June Doom ITS Tournament Report

I was one of 5 players at the June Doom ITS Tournament, which was held at Glimpses of Wonder and Warfare. Was an excellent learning experience, and we even had some folks from other stores’ (and cities’) metas show up to roll some dice.  I’ve referred to people by first initial in an attempt to respect folks’ privacy, hopefully this isn’t horribly confusing.

Overview

Round 1 – Supremacy

J had the bye for this round, as he ran a little late getting to the tournament.

A – JSA List 1 versus N – Aleph List ?

I didn’t get to watch this game, but N wins, apparently in spite of some bad dice rolls.

Aleph Victory

D – JSA List 1 versus Me – Nomads List 1

Go here for the Strikezone Wotan Report.

I deploy a little too conservatively, again. Basically the only troop I leave out to ARO is my Jaguar Panzerfaust. Not a great plan, especially after we’re reminded that most Yu Jing HI have Martial Arts and therefore have stealth, rendering my repeater network useless.

My opponent sets up the obligatory double ML Keisotsu 5-man link, which is just such a pain to deal with. He’s got strong problem solvers on both sides of the board: Yojimbo on his right, the Shikami on the left. Yojimbo is backed up by a Ninja and Kitsune.

Turn one starts with Yojimbo clearing out my Crazy Koalas on the left and generally being a nuisance. There’s a big standoff between him and the Zero for most of the game. They’re basically right next to each other, but Yojimbo keeps popping smoke.  The Shikami sets about button pushing on my right, and the Ninja pushes her button too.

These two jerks roll super well and drop a E/M grenade on one of my Morans, rendering his repeater useless.

The turn passes to me, and I feel I have to do something about the Keisotsu link. I use the Prowler and huck a bunch of grenades over there, spending a bunch of orders to kill the nearest Keisotsu ML and knock out the Yaozao hanging out there.  I drop in a Hellcat to deal with the Shikami, manage to drop it unconscious, but the Hellcat goes down trying to take out the next Keisotsu ML. I sneak out to button push on the left, setting up the Yojimbo-Zero standoff.

I really don’t get a whole lot done. I think that once I killed one of the ML guys I should’ve just popped my Moira HMG up and started shooting and saved the Hellcat for later. Turn flips, he picks his Shikami back up then Super Jumps to kill off my Prowler. Sadface.  He gets ready to grab a third box, and pushes some stuff up to dominate some more zones. Turn flips again, and I burn something like 4-5 orders trying to kill his two Keisotsu. I make tons of successful BS rolls, but my opponent rolls something like five 20’s and a 17 over the course of those orders.  I’m out of orders for my turn, so it’s back to my opponent.

Kitsune activates, murders my Alguacil FO, and starts lurking in my deployment zone. Funniest moment of the game is when she engages my Zondbot in CC and almost gets electric pulsed.

Fortunately, she moves past my Interventor KHD, and shotguns don’t care about TO in close range. The Shikami runs up, grabs a third objective, and parks next to it, daring me to dig him out. Turn flips back to me, and I try to kill the Keisotsu some more. FINALLY they both go down to HMG fire.

My Interventor KHD throws out a Fast Panda, allowing my Interventor HD+ to immobilize the Shikami. I run my Interventor KHD up to try and push the button, but he manages to reset and then engage me in CC.
Game ends, something like 7-2. JSA Victory! Always a pleasure to play this guy, win or lose.  Lots of learning on both sides of the table.

Some notes for myself:

  • Spend the order to kill unconscious stuff, especially scary HI with ODD.
  • Need more smoke. Don’t bother trying to kill the link team if you don’t have to.
  • Need to leave more things out to ARO, especially on the first turn.
  • Fast Pandas are boss. Totally worth the 2 points or whatever it is.
  • I think I need to set up LoF to repeaters with my hackers to prevent these stealth HI shenanigans. Getting E/M grenaded is unavoidable, of course.
  • I need to stop putting things on buildings. They’re never climbing down. Yet another tickmark in the “I should assemble and basecoat Bran deCastro” box.
  • Moderator LGL spec fire is pretty useless, unless I spend the FO order to buff the shot.
  • Prowler needs to be on the ground. Can’t be wasting that precious movement on vertical movement.

Round 2 – Supplies

I had the bye for this round.

D – JSA List 2 versus N – Aleph List ?

Pretty much all of the JSA bikes get crit off the table on their impetuous orders, and Diomedes comes in to take care of the ML link team. Movement is really locked down a Posthuman Proxy Mk 4 with HRL. Yojimbo actually gets off his bike to walk through a building, which is pretty entertaining for everyone.

Aleph Victory

A – JSA List 1 versus J – JCC List 1

The Corregidor link teams are decimated by monofilament CCW wielding TO units, linked missile launchers, and HMG TR REMs. Unfortunately for JSA, someone button pushed on the Corregidor side, and some rolls went badly on grabbing boxes for the JSA side.

Corregidor Victory

Round 3 – Frontline

N volunteered for the bye this round.

D – JSA List ? versus J – JCC List 2

Five Hellcats show up over the course of the game, and it sounded like it went rather badly for the JSA. No one expects the 3rd, much less the 5th, AD trooper.

Corregidor Victory

A – JSA List 2 versus Me – Nomads List 2

Go here for the Strikezone Wotan Report.

This was an incredibly fast-paced, bloody game. I basically took no pictures, but had a great time! My opponent has first turn and plops down a Doramaki pain train on the table. His first action? Revealing a Oniwaban and cruise missileing straight it at my Mobile Brigada Hacker. She gets cut in half, but my Jaguars chain rifle the Oniwaban and kill it. I don’t have a ton of stuff exposed, so my opponent advances some stuff up the board and calls it a turn.

I drop in a Hellcat BSG and try to pick apart the Doramaki pain train from behind, but I have to go through a Keisotsu first. It stops me cold with a crit in FtF. I manage to break the link with my Intruder, taking out a Haramaki ML, but the other ML asplodes the Intruder into a red paste. I spend the rest of my turn trying my damnedest to speedbump the pain train, putting a Zero and Mobile Brigada in suppression with a mine and Crazy Koalas nearby. If that wasn’t enough, I stand up a Moran BSG in overwatch, and hope for the best.

Hero Haramaki ML decides to YOLO it, charges ahead, and dodges everything except for the mine, tanking the mine template. Saito Togan pushes up the board and is a nuisance. The Haramaki dives into CC with the Zero, bashing my poor Zero into paste with his missile launcher, ending the turn near the tree.

My turn 2 rolls around, and my Jaguars are frenzied (we had forgotten in turn 1). They charge ahead, chain rifleing away. The first one chain rifles Saito, who dodges, and gets blown to smithereens by the Haramaki ML. The second runs straight at the Haramaki, chain rifling, but the Haramaki just yawns as it bounces off his armor. I send the Jaguar into close combat with the Haramaki, but he just grabs the barrel of his missile launcher and uses it like a baseball bat to bludgeon my Jaguar into the ground.

Haramaki Sumasshu!

I reveal my Spektr, taking out one of his Raiden and secure my farthest zone.

With my last order of Turn 2, I try to push my Mobile Brigada up the field to put more points in either the center or far zone, but he gets crit by the Keisotsu that killed the Hellcat, putting me into retreat. Turn 3, he advances all his stuff and secures his far zone and the center zone. My turn 3 rolls around, and I just stay put. We toss both our INTELCOM points into my far zone, which I still dominate, and the game ends 8 to 5, JSA. JSA Victory!

What a game. Stuff died left and right, often for very silly reasons. A great game and a great opponent to finish out the day with, though.

Some notes for myself:

  • Good gravy, HI missile launchers are good. 3 ARM saves is no bueno.
  • Dodge is super strong, it can negate a TON of stuff with one roll.
  • All in all, I don’t think I made any horrendous errors this game, my dice were pretty cold though.
  • I think my biggest mistake was not leaving stuff out to ARO (again), but those ML are really intimidating. I think I just need to have some cheap things that are scary in ARO, like Lupe with her Panzerfaust. Hmm.
  • I probably could’ve used my Hellcat BSG a little better, maybe against the Raiden? Not sure though, I really needed to get rid of the link team, and there weren’t really any good drop zones.
  • I think putting the Morans on buildings was a bad idea again. I could definitely have used a boarding shotgun in good range against the link team.
  • I think I’m letting the Crazy Koala deployment drive my Moran deployment, and Crazy Koalas aren’t as good as they used to be in N2.

Summary

Final rankings were as follows:

  1. N – Vanilla Aleph
  2. J – Jurisdictional Command of Corregidor
  3. D – Japanese Sectorial Army
  4. A – Japanese Sectorial Army
  5. Me – Vanilla Nomads

Seemed like everyone had a good time, but had the usual brain burnout from a day of intense problem solving. Big thanks to N for organizing, and of course, thanks to my opponents for some fun games!

The Lists

I constructed all of these from memory, so I can only vouch for the accuracy of mine.

1st Place – N

ALEPH – List 1 & 2


Didn’t really follow these games, so I don’t have a list for them. Diomedes and a Proxy Mk 4 showed up, that I know, as well as one of the new Danavas hackers.

2nd Place – J

Jurisdictional Command of Corregidor – List 1


LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
ALGUACIL Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 14)
ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15)
ALGUACIL Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)

WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19)
WILDCAT (Fireteam: Haris) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 20)
WILDCAT Heavy Rocket Launcher / Assault Pistol, Knife. (2 | 20)

GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT 2 Assault Pistols, Knife. ()
GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)
GECKO PILOT 2 Assault Pistols, Knife. ()

STEMPLER ZOND Combi Rifle, Sniffer / Electric Pulse. (0 | 17)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
ZONDBOT Electric Pulse. (0 | 3)


6 SWC | 298 Points | Open in Infinity Army

Jurisdictional Command of Corregidor – List 2


Something with 5 Hellcats

3rd Place – D

Japanese Sectorial Army – List 1


KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
KEMPEI Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 16)
KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9)
KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)

DOMARU Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25)
DOMARU Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25)

SHIKAMI Contender, Nimbus Grenades / Assault Pistol, DA CCW, AP CCW, Knife. (0 | 45)
TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
YÁOZĂO Electric Pulse. (0 | 3)
YÁOZĂO Electric Pulse. (0 | 3)
RAIDEN (X Visor) Spitfire / Pistol, Knife. (1.5 | 26)
SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47)
NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)
YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21)


6 SWC | 300 Points | Open in Infinity Army

Japanese Sectorial Army – List 2


ASUKA KISARAGI Lieutenant Combi Rifle + Light Flamethrower / Assault Pistol, Knife. (0 | 27)
ARAGOTO Hacker (Assault Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 30)
ARAGOTO Hacker (Assault Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 30)
ARAGOTO Boarding Shotgun / Pistol, Knife. (0 | 19)

KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21)
KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 11)
YURIKO ODA Combi Rifle + E/Mitter, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 23)

YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21)
NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)
RUI SHI Spitfire / Electric Pulse. (1 | 20)
LÙ DUĀN Mk12, Heavy Flamethrower / Electric Pulse. (0 | 21)
TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
YÁOZĂO Electric Pulse. (0 | 3)
YÁOZĂO Electric Pulse. (0 | 3)


5 SWC | 300 Points | Open in Infinity Army

4th Place – A

Japanese Sectorial Army – List 1


GROUP 1 6 3

DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25)
DOMARU Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25)
HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33)
HARAMAKI Blitzen, Contender / Pistol, DA CCW. (0 | 23)
HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33)

ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 41)

GROUP 2 5

RAIDEN (X Visor) Spitfire / Pistol, Knife. (1.5 | 26)
RAIDEN (X Visor) Spitfire / Pistol, Knife. (1.5 | 26)
KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
YÁOZĂO Electric Pulse. (0 | 3)
YÁOZĂO Electric Pulse. (0 | 3)
SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)


6 SWC | 300 Points |Open in Infinity Army

Japanese Sectorial Army – List 2


KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
KEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (1 | 9)
KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 11)
KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21)

KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
KEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24)
HÙSÒNG Yaókòng HMG / Electric Pulse. (1 | 25)
SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47)
SAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 41)
TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
YÁOZĂO Electric Pulse. (0 | 3)
WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3)


6 SWC | 300 Points | Open in Infinity Army

5th Place – Me!

Nomads – List 1


GROUP 1 7

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
PROWLER Boarding Shotgun, Grenades, D-Charges / Pistol, CCW. (0 | 31)
MODERATOR Combi Rifle + Light Grenade Launcher / Pistol, Electric Pulse. (0.5 | 13)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)
ALGUACIL (Forward Observer, Deployable Repeater) Combi Rifle / Pistol, Knife. (0 | 12)

GROUP 2 7

INTERVENTOR Hacker (Killer Device Plus UPGRADE: Lightning) Boarding Shotgun, 1 FastPanda / Pistol, Knife. (0 | 20)
WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
REVEREND MOIRA HMG / Pistol, Shock CCW. (1.5 | 34)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 19)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)


6 SWC | 300 Points | Open in Infinity Army

Nomads – List 2


GROUP 1 9

INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43)
MOBILE BRIGADA HMG / Pistol, Knife. (2 | 42)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)
MORAN Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | 20)
MORAN Boarding Shotgun, CrazyKoalas (2) / Pistol, Knife. (0.5 | 20)
ZERO (Minelayer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 19)
SPEKTR Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 30)
DAKTARI Combi Rifle / Pistol, Knife. (0 | 14)
ZONDBOT Electric Pulse. (0 | 3)

GROUP 2 3

JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)
HELLCAT Boarding Shotgun / Pistol, Knife. (0 | 21)


6 SWC | 300 Points | Open in Infinity Army

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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