After Action ReportInfinity

Today’s Forecast: Hellcats and Grenades

Well, it was bound to happen sometime. I finally played my first Nomad on Nomad (Corregidor) mirror match. Double the Lupe, double the fun! Finally, a battle report where assembling my opponent’s list was really easy for me, hah! There were a lot of moving pieces in this game, and I kind of want to focus on the decision making process this time, so I will omit the customary dialogue and fluffy action scenes. Plus I couldn’t come up with a non-contrived “this is just a training exercise” or “Corregidor mercenaries fight regular Nomads” story line. Sometimes games have a strong cinematic feel to them, sometimes they feel very chess-like, and this was one of the latter variety. Anyway, I hope you enjoy it!


  • Mission: ITS Supplies
  • Forces: 300 pts Nomads versus Jurisdictional Command of Corregidor
  • Deploy First: Jurisdictional Command of Corregidor
  • First Turn: Jurisdictional Command of Corregidor
  • Strikezone Wotan Report: WiseKensai versus sprocketgx

[img][/img][b] Nomads[/b]

GROUP 1[img][/img] [img][/img] [img][/img]7

[img][/img] [b]ZERO Hacker (Assault Hacking Device)[/b] Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | [b]24[/b])
[img][/img] [b]MODERATOR Paramedic (MediKit)[/b] Combi Rifle / Pistol, Electric Pulse. (0 | [b]11[/b])
[img][/img] [b]LUPE BALBOA[/b] Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | [b]23[/b])
[img][/img] [b]INTRUDER (X-Visor)[/b] MULTI Sniper Rifle / Pistol, CCW. (1.5 | [b]43[/b])
[img][/img] [b]PROWLER[/b] Boarding Shotgun, Grenades, D-Charges / Pistol, CCW. (0 | [b]31[/b])
[img][/img] [b]JAGUAR[/b] Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | [b]13[/b])
[img][/img] [b]ALGUACIL Lieutenant[/b] Combi Rifle / Pistol, Knife. (1 | [b]10[/b])

GROUP 2[img][/img] [img][/img] [img][/img]7

[img][/img] [b]ZERO Hacker (Assault Hacking Device)[/b] Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | [b]24[/b])
[img][/img] [b]REVEREND HEALER[/b] MULTI Rifle, Nanopulser / Pistol, EXP CCW. (0 | [b]37[/b])
[img][/img] [b]ZONDBOT[/b] Electric Pulse. (0 | [b]3[/b])
[img][/img] [b]MORAN[/b] Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | [b]20[/b])
[img][/img] [b]JAGUAR[/b] Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | [b]10[/b])
[img][/img] [b]ALGUACIL[/b] Combi Rifle / Pistol, Knife. (0 | [b]10[/b])
[img][/img] [b]ALGUACIL[/b] Combi Rifle / Pistol, Knife. (0 | [b]10[/b])
[img][/img] [b]HELLCAT[/b] HMG, E/Mauler / Pistol, Knife. (1.5 | [b]31[/b])

[b] 6 SWC | 300 Points |[/b] Open in Infinity Army

[img][/img][b]Jurisdictional Command of Corregidor[/b]

GROUP 1[img][/img] [img][/img] [img][/img]7 [img][/img]1

[img][/img] [b]LUPE BALBOA[/b] Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | [b]23[/b])
[img][/img] [b]ALGUACIL (Forward Observer, Deployable Repeater)[/b] Combi Rifle / Pistol, Knife. (0 | [b]12[/b])
[img][/img] [b]ALGUACIL Hacker (Hacking Device)[/b] Combi Rifle / Pistol, Knife. (0.5 | [b]18[/b])
[img][/img] [b]ALGUACIL[/b] HMG / Pistol, Knife. (1 | [b]18[/b])
[img][/img] [b]ALGUACIL[/b] HMG / Pistol, Knife. (1 | [b]18[/b])

[img][/img] [b]ALGUACIL[/b] HMG / Pistol, Knife. (1 | [b]18[/b])
[img][/img] [b]ALGUACIL[/b] Combi Rifle / Pistol, Knife. (0 | [b]10[/b])
[img][/img] [b]BANDIT (Forward Observer)[/b] Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | [b]23[/b])

GROUP 2[img][/img] [img][/img] [img][/img]7

[img][/img] [b]INTRUDER Lieutenant[/b] Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | [b]35[/b])
[img][/img] [b]MORAN (Forward Observer)[/b] Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | [b]22[/b])
[img][/img] [b]DAKTARI[/b] Combi Rifle / Pistol, Knife. (0 | [b]14[/b])
[img][/img] [b]HELLCAT[/b] Combi Rifle, Adhesive Launcher / Pistol, Knife. (0.5 | [b]23[/b])
[img][/img] [b]HELLCAT[/b] Combi Rifle, Adhesive Launcher / Pistol, Knife. (0.5 | [b]23[/b])
[img][/img] [b]HELLCAT[/b] Combi Rifle / Pistol, Knife. (0 | [b]22[/b])
[img][/img] [b]HELLCAT[/b] Boarding Shotgun / Pistol, Knife. (0 | [b]21[/b])

[b] 5 SWC | 300 Points |[/b]Open in Infinity Army


So this was an interesting experience for me, playing a fellow Nomad player. I do a lot of list building (as we all do), so when I saw his list I added up the points and made some assumptions based on how I list build. Boy, was I wrong! He chose to go first in Supplies, which I guess should’ve tipped me off (and it sorta did).  He sets up his link team in the farthest corner of the picture below, by the square pillar. They’re spread out behind various crates, hanging out with the extra Alguaciles the Daktari. He deploys his Intruder Lt and the Bandit next to each other behind the barricade in the leftmost corner of the picture below.

Now here’s where I mindgamed myself. I did a quick count of everything, totaled up the points, and assumed both camo tokens in the deployment zone were Intruders, leaving him with 60ish points to spend, which comes out to two AD troops in some combination of Hellcats/Tomcats and probably a Bandit or Moran in reserve. The Bandit in the deployment zone was really clever, fooling me into thinking it was an Intruder. Who the hell doesn’t take advantage of infiltration, right? There was no smoke source on the table, except for Lupe, which made me suspicious, but I figured either he didn’t have Jaguars assembled or decided not to take them this game. Plus Intruder HMG is good, smoke or not. I expected a Tomcat specialist of some variety, and a Hellcat with Spitfire or BSG, but not four Hellcats.

For my deployment, I tuck the Moran inside the box center frame, chilling next to the center crate. Anyone that refuses a hug from a Koala will get a shotgun to the face! The Prowler hangs out, prone, on the walkway above the center crate. I tuck my Algaucil Lt on top of the building, bottom frame, with my Intruder, and then sprinkle the rest of the Alguaciles, Lupe, the Moderator, and the Reverend Healer covering as much area as I can in my backfield, wary of Hellcats. I hold one Zero in reserve, and then drop the other Zero near the entrance to the big building, right of frame, in easy reach of the rightmost objective.

He deploys his reserve Moran near the left box, and I do the same with my Zero, but intentionally poke my camo token out so I can drop a mine if the Moran does anything fishy.

Turn 1

Top of Turn 1- Corregidor

Turn 1 starts with my opponent moving his double HMG link team up, with Lupe as the leader. I took two orders from the link team group, so he’s down to 5 orders. He’s not particularly thrilled trying to FtF with my Panzerfaust Jaguar, so he opts to stop out Lupe of of LoF and drops in a Hellcat to try and remove my Jaguar, first activating the +3 PH bonus program with his hacker. This is where I make my first huge mistake of the game, spinning the Jaguar completely around. Whoops! Also, while my Intruder can’t see this Hellcat, my Zero, who is right at the top middle of frame, totally can. I forget that my Zero exists, unfortunately, and the Hellcat gets to land safely.

The Hellcat puts a wound on my Jaguar, who goes dogged.  My opponent then proceeds to drop an ADHL Hellcat behind Lupe, who flips around. The Zero shoots, but misses. I try to place the Zero, now revealed, in such a way that it covers both the new ADHL Hellcat and the Moran to prevent him from getting shot in the butt. At which point a third Hellcat, this one toting a BSG, shows up behind my Zero.  My Zero spins around, throws up his arms in exasperation, and drops a mine before getting shot by the BSG. Ugh.

So now I’ve got three Hellcats in my backfield to deal with, tying up all of my specialists on my left side. My opponent is thankfully just about out of orders, so he spends irregular order and  Lieutenant order on his Bandit and Intruder, respectively, shuffling both closer to the center of the field.

Bottom of Turn 1 – Nomads

Hoo boy. Am I in a pickle. I decide to write off Lupe, figuring she’ll at least land a nanopulsar shot and maybe take a Hellcat out. Plus, she’s dogged so she can tie them up for maybe 2 orders. I need to wipe out his link team, because I know what a pain in the ass Lupe can be. In the past, every time I’ve taken a Prowler he hasn’t really done anything, so I commit to using him to take out the link team.

I activate the Prowler, and intentionally stand him up in full view of the enemy Intruder and Bandit, and then walk him towards the link team. I was trying to bait out discover rolls to reveal his Lt, which my Intruder MSR had LoF to. He bites the hook and declares discover with his Intruder and hold with his Bandit. My Prowler is discovered, but I just keep on moving and end up out of LoF of the Intruder and Bandit. The Prowler’s new position is also within 8″ of his link team, so it starts raining grenades. My first grenade is very lucky, taking out Lupe, the Hacker, and the Forward Observer (I think?). That’s all three specialists in the link!

I throw a few more grenades, taking out one of the three HMGs on that side of the table, and then turn my attention to dealing with his Lieutenant. I declare shoot and move with my Intruder MSR, with the intent of ending out of LoF of anything. The Bandit shoots back with an ADHL and whiffs, and his Intruder Lt takes a hit but passes his ARM rolls, electing to go prone. This frees up a few orders to take out the Hellcat behind my Intruder, so my Moderator Paramedic comes around the corner and takes him down.

My turn to drop in a Hellcat! I stick the landing in his deployment zone, right behind his Lieutenant. I take out his Lt, force the bandit prone, and take out his Moran. It’s not four Hellcats, but a well-placed HMG can work wonders.

I’m just about out of orders, so I recamo the Intruder, covering the center box.

I’m really concerned about the two Hellcats near Lupe and the left box, so I coordinated order to reposition the Alguaciles, the Reverend Healer, and a Jaguar to cover the approach into my backfield. With my last command token and last order, I throw the Healer, the Alguaciles, and the Hellcat into suppression.

Not a bad turn. I’ve limited the hostile Hellcat mobility, taken out his Lieutenant, and destroyed his link team. Of course, that still laves plenty of room for mistakes, like not watching my LoF arcs, again! A careful observer will notice that I’ve faced all of my assets in the picture above in the same direction, and while they’re all in suppression fire, there’s still a hole for a Hellcat to drop, unopposed, right about where my movement tool is…

Turn 2

Top of Turn 2 – Corregidor

So of course, dropping in a fourth Hellcat is exactly what my opponent does. Fortunately for me, this new Hellcat deviates next to Lupe. She gets a free nanopulsar shot, but he passes his BTS rolls. Perhaps I should’ve shot him with her combi, but the ARM roll is similar odds to BTS and I’ve have to pass her BS roll. Panzerfaust at point-blank would’ve been entertaining, had I made the roll, of course. Since he’s in loss of lieutenant, he spends some command tokens to convert orders and manages to use the Daktari to pick up an HMG Alguacil. He spends the rest of his orders putting some stuff into suppression, recamoing the prone Bandit, and shooting Lupe, who goes unconscious. His Hellcats pass BTS versus the nanopulsar again, so not a bad turn for my opponent, especially given the situation.

Bottom of Turn 2 – Nomads

Well, I need to get some work done. I throw a few grenades to disrupt his Alguaciles and Daktari again (the Wildcat is a Prowler), and manage to drop something. He dodges them apart from one another, so I don’t sink a ton more orders into throwing grenades and move on to other things.

I need to deal with those three Hellcats, so I activate the Jaguar and smoke my way into close combat with the Hellcat BSG and shank it till it stops moving. I run out of the smoke and chain rifle one of the Hellcats, who are unfortunately too far apart for me to catch them both under the templates. He dodges successfully, and the return fire pings off my Jaguar’s armor.

With my last few orders, I dash my AHD Zero to the rightmost objective, snag it, and quickly scurry into the building my Intruder is perched on. At this point, I have one objective to his zero.

Turn 3

Top of Turn 3 – Corregidor

He drops another Hellcat. Just kidding. He runs his Bandit towards the center box, but I successfully discover it with my Intruder. He’s now going to take a Crazy Koala and some sniper fire to the face if he activates the Bandit again. The Zero that’s taking a nap is actually inside the building, but I couldn’t be bothered to disassemble the building (I tried and knocked a bunch of stuff over).

My opponent really wanted to remove my Intruder so he would only have to deal with the Crazy Koala, so he runs an Alguacil HMG around the corner and lands a hit on my Intruder, who passes ARM and guts. He tries again, but my Intruder kills the Alguacil. Now out of orders, he opens the box and attempts to tank the CK hit, but DAM15 is no joke and the Bandit goes down.

And with that, he calls it, my one box to his zero. Nomad Victory! Hope you enjoyed.


  • I was very sloppy with my arcs. VERY sloppy. Hostile AD troops really demand precision. There’s a tendency to turn units to directly face their attackers, which is something I need to avoid doing in the future.
  • I did do a reasonable job in deployment. The camo tokens and the cheerleaders in the backfield stymied him a bit with all their fields of fire. I expected at least one Hellcat so I attempted to prepare for it.  Ideally I would have put Lupe facing the right way.
  • One thing I could’ve improved was to think about where a circular template could fit, which would’ve been a good heuristic to focus my deployment fire arcs.
  • Always assume there is one more AD or hidden deployment troop. Always.
  • I listened to myself, went after the link team first. After that, they just are a bunch of BS11 guys with 1 ARM and an HMG.
  • Prowler is great! Used him as intended, as a toolboxy kill piece in the midfield. Only took 1 order to get him into grenade range and then:

  • I need to keep using camo troopers, get my head around how they function better.
  • Intruder MSR continues to be a champ, DA ammo is super useful in ARO, which I think makes it more useful than the Intruder HMG if I’m not basing my attack plan around the Intruder. It also lets the Intruder be more static therefore take up less orders.
  • I feel like I paced this game properly and make the right calls about what to prioritize. I took out the major threats with the Prowler and Hellcat HMG, then hamstrung his second turn by taking out his Lt.
  • I wish I could’ve grabbed the box earlier, but he delayed me with the Hellcats pretty well.
  • I think I could’ve been more efficient with the Jaguar when trying to remove the Hellcats, but there’s always next game!


I primarily play Infinity and Heavy Gear nowadays, but I dabble in plenty of other game systems.

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