKMAKER Combi Rifle, D-Charges ( | GizmoKit [+1B]) / Pistol, CC Weapon. (0 | 18)
 MODERATOR (Infinity Spec-Ops) (Hacking Device(Hacker), Minelayer(Shock Mines), Doctor) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 10)
 MODERATOR Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 MODERATOR (Lieutenant) Combi Rifle / Pistol, PARA CC Weapon(-6). (0 | 9)
 CHIMERA Combi Rifle, Nanopulser, Eclipse Grenades / Viral CC Weapon, Pistol. (0 | 20)
   3X PUPNIK DA CC Weapon. (0 | 3)
 ZERO (Hacker, Killer Hacking Device) Combi Rifle, Shock Mines ( ) / Pistol, CC Weapon. (0 | 22)
 TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)

GROUP 27  
 SIN-EATER Heavy Machine Gun / Pistol, CC Weapon. (1.5 | 32)
 KUSANAGI Spitfire / Pistol, Shock CC Weapon. (1.5 | 42)
 REVEREND HEALER Boarding Shotgun / Pistol, EXP CC Weapon. (0 | 33)
 REVEREND CUSTODIER (Hacker, Hacking Device Plus) Boarding Shotgun ( ) / Pistol, CC Weapon. (0.5 | 30)
 SALYUT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)
 TRANSDUCTOR ZOND Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 SALYUT (Deactivator, Repeater)  ( ) / PARA CC Weapon(-3). (0 | 8)

 3.5 SWC | 299 Points
Open in Infinity Army

On the Bakunin-side a Vostok-core including a battle-hardened spec-op could bruteforce his qay through whatever there is left by the Überfallkommando. They are protected by a Zero KHD and the group two Reverend-link. Kusanagi to shoot things, the Custodier to hack things and the Healer to keep them alive.


The picture this times shows the centerline vertically, so that player a deploys in the south corners, player b in the north corners. Each side has a more obstructed box and a more open one. The long lane from north east to south west is obstructed by some walls and containers, but is also weakened by the missions special rule that each shot over 32" fails automatically.

I win the Lt-roll and decide to deploy second in the south, while my opponent chooses the second turn.

His Vostok-team takes the north-east box with better protection and available roofs, screened by a camo-marker. The Reverends together with the Überfallkommando start in the east box with Kusanagi standing directly next to the Chimera, a bit more advanced.

The core-team scatters around the building in the east with hackers and EVOs on the rooftop and the ABH as well as the sniper on the ground to add some flexibility. They are joined by the Clipper, just in case. Everything else hides in the west, only the Fugazi having a look on the midfield.

A Sin-Eater protects Kusanagi on the east, while my Peacemaker also gets on that side to deliver the repeater and some stress for the nuns, if I can't handle them properly.

DBS 1: I lose two orders from group one, but land a repeater in front of Kusanagi with ease. The spotlight succeeds, but it takes four missiles to blast her away. In the progress, the Chimera manages to dodge out of blast-range. Out of orders, I shoot a pitcher in the left midfield and cybermask the KHDs coordinated. The Pathfinder takes a first run towards the centerline to be prepared for later action.

Bakunin 1: The Überfallkommando takes care of my repeater on the east and get the Chimera spotlighted. Meanwhile the Vostok takes the roof of the bigges building on the west, dropping my Fugazi and that pitcher, but failing to down my Hunzakut there. The pitchers of the nuns break while landing.

DBS 2: The next missiles drops the Chimera unconscious. Now the infowar intensifies with one of my KHDs dropping the HD+ using the Pathfinders repeater. On the way to shoot a pitcher next to the Vostok, the Healer dodges in LoF, but fails to wound the KHD. A pitcher is landed. With some orders left but no idea how to wreck the Vostok properly, the MSR climbs the building and wrecks the Sin-Eater, a Flashbot on that side and the Reverend Healer.

Bakunin 2: Finally the experience of the last missions pays off, as the spec op breaks free from the link, rushing into the midfield and reviving the HD+ as well as the Chimera. Also he plants a mine next to the central antenna. The Clockmaker starts his run towards the north console.

DBS 3: It is time for the Pathfinder to shine. Within repeater-range, the KHD again drops the HD+ and the Pathfinder manages to shoot the spec op, but the mine is enough to disable him. With activated cybermask, the KHD sneaks into the center, but fails to activate the antenna and gets shot by the Vostok. Gromoz grabs my own console and the Chimera dodges two missiles.

Bakunin 3: While the Clockmaker securs the north console, the Chimera smokes up the antenna, which is activated by the Zero KHD in the third attempt. This also secures my HVT, which stands nearby.

Since I could not hold the center good enough, I lose 5-6 in a quite tight game. High command this time promotes myself, while Kusanagi and the spec op can be recovered. Again, the main objectives could be achieved, but only with high costs, risking the further prolonging of the operation.

Friday, 5 March 2021

Unplugging NCA [Operation Lung Tien game 2]

The Hexahedron had not scraped with costs and effort to disguise not only the equipment, but also the available troops of the orbital. The available information only said that there would be any kind of resistance. Of course the ISS soldiers were assigned to the sector with the lowest estimated resistance, while DBS troops should shoot their way through the main entrance. The fresh and shady knotted contract with the Foreign Company also led them into a practical test. Now the interaction of a badly planned distribution of forces and insufficient intelligence-data almost put down the operation to an early ending. While the DBS-team was washed out of the blasted holes by an unexpected number of samurais, the ISS-troops suffered enormous losses against a Corregidor detachment, but managed to establish the beachhead. From the third sector only survailance data showed how the Foreign Company was terminated by knights of the Military Orders.


To weaken the panoceanian defense systems and enable an increased disembarkmend, the next step of the operation was to shut down as many power generators and infiltrate the orbitals network through consoles in the generator-sections. The previous naval attacks lead to some malfunctions of the artificial gravitation in many sections.

DF02
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GROUP 1  9  / 1  
 SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CC Weapon. (0 | 36)
 HUNZAKUT  (Forward Observer) Rifle, Light Shotgun, Shock Mines ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 18)
 DRUZE (Hacker, Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0.5 | 30)
 BRAWLER (Lieutenant) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 15)
 BRAWLER (Multispectral Visor L2) MULTI Sniper Rifle ( ) / Pistol, CC Weapon. (1.5 | 27)
 BRAWLER (Hacker, Hacking Device) Submachine Gun ( ) / Pistol, CC Weapon. (0.5 | 17)
 BRAWLER (Infinity Spec-Ops) Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 16)
 DRUZE (Hacker, Killer Hacking Device) Combi Rifle, Pitcher, D-Charges ( ) / Viral Pistol, CC Weapon. (0 | 28)
 DRUZE Combi Rifle, Chain-colt, Grenade Launcher, E/M Grenade Launcher / Viral Pistol, CC Weapon. (1 | 28)
 WOLFGANG AMADEUS MULTI Rifle(+1B), Chain-colt / Heavy Pistol, DA CC Weapon, PARA CC Weapon(-6). (0 | 35)

GROUP 21  
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 CLIPPER DRONBOT Missile Launcher / PARA CC Weapon(-3). (1.5 | 16)
 SIERRA DRONBOT Heavy Machine Gun / PARA CC Weapon(-3). (1 | 24)

 6 SWC | 300 Points
Open in Infinity Army

For the second round I wanted to continue what I started in the first game: Use Saito more often to get a feeling for him and increase my hacking game. Since the mission is quite similar to Looting and Sabotaging, the general plan was to let Saito sneak to the AC2, wreck it and then threaten whatever there is. Wolfgang, together with the KHD, should be the back-up and cleaning team for the midfield.

NCA reloaded
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GROUP 1  10  
 AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 AUXILIA (Forward Observer) Combi Rifle, Flash Pulse ( | Deployable Repeater) / Pistol, CC Weapon. (0 | 15)
   AUXBOT_1 Heavy Flamethrower / PARA CC Weapon(-3). (0 | 4)
 FUSILIER (Lieutenant) Combi Rifle / Pistol, CC Weapon. (0 | 10)
 FUSILIER Missile Launcher / Pistol, CC Weapon. (1.5 | 15)
 FUSILIER (Paramedic) Combi Rifle ( | MediKit) / Pistol, CC Weapon. (0 | 12)
 CSU (Specialist Operative) Breaker Combi Rifle, Nanopulser(+1B) / Pistol, PARA CC Weapon(-6). (0 | 15)
 CSU (Specialist Operative) Rifle, Light Shotgun / Pistol, PARA CC Weapon(-6). (0 | 11)
 FUSILIER (Infinity Spec-Ops) Combi Rifle / Pistol, CC Weapon. (0 | 11)
 SWISS GUARD Heavy Machine Gun / Pistol, AP CC Weapon. (1.5 | 62)
 HEXA (Hacker, Killer Hacking Device) Combi Rifle ( ) / Pistol, PARA CC Weapon(-3). (0 | 26)

GROUP 24  / 1  
 SWISS GUARD Missile Launcher, Light Shotgun / Pistol, AP CC Weapon. (1.5 | 63)
 BOLT (Chain of Command) Combi Rifle, Light Shotgun / Pistol, CC Weapon. (0 | 28)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 FUGAZI DRONBOT Flash Pulse / PARA CC Weapon(-3). (0 | 7)
 WARCOR (360º Visor) Flash Pulse ( ) / Stun Pistol, PARA CC Weapon(-3). (0 | 3)

 4.5 SWC | 300 Points
Open in Infinity Army

If you have all the expensive equipment available, why not use it? Two Swiss Guards to wipe out whatever threatens the own AC2 and stands in the way towards the enemies generator, while a Hexa KHD hunts down hackers. Since all specialists get D-charges in this mission, the core-team is a liable acteur to do the needed damage in the late game.


The most important twist in this mission is the option to infiltrate one trooper in the 'risky area', a 4" zone in the back of the opponents DZ, on a simple WIP-roll. This trooper can not be the last model of each player. In the end that needs a lot of planning beforehand, since it opens space for some mindgames.While both DZs are elevated to some extend, a major structure blocked the center and the north left is blocked by another one. Some floating platforms allow zero-g-troopers to jump easily on the high ground.

I win the Lt-roll and decide to go second - maybe something appears and can be shot in my turn. NCA deploys first in the north.

The core-team is scattered on the left flank, partly overwatching the center of the DZ, which is protected by an Auxilia. Something passes his WIP-roll and is deployed hidden in my risky area. On the right an other Auxilia and the Bolt CoC overwatch their back, while some Fugazis try to have a look on the center. In the far right corner a TO marker appears.

My core team is scattered on the right with the LGL as a filler on the tower more centered. My Warcor and the Fugazi overwatch the left flank. The Hunzakut starts in front of them, a duo of Wolfgang and the KHD also on that side. Saito starts in hidden deployment on the central structure. In the back of the NCA lines my Sierra starts, centered in the risky area.

Nothing visible is placed on NCA-side, but I enroll my Clipper on the right, next to Wolfgang.

NCA 1: The Swiss ML appears behind my Sierra and knocks it out with his shotgun. Now the Hexa KHD appears in my DZ but needs far too many attempts to take down my KHD, so that not much more happens.

DBS 1: With some smoke and careful placement, Saito reaches the field generator and manages to do three wounds on it, leaving it damaged. Group two lets the Fugazi pin the Hexa in its repeater-area, while the Warcor advances in a better position.

NCA 2: Saito is shot easily by the Swiss ML, which advances further on the left. Ignoring the counter-hacking, the Hexa shoots down my Druze HD but gets immobilized by the Brawler in return. Since these options now are stopped, the TO marker (Swiss HMG) downs my MSR Brawler so that the right Auxilia can activate the right console and inflict three wounds on my field generator. At least it gets spotlighted on the way.

DBS 2: With the last order, the Auxbot is placed quite annoying among my units, so that the Brawler has to shoot it first, before the Clipper can missile the Auxbot. The Hunzakut sacrifices himself by putting a repeater next to the Swiss ML and activating the left console. With some hacking and some missiles, one wound is done on the ML. Wolfgang finally gets rid of the Hexa, ripping it apart in CC.

NCA 3: The Fusilier/CSU-core as the only left D-charge carrier starts moving, dropping my Warcor and the Fugazi and blowing up my generator.

DBS 3: Wolfgang won't reach the generator with the remaining orders, but my spec op at least could do my classified and maybe flip the right console. To reduce the potential AROs, the LGL lands a grenade among the CSUs, but only drops one of them. A critical dodge let the spec op cross most of them, but the remaining AROs are enough to drop him on its way without scoring anything.

The game ends with a 7-3 for NCA. Even with the systems of the orbital seriosly damaged, the position could not be secured well enough for the next phase of the operation. With the serious losses among the DBS-units, Saitos cube could not be secured and is lost to the NCA-troops.

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...