Battle Report Grab Bag: April-May 2017

Overview

As you might imagine, long battle reports take awhile to write and edit, so I don’t always have time (or the pictures) to write up a full game. I do want to keep a record of games I play, so I can track my progress and have a log of “lessons learned” or somesuch thing. Here are a few games (and a few pictures) that I played earlier this year.

All lists are from memory, so they’re pretty fuzzy and actually illegal in some cases where I don’t know what my opponent did. Also, I’m just sketching out the salient points of each game and not providing a blow-by-blow because I probably forgot a a few things that happened.



Game 1: Hunt the Killer

  • Mission: Recovering Musashi
  • Forces: 300 pts Nomads versus Japanese Sectorial Army
  • Deploy First: Nomads
  • First Turn: Japanese Sectorial Army

So, this was a custom scenario developed by one of our local players. Basic idea was to provide a cool scenario to make use of both Musashi miniatures you get in the box set. We roleplayed it as my Nomads are helping the Musashi that escaped from Aristeia and his JSA (along with a “new,” ALEPH-provided Musashi) are trying to recover the escaped one.

Recovering Musashi Scenario Rules

  • Forces: Each player gets a free, irregular Musashi to attach to whatever combat group you like (you may exceed 10 troops in that group).
  • Deployment:
    • Standard 12″ zones
    • Place two 25mm objective markers 12″ from table edge on the centerline
  • Scoring: This is from memory, there might be mistakes.
    • 2 points at end of game for controlling an objective (specialist WIP roll)
    • 3 points for killing enemy Musashi in CC
    • 1 point for killing enemy Musashi not in CC
    • 1 point for securing Musashi corpse at end of game
    • 1 point for having your Musashi in your deployment zone at end of game
  • Special Rules:
    • While both Musashis are not in the null state, neither Musashi generates ARO, and cannot be the target of any attack from your army.
    • The exception is that Musashis may attack and declare AROs against one another.

Nomads


GROUP 1 10 1

MIYAMOTO MUSHASHI Chain Rifle, Flash Pulse / Pistol, AP CCW, EXP CCW. (0 | 24)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27)
INTERVENTOR Hacker (Hacking Device Plus) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0.5 | 26)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
HELLCAT HMG, E/Mauler / Pistol, Knife. (1.5 | 31)

GROUP 2 3 1

ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)
BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19)


5.5 SWC | 300 Points | Open in Infinity Army

Japanese Sectorial Army


GROUP 1 10 1

MIYAMOTO MUSHASHI Chain Rifle, Flash Pulse / Pistol, AP CCW, EXP CCW. (0 | 24)
DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25)

YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24)
KEISOTSU HMG / Pistol, Knife. (1 | 17)
KEISOTSU Combi Rifle + Light Grenade Launcher / Pistol, Knife. (0.5 | 13)
KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)
KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21)

RUI SHI Spitfire / Electric Pulse. (1 | 20)
KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)
KEISOTSU MULTI Sniper Rifle / Pistol, Knife. (1.5 | 17)

GROUP 2 5 1

SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47)
ARAGOTO Spitfire / Pistol, Knife. (1 | 26)
TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
YÁOZĂO Electric Pulse. (0 | 3)
KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21)
KEISOTSU (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 10)


6 SWC | 295 Points | Open in Infinity Army

I deployed second and went second. Keisotsu link is hanging out by the yellow trucks, Keisotsu MSR hanging out on top of the box at top right of frame. Rui Shi in center, covering both our Musashis (also both in center). The Aragato starts near the yellow trucks, ready to make a diagonal dash across the board.

I spread my guys out, Zeros in the middle with a mine there as well. Interventor Lt (primed model bottom of pic) hanging out with a Wildcat Hacker and my ABH sniper (on the platform mid-frame, prone, rolled MSV1 on Booty). Didn’t really have a deployment plan (t’was my first game in over a year), just spread out covering various angles. He puts his reserve Shinobu right around the corner of the terrain in the bottom right of the picture.

Top of Turn 1, he zips the bike across the board, splitting burst against Lupe, my ABH sniper, and some other thing. Lupe whiffs her panzerfaust and dies, the bike misses the other dude, but the ABH sniper shocks the bike off the table (lucky that booty roll got me MSV1!). He then marches Kitsune around the corner and murders my Lt. Greeeeeat. The Rui Shi eats a bullet from my ABH sniper in ARO and goes down as well. His link team takes the ABH out with a panzerfaust from Yuriko, and his Musashi drops my Musashi in CC.

Bottom of Turn 1, I’m in Loss of Lieutenant. I feel pressured to do something aggressive to not lose tempo, so I drop the Hellcat in. I spend a bunch of command tokens and orders on him to take out the Keisotsu HMG and then throw the Hellcat into suppression watching the left objective. I re-position my Zeros, advance a few things, throw a bunch of other stuff into Suppressive Fire, and pass the turn, after nominating my Clockmaker as my new Lt.

Top of Turn 2, he flips the right objective and re-positions some stuff. He tries to take out some more of my stuff with Kitsune, but the dice decide nothing interesting happens. He finally decides to try to take on my Wildcat Hacker in suppression, who kills Kitsune.

Bottom of Turn 2, I run my Zero deployable repeater all the way up to his link team and drop an E/Mauler. I cybermask my remaining Interventor to avoid getting shot by the Keisotsu MSR and she flips the left objective. My Intruder blows his Lt off the table, but he has chain of command, so no one cares. I end the turn with my Interventor and Hellcat watching the left objective.

Top of Turn 3, he picks the Keisotsu HMG back up, triggering the E/Mauler, but Yuriko’s an Engineer so she fixes everyone’s gear and he reforms the link team. Link team blows my Hellcat and my Interventor BSG off the table, but they lose a few guys in the process.

We call it, because he has all the points and all the objectives. JSA Wins!

Notes

  • Bubble wrap my Lt better.
  • Suppression fire is really good.
  • I need more experience to really figure out what the right answer is, but I don’t like the way my combat groups were set up. Probably need two sub-10 order groups with balanced composition.
  • I guess it’s good that I don’t spend a lot of time in loss of lieutenant, but I should have a better plan for that turn than “drop in a Hellcat.” Maybe that was good? It doesn’t feel great.
  • Perhaps I also need to shoot unconscious models so they can’t get back up. If that’s a thing.


Game 2: Interventors Need More Cardio

  • MissionYAMS, 4 Points
  • Forces: 300 pts Nomads versus Shasvastii Expeditionary Force
  • Deploy First: Nomads
  • First Turn: Shasvastii Expeditionary Force

Nomads


GROUP 1 10

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)

GROUP 2 3 1

BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)


6 SWC | 300 Points | Open in Infinity Army

Shasvastii Expeditionary Force


GROUP 1 9

SHESKIIN Red Fury, Pulzar, D-Charges / Pistol, DA CCW. (0 | 51)
CORAX HASHT Spitfire / Pistol, Knife. (1.5 | 34)
GWAILO Hacker (EI Assault Hacking Device) Boarding Shotgun / Pistol, CCW. (0.5 | 27)
GWAILO MULTI Rifle / Pistol, CCW. (0 | 26)
GWAILO (X Visor) Heavy Rocket Launcher / Pistol, CCW. (1.5 | 23)

M-DRONE Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
SHROUDED (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 25)
SHROUDED (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 25)
NOCTIFER Lieutenant Combi Rifle / Pistol, Knife. (1 | 24)

GROUP 2 3

IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)
MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23)
SLAVE DRONE Electric Pulse. (0 | 3)
SLAVE DRONE Electric Pulse. (0 | 3)


5.5 SWC | 299 Points | Open in Infinity Army

I don’t remember a ton of this game. It was my first ever game with Jaguars (which I frantically assembled and primed in the week between Game 1 and this game), and I was very happy with them. We were playing on the winter board below (our friendly local warcor was doing a demo on the jungle board next to us.

Turn 1, he loses one of his link team to the Intruder, which I am really happy about, because screw that +3 BS bonus. This actually ties him down a bit as he tries to avoid the center area where the Moran is while trying to avoid getting shot again by my Intruder. On my turn, I basically use my Zeros and Moran aggressively, drop some mines, move the Koalas up, and throw all three into suppression. My Intruder snipes a Shrouded, but there are still mines everywhere.

Turn 2, there’s a big fight near the blue box thing near the green box, bottom middle of the picture. Lupe, my KHD Zero, and a Jaguar tie down his link team for most of both of our turns. I try to advance my Prowler, but I can’t really get past a mine from one of his Shrouded. He manages to kill Lupe in CC, but she ties him up for a bunch of orders because of Dogged. I get greedy and try to bring in a Tomcat to kill his link team, but they pass all their ARM rolls against the flamethrower and end up killing the Tomcat. I run my ODD ABH sniper up to use his double breaker pistols but he just gets gunned down.

Turn 3, I rambo a cybermasked Interventor across the board trying to kill his flag in close combat (I had kill the flag and kill the flag in CC, whatever they’re called). I’m out of orders, after failing to do anything to the flag. I sort of imagine my Interventor sprinting there and then feebly whacking at a steel box with the butt of her shotgun while out of breath.

Combined Army Wins, 4-2.

Notes

  • Be more aggressive with the Prowler. I should’ve put him on the same side as the link team and tried to take them out.
  • Interventor cybermask is good, but don’t use it as a crutch.
  • Suppression continues to be super good.
  • Nanoscreens are gross.
  • Focus on the objective. The link team didn’t need to die, I needed to kill the flag! That would’ve tied us up, 4-4. Should’ve brought the Tomcat in to CC the flag, and by that I mean D-Charge it.
  • ABH’s are good, but… I dunno. The Irregular order sucks a lot.


Game 3 – Auxbots are Bullshit

  • Mission: ITS Supremacy
  • Forces: 300 pts Nomads versus NeoTerran Capitaline Army
  • Deploy First: Nomads
  • First TurnNomads

Nomads


GROUP 1 10

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
PROWLER Spitfire, D-Charges / Pistol, CCW. (2 | 36)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)

GROUP 2 3 1

BOUNTY HUNTER Sniper Rifle / 2 Breaker Pistols, Knife. (0.5 | 19)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)


6 SWC | 300 Points | Open in Infinity Army

Neoterran Capitaline Army


GROUP 1 10

FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
FUSILIER MULTI Sniper Rifle / Pistol, Knife. (1.5 | 18)
FUSILIER HMG / Pistol, Knife. (1 | 18)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)

SWISS GUARD HMG / Pistol, AP CCW. (2 | 68)
PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
BULLETEER Heavy Shotgun / Electric Pulse. (0 | 17)

GROUP 2 6 1

SWITCH 2 E/Mitter / 2 Stun Pistols, Knife. (0 | 14)
CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12)
CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)


5.5 SWC | 300 Points | Open in Infinity Army

Turn 1, I push the buttons on my side with my Moran and my Interventor KHD. I drop some more mines with my Zeros and throw Lupe, the Moran, and the Zeros into suppression. I attempt to kill his total reaction bot with my ABH sniper who has a big armor plate covering his booty (get it? eh? eh?), but the bot rolls two crits, ignoring my extra ARM. I shuffle some more stuff around, take a potshot at his Fusilier HMG but whiff. I kill a grand total of nothing. Pass the turn, and he just drives Auxbots into the path of all the mines and flamethrowers my Zeros. He spends most of the rest of his turn trying to discover my Prowler, who did nothing my first turn. I manage to cross-map panzerfaust his sensor bot (Lupe, you’re the best!), forcing him to drain even more orders into discovering it.

Turn 2, I lay smoke for my Tomcat, who pushes another button. This took a lot of orders for some reason I can’t remember. He proceeds to murder half of my stuff with his Fusilier link team, pushes all the buttons, reveals a TO HMG, and then murders the rest of my stuff with that. My Prowler is still alive, though!

Turn 3, I have an Intruder, my Prowler, and a handful of units left alive. I suicide the Prowler at the Swiss Guard for the fun of it. He goes down in a hail of bullets, but manages to put a wound on the Swiss Guard. On his turn, I get wiped off the table by the Fusilier link team and an Auxilia.

NCA victory!

Notes

  • Trust my camo state more.
  • Don’t be so eager to drop mines everywhere, especially against PanO which has easy access to tons of Auxbots. Stupid Auxbots grumble grumble.
  • Advance your troops more in scenarios like Supremacy, it’s more important than button pushing a lot of the time.
  • Break link teams ASAP, and drop 5-man to 4-man with extreme prejudice. That +3 is no joke.
  • Be more aggressive with the Prowler.
  • Go second in Supremacy if you can.


Games 4 and 5 – Learning by Teaching

  • Mission: YAMS, 4 points
  • Forces: 150 pts Nomads versus Haqqislam

Nomads 8 1


ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10)
ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
BANDIT Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 22)


3 SWC | 149 Points | Open in Infinity Army

Haqqislam 7 1 1


NAFFATÛN Lieutenant Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12)
NAFFATÛN Rifle + Light Flamethrower, Grenades / Pistol, Knife. (0 | 12)
FIDAY Boarding Shotgun, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 29)
LASIQ Viral Sniper Rifle / Pistol, Knife. (1.5 | 25)
RAGIK Rifle + Light Shotgun / Pistol, CCW. (0 | 26)
GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16)
NASMAT Electric Pulse. (0 | 3)
MUYIB (X Visor) Heavy Rocket Launcher, D-Charges / Pistol, Knife. (1 | 22)
MUTTAWI’AH Chain Rifle, E/Marat, Jammer, Smoke Grenades / Pistol, Knife. (0 | 5)


2.5 SWC | 150 Points | Open in Infinity Army

This was my first game with Bandits against a brand new player with only 1 demo game under his belt. He asked me to use advanced rules like Camo and AD, so I obliged. In both games, he advanced most of his units straight ahead and left a lot of stuff out of cover before passing the turn. The board was made of the Icestorm/Red Veil style cardboard terrain, so it was really open, further exacerbating the problem. It sounded like he had played a lot of Warmahordes, so his playstyle made sense in that context.

Hellcat and Bandit really cleaned up in both games. One of my Algauciles killed 2-3 models in one turn in ARO as well. My opponent did a really good job of sticking to his objectives, but the dice were really against him and he failed a lot of WIP rolls as Haqq. He also failed a bunch of BS and ARM rolls as well, so we ended both games with him in retreat. His Fiday was pretty annoying, but Lupe’s swarm of nanobees took him out, and his Lasiq died to double panzerfaust. I don’t think the advanced rules hindered him at all, he was fine with all the camo/AD shenanigans. The big issue for him, if I may be so bold, is that he suffers from the assumption that most players coming from other games have, i.e. units are generally pretty survivable. You leave a ‘jack or warbeast in the open and it will take a lot of fire and keep on trucking. Infinity troopers will likely fold in one burst.

Nomad Victory, both games.

Notes

  • Be more careful with my firing arcs. Fortunately, my opponent didn’t capitalize on that. He played to the objectives. At one point he dropped a Ragik behind my Bandit out of camo, but went for the objective instead of “wasting” an order taking out my Bandit (he was really low on orders at that point). The key is accomplishing objectives while denying me AROs or by staying in cover. That and not dropping your Ragik in front of a bunch of dudes.
  • Spend more time worrying about AD troops. I got lucky both games, but once my opponent has some more experience that Ragik will be murderous.
  • Putting stuff on buildings is good, but then you can’t get down easily. I had a Zero stuck up on a building that could’ve done in 2 orders what my Bandit needed 4 to do.
  • Plan to keep models on buildings up there, or have a low-order route to get them down if you need them.


Game 6 – Dubstep Bear Drop!

  • Mission: ITS Seize the Antennas
  • Forces: 300 pts Nomads versus NeoTerran Capitaline Army
  • Deploy First: NeoTerran Capitaline Army
  • First TurnNomads

Nomads


GROUP 1 9

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
REVEREND HEALER MULTI Rifle, Nanopulser / Pistol, EXP CCW. (0 | 37)
ZONDBOT Electric Pulse. (0 | 3)
HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)
SPEKTR Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 36)

GROUP 2 3

INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)


5 SWC | 300 Points | Open in Infinity Army

Neoterran Capitaline Army


GROUP 1 10

BOLT Spitfire / Pistol, Knife. (1.5 | 24)
BOLT Missile Launcher, Light Shotgun / Pistol, Knife. (1.5 | 27)
BOLT MULTI Sniper Rifle / Pistol, Knife. (1.5 | 26)
BOLT Boarding Shotgun, E/M Grenades / Pistol, Knife. (0 | 19)
BOLT Combi Rifle + Light Shotgun, Drop Bears / Pistol, Knife. (0 | 25)

FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
MACHINIST Combi Rifle, D-Charges / Pistol, Knife. (0 | 15)
TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
MULEBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8)

GROUP 2 5

HEXA Hacker (Killer Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0 | 27)
FUSILIER Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 18)
BULLETEER Spitfire / Electric Pulse. (1 | 23)
LOCUST Boarding Shotgun, Grenades, Drop Bears / Pistol, Shock CCW, Knife. (0 | 30)
BLACK FRIAR (Albedo, Biometric Visor L1) MULTI Rifle, Nanopulser, Drop Bears / Pistol, CC Weapon. (0 | 28)


6 SWC | 304 Points | Open in Infinity Army

This game was fantastic for many reasons. My opponent was a pleasure to face off against (as they all have been, honestly) and the board was fun. The most important reason was that I felt like I had a clear plan and executed it well, at least for the first two turns. The game fell apart for me on Turn 3, but I was very happy with how I got there, and I understood the reasons for my loss.

Deployment was straightforward. He deploys his link team in a 3-story sniper tower, with the MSR and Missile Launcher overlooking a large fire lane, covering 2/3 of the objectives. Not great, but that’s what I get for going first. I deploy to take the my antenna easily, put my KHD Zero and Moran on some buildings in the centerline, tuck my Spektr away on the left, and set up for an MSV2+Smoke attack on his link team. His Black Friar is on my right, with the Bulleteer on the left. I put my Zero BSG from reserve on the back side of the sniper tower, right up against his deployment zone. I can see his link leader, but the sniper and missile launcher can’t see me. He deploys his Locust right next to my Zero to ensure I can’t go on a rampage.

Turn 1, I throw caution to the wind and shotgun the crap out of his link leader. The Zero dies super hard, but his link is broken. I split-burst MSV2+Smoke his sniper and his missile launcher, but he passes all 4 ARM rolls after failing the FtF. I drop the Hellcat in his backfield, and get a great line on his broken link, but he gets lucky and I roll really high on all 4 dice, so my Hellcat dies. I flip my antenna, and then pass the turn. He flips his antenna and starts setting up for Turn 2 by pushing the Black Friar up to drop bear the center antenna and kill my Moran and Zero KHD.

Turn 2, I reveal the Spektr and get my classified, but he dies to the Hexa KHD via the Bulleteer’s Repeater. I should’ve just gone on a rampage and killed stuff with it. I try to MSV2+Smoke attack again, but he just keeps passing ARM rolls!! I didn’t split burst this time. He pushes the Black Friar up again, along with the Hexa, and manages to drop my Intruder MSR. His reformed link team turns the center antenna into a minefield with a bajillion drop bears.

Turn 3, I’m SO low on orders. I manage to pick up the Intruder MSR, and I bring the Tomcat in to try to take out the Black Friar, but he passes his ARM rolls. I try to hail mary a Jaguar out be able to chain rifle his team as they come in to button push, but I fail my dodge and a mine takes him out. My opponent kills the Intruder again, and then pushes the center button for the win.

Notes

  • I played this game too cautiously. I didn’t need to get my classified, and I could’ve just murdered all his specialists with the Spektr instead of trying to be fancy. That was probably the big turning point for the game. If I put my Spektr in suppression fire in his backfield after killing something (the Bulleteer, hopefully), then he has to dig it out before taking any objectives.
  • 5 orders on your first turn after losing 3 to AD and hidden deploy, then 2 more to command token is ROUGH.
  • Bran de Castro would’ve been so much better than the Zero BSG. I could’ve jumped him up, taken out the sniper and missile launcher in complete safety, and probably even killed the Black Friar. This would’ve defanged my opponent pretty much, especially with the Locust deployed so far back. Ah well. Next time.
  • I left my Zero KHD and Moran out to ARO stuff, but they just died.
  • MULTI Rifles are mean.
  • Don’t split burst on the Intruder MSR.
  • I made good use of my Reverend Healer this game, moving her while doctoring things with her bot.
  • Need to work on my combat group composition.
  • Assess and categorize the enemy’s army into different threat priorities. Take out the important stuff first, and then worry about the rest of his army.
  • Sacrifice a goat to the dice gods.


Game 7: Despair for the Dice God, Crits for the Crit Throne

  • Mission: ITS Decapitation
  • Forces: 300 pts Nomads versus NeoTerran Capitaline Army
  • Deploy First: Nomads
  • First TurnNomads

Nomads


GROUP 1 8

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
REVEREND HEALER MULTI Rifle, Nanopulser / Pistol, EXP CCW. (0 | 37)
ZONDBOT Electric Pulse. (0 | 3)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 17)
SPEKTR Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 36)
HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)

GROUP 2 4

JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)


5 SWC | 300 Points | Open in Infinity Army

Shock Army of Acontecimento


REGULAR Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
REGULAR Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
REGULAR Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22)

BAGH-MARI (Minelayer) MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 28)
KNIGHT OF MONTESA Combi Rifle + Light Grenade Launcher, Chain-colt / Breaker Pistol, Shock CCW. (1 | 48)slicedsliced
BULLETEER Heavy Shotgun / Electric Pulse. (0 | 17)
TIKBALANG HMG, Heavy Flamethrower, Antipersonnel Mines / AP CCW. (2 | 85)
CRABBOT Flash Pulse / Knife. ()
NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30)
NAGA Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 30)
TECH-BEE (Remote Assistant Level 1, Specialist Operative) Flash Pulse / Pistol, Knife. (0 | 5)


6 SWC | 299 Points | Open in Infinity Army

This was a really weird game. I failed every single ARM roll, my opponent passed every ARM roll, and he rolled what seemed like 10+ crits while I rolled nothing but misses. One of the only rolls that I passed this game was rolling for my Zero BSG to infiltrate over the centerline. I deployed my Spektr AHD on the opposite side of the table from the TAG, so it just sat there and did nothing.

Turn 1, I activate the Zero BSG and manage to sneak it up the building where his Lt is prone. I hit with the BSG, but he passes his ARM rolls. I die to a random combi-rifle shot at really bad odds. Sigh. I drop my Hellcat into his deployment zone, in a perfect flanking position. I fail the PH roll, and the Hellcat lands in front of his link team and the knight. Needless to say, he dies. I shuffle some stuff forward and throw things into suppression fire. He marches the Tikbalang across the table and murders everything. I fall all of my rolls, basically, and he crits a TON with that HMG. One of his Nagas kills my Interventor Lt, who was in suppression fire, and then his turn is over.

Turn 2, I’m in retreat, so… yeah. We decided to call it because all I had left was the Tomcat, Spektr, and I think the Intruder. Shock Army Victory!



Game 8 – Auxbot 2: Electric Boogaloo

  • Mission: ITS Frontline
  • Forces: 300 pts Nomads versus Shock Army of Acontecimento
  • Deploy First: Nomads
  • First TurnNomads

Nomads


GROUP 1 9 1

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
REVEREND HEALER MULTI Rifle, Nanopulser / Pistol, EXP CCW. (0 | 37)
ZONDBOT Electric Pulse. (0 | 3)
MODERATOR Combi Rifle + Pitcher / Pistol, Electric Pulse. (0.5 | 10)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
MORAN Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 21)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
MIRANDA ASHCROFT Combi Rifle, Nanopulser / Pistol, Monofilament CCW. (0 | 19)

GROUP 2 3

ZERO (Deployable Repeater) Combi Rifle, E/Mauler / Pistol, Knife. (0 | 19)
ZERO Hacker (Killer Hacking Device) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 21)
HELLCAT HMG, E/Mauler / Pistol, Knife. (1.5 | 31)


5.5 SWC | 300 Points | Open in Infinity Army

Neoterran Capitaline Army


GROUP 1 10

FUSILIER Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
FUSILIER Combi Rifle / Pistol, Knife. (0 | 10)
FUSILIER MULTI Sniper Rifle / Pistol, Knife. (1.5 | 18)
FUSILIER HMG / Pistol, Knife. (1 | 18)
FUSILIER Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)

SWISS GUARD HMG / Pistol, AP CCW. (2 | 68)
PATHFINDER DRONBOT Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
FUGAZI DRONBOT Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
SIERRA DRONBOT HMG / Electric Pulse. (1 | 25)
BULLETEER Heavy Shotgun / Electric Pulse. (0 | 17)

GROUP 2 6 1

SWITCH 2 E/Mitter / 2 Stun Pistols, Knife. (0 | 14)
CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12)
CSU Combi Rifle, Nanopulser / Pistol, Knife. (0 | 12)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)
AUXILIA (Forward Observer) Combi Rifle + AUXBOT_1 / Pistol, Knife. (0 | 15)
AUXBOT_1 Heavy Flamethrower / Electric Pulse. (- | 4)


5.5 SWC | 300 Points | Open in Infinity Army

Deployment was pretty hairy on this board. It was a earlier version of the Aristeia board I played Supremacy on. The key differences were the center platform wasn’t raised, and there was a giant sniper tower on one side. After I deployed my guys in cover on the non-sniper tower side, my opponent plunked a TR bot and hidden deployed a Swiss Guard HMG on top of the sniper tower, then put everything behind terrain in his deployment zone.

Top of Turn 1, I had to deal with the TR bot immediately, so I did a coordinated order with Lupe, the Jaguar Panzerfaust, my Intruder MSR, and someone that needed movement. Everyone had cover, and Lupe and the Intruder had Mimetism, so he chose to FtF with the Jaguar. The bot got blown off the table, and I didn’t lose anyone. The Jaguar passed all his ARM saves, thankfully. I tried to bring in my Hellcat, but there was no good spot for him, so he walked on and just was useless. I really shouldn’t have stranded him in Combat Group 2. I push all my other pieces around, lose the Reverend Healer by trusting Mimetism to keep her safe walking past a linked Fusilier HMG, and end the turn with Miranda in the open for some stupid reason. I think I forgot she existed while trying to find useful things to do, because she was hidden by a big piece of terrain.

Bottom of Turn 1, I start losing things to the damned Fusilier link team. Pretty much nothing else on his side activates except for an Auxilia, I think. He passes the turn after murdering a bunch of stuff, including Lupe, Miranda and some other stuff, I forget exactly what. He rolls a ton of crits.

Turn 2, I try to reposition some stuff, but most of my stuff is dead. I pass the turn. He reveals the Swiss Guard, finishes off the rest of my stuff. I drop an E/Mauler and a Repeater from my Zero, manage to immobilize an Auxbot. Hooray.

We call it. I am, surprisingly, not very salty about almost getting tabled twice by the same opponent. Lots of lessons learned. NCA Victory!

Notes

  • Put the Hellcat in a group with orders for it.
  • Zeros.. kinda want some orders.
  • Be more aggressive versus link teams. After the TR bot, the Fusilier link team should’ve been my top priority.
  • Don’t try to get cute and use coordinated orders to taxi stuff around. AROs will still kill you dead if you’re just walking by.
  • Miranda (on paper) is gross in suppression. She grants a -12 to BS from cover, ODD, and suppression! Why the hell didn’t I use that.
  • Don’t strong-side a deployment. Try to set up better crossfire zones (the board was a bit odd for this… there was a giant LoF blocking thing in the middle, and I had to deploy in response to the sniper tower, so…
  • Kill link teams. Did I mention killing link teams?
  • Don’t give Auxbots free movement. Against NCA, hide your midfield guys in such a way that forces the Auxbot to take AROs on the way to flamethrower you. This relies on you murdering the crap out of any link team HMGs first of course.
  • The Hellcat feels like dead weight, since I’m letting my pre-game plan dictate my in-game plan. If I start the game by promising myself to walk him on, but there are no good places to walk him on, drop him in the middle of the field in cover, then KILL THE LINK TEAM WITH HIM.
WiseKensai

WiseKensai

I primarily play Infinity these days, but I have PHR fleet for Dropfleet Commander and I will eventually get my CEF for Heavy Gear built...

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