MayaNet Breaking News: Nomad Thieves Steal from ISS Armory!

One of the missions for the upcoming tournament is The Armory, so our local Yu Jing player and I got in a quick practice game. He was trying out a ISS Core + Haris build, and I was trying out a list built specifically for the mission. Before you call shenanigans, I did give him fair warning and an opportunity to list tweak! Win or lose, it’s always a pleasure to play this guy and he’s always a great sport.

Overview

  • Mission: The Armory
  • Forces: Nomads versus Imperial Service (300)
  • Deploy First: ISS
  • First Turn: ISS

Angry Boarding Team


GROUP 1 | 8

WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19)
WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
WILDCAT Boarding Shotgun, Stun Grenades, Deployable Repeater / Pistol, Knife. (0 | 17)
REVEREND CUSTODIER Hacker (Assault Device Plus UPGRADE: Icebreaker) Combi Rifle + Pitcher / Pistol, Knife. (0.5 | 32)
RIOT GRRL Boarding Shotgun, Stun Grenades / Pistol, Knife. (0 | 27)
RIOT GRRL Combi Rifle, Blitzen, Stun Grenades / Pistol, Knife. (0 | 29)
GRENZER Missile Launcher / Pistol, Breaker Pistol, Knife. (1.5 | 29)
INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43)

GROUP 2 | 5 2 4

KRAKOT RENEGADE 2 Chain Rifles, Grenades / Pistol, DA CC Weapon. (0 | 14)
KRAKOT RENEGADE 2 Chain Rifles, Grenades / Pistol, DA CC Weapon. (0 | 14)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)
MORLOCK Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 6)


5.5 SWC | 300 Points | Open in Infinity Army

Imperial Service


CRANE IMPERIAL AGENT Lieutenant (X Visor) Spitfire, 2 Nanopulsers / Pistol, DA CCW. (2 | 54)
CRANE IMPERIAL AGENT Hacker (Assault Hacking Device) MULTI Rifle, 2 Nanopulsers / Pistol, DA CCW. (0.5 | 53)
CELESTIAL GUARD Combi Rifle / Pistol, Knife. (0 | 13)
CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13)
CELESTIAL GUARD (Forward Observer) Boarding Shotgun / Pistol, Knife. (0 | 13)

HSIEN HMG, Nanopulser / Pistol, AP CCW. (2 | 61)
ZHÀNYING (Fireteam: Haris, Sensor) Breaker Combi Rifle, Nimbus Grenades / Pistol, Electric Pulse. (0.5 | 27)
ZHÀNYING (Forward Observer) Breaker Combi Rifle / Pistol, Electric Pulse. (0 | 25)

LÙ DUĀN Mk12, Heavy Flamethrower / Electric Pulse. (0 | 21)
RUI SHI Spitfire / Electric Pulse. (1 | 20)


10 | 6 SWC | 300 Points | Open in Infinity Army

Deployment

One of the sides had lots of LoF blocking terrain on the way to the Armory, so I chose that one and had him deploy first. The Crane/Celestial Guard link came down on my left, with just the Crane Spitfire poking out from behind cover. The Hsien Haris came down in the middle, behind the Armory building, supported by his Rui Shi.

I deployed the three Jaguars on the tops of some crates, all watching his Crane core link. They’re backed up by my Grenzer ML, with the rest of my forces ready to make a mad dash towards the Armory. One Krakot is right up in the front, ready to chain rifle or grenade anyone daring to walk in. The other is on the right, backed up by a Morlock, with the last Morlock on the left.

His Lu Duan comes down out of reserve next to the Rui Shi, and my Intruder parks on the left, without a shot on the exposed Crane, but definitely with a shot on anything that wants to roll around the corner. We played with the “shoot through one door, not two” terrain rules for LoF to simplify things.

Turn 1

Top of Turn 1 – ISS

My opponent wanted to establish an early presence in the armory, so he walked his Hsien Haris up to the closest door on his side and stacked up the two Zhanying on the door with the HMG Hsien watching my right approach to the armory. Given that I was watching the left side of the armory with 3 panzerfausts, a missile launcher, and an Intruder MSR, he needed to get some work done over there, so he threw caution to the wind and laid his Rui Shi upon the altar of the dice gods.

“We’re compromised, boss,” growled Morlock Anya on the tactical net as she stared directly into the multispectral visor of a Hsien warrior. The Hsien rolled back into cover, obviously barking orders into his own comms channels. The telltale whine of an approaching combat remote’s servomotors set Araña’s teeth on edge, but he shouldered the tube of his panzerfaust and sighted down its length anyway. On cue, a Rui Shi came scuttling around the corner of the ISS Armory, spitfire blazing. Araña ignored the tracer fire and his fellow Jaguar scrambling for cover and squeezed the trigger in his natural respiratory pause. The HESH round leapt from the tube and impacted the Rui Shi in its right spitfire mount, tearing the weapon from its housing and smashing the Rui Shi into the ground with the force of the concussion.

The Rui Shi exposed itself to two Jaguars and the Intruder, and put two shots into the Intruder and split the rest of its burst between the two Jaguars. He managed to land a hit on one of the Jaguars and the Intruder, but I elect to have the Jaguar go dogged and the Intruder passes his ARM. Fortunately for me, the last Jaguar puts a wound on the Rui Shi, ending the threat. He’s got a few more orders left, so he advances the Lu Duan closer to the door, presumably to be able to Mk12 whatever walks into the Armory, and then opens all the doors with his Celestial Guard FO in the Haris before passing the turn.

Bottom of Turn 1 – Nomads

I cancel the right Krakot’s impetuous order because the Hsien is looking right at him. I run the second Krakot straight into the armory and try to face to face with the two Zhanying agents. I rolled PH +3 with both Krakots, so I figured I might as well try my luck at winning the face to face… but both Zhanying crit! I activate the pair of Morlocks next, advancing the left one up the left side of the Armory and the right one with her 8-4 MOV up to the nearest Armory door. Fortunately, this is out of LoF of anything. I spend one of the Jaguars’ regular orders and coordinate the two Morlocks into position, chain rifling the Lu Duan, the Zhanyings, and the Hsien. Everyone declares dodge but the Lu Duan, who flamethrowers one of the Morlocks.

Only the Hsien and the Morlock pass their armor saves, so I’m in business! I start piling guys into the Armory. First off is a Wildcat AHD, who Carbonites the Hsien. I manage to sneak a Wildcat BSG and a Riot Grrl BSG in there, but only the Riot Grrl manages to get anything out of the panoplies. She gets an MSV1. Hoo-ray. With my last two orders, I get the 8-4 MOV Morlock into base to base with frozen Hsien and put a wound on it, then land a pitcher near the Crane link before passing the turn.

The Morlock to the left of the Armory entrance seized the opening left by the Rui Shi, which was shakily trying to compensate for the impact and regain its footing. The Morlock charged ahead, curved blade leading the way. Nearby, Morlock Anya and a Krakot slipped through the central door of the ISS Armory, advancing into the well-stocked room. As they crossed the threshold, the white overhead lights flashed red, and a klaxon blared a strident warning. The pair of Zhanying agents, already alerted by the Hsien, were advancing into the Armory to secure it, combing face to face with the Krakot and Anya. “Sorry, buddy,” Anya hissed as she grabbed the Krakot’s forearm and shifted her weight, dragging him into the line of fire. The Zhanying agents fired short bursts from their breaker combi rifles, the nanotech ammunition making short work of even the Morat’s incredible physique.

 

Distracted by their encounter with the Krakot, the two Zhanying didn’t notice the other Morlock. With a grunt of exertion, the Morlock buried his Kukri into the innards of the damaged Rui Shi, rendering it inoperable. Using the blade as leverage to help him change direction, he swung around the corner and triggered his Chain Rifle, showering both Zhanying Agents and the Hsien with a cloud of flechettes. Simultaneously, Anya let the dead Krakot’s momentum carry him to the ground, using the corpse as cover as she blasted away with her own Chain Rifle, riddling the Zhanying agents with additional flechettes and pitching them to the ground. The Lu Duan REM behind them pivoted to bring its napalm projector to bear, but Anya triggered her Chain Rifle again, slamming the choke forward to concentrate the cloud of deadly flechettes. The thinly-armored REM shuddered to a halt, too many inner mechanisms pierced and damaged.

Turn 2

Top of Turn 2 – ISS

My opponent tries his luck against Anya the Morlock and declares a CC attack. I respond in kind, and the Wildcat AHD tries to hack his Hsien. It ends up not mattering, because Anya ganks the Hsien, sending him unconscious. So now the Haris is gone, along with both REMs. Just the Core left to deal with.

It activates, with only the Crane Spitfire in LoF of anything. Their first short skill is move, so I shoot Crane Spitfire with a Panzerfaust and the Grenzer’s missile, placing the template such that I can hit both Cranes. He declares Dodge, and my two hackers try to isolate both Cranes, one roll against each. The rules interaction here is quite complicated, but it all ends up working out. Both Cranes fail their dodges, but both my hackers whiff with Oblivion.

He’s got to make a total of 9 ARM rolls now, 3 AP+EXP rolls on the Panzerfaust, and a set of EXP rolls on the Missile Launcher. He gathers up his D20s and we both peer at the table in anticipation as he chucks the first three for the Panzerfaust.

He passes all three, without even needing any ARM value at all! He passes 5 out of the remaining 6 ARM rolls too, leaving him with only a single wound on the Crane AHD. Ridiculous! He walks them around the back of a building, out of LoF and Stealthed from my hackers. He finally reveals himself and shoots Morlock Anya, who chain rifles them but fails to wound. As this happens, I manage to isolate the Spitfire, who was his Lieutenant. With Anya down, the link advances and tries to shotgun own the Riot Grrl, but she just shotguns down the gutsy Celestial Guard that attempted the shot.

Bottom of Turn 2 – Nomads

The remaining Morlock tries to chain rifle the link team, but goes down in a hail of boarding shotgun fire and passed ARM rolls. My last impetuous troop, the Krakot, goes down to a long range spitfire ARO from the isolated Crane.

I roll the Riot Grrl BSG up to the door and attempt to live the dream and land a stun grenade! Sadly, I whiff. I shotgun down the Crane AHD and the remaining Celestial Guard BSG, but the Riot Grrl takes a wound in the battle. Unwilling to press my luck, I just roll the remaining combi-rifle Riot Grrl into the Armory and push my Custodier up the board and land another pitcher in range of the two Cranes.

Turn 3

Top of Turn 3 – ISS

The situation for the ISS is pretty dire. He’s in loss of lieutenant and in retreat, so the remaining Celestial Guard just books it off the table.

He makes a last ditch effort with his Crane Spitfire to take out my Custodier Lt, but I Carbonite him with a crit through a hail of spitfire bullets.And that’s it. I’ve been in the Armory for three turns, dominated it at the end of the game, and was the only one to open a Panoply.

9-0 Nomad Victory!

With all the threats removed, the Riot Grrl BSG glanced down at the Yu Jing MSV1 equipment in her hand. “Sorry boss. All this effort and all we got was a lousy Yu Jing MSV. It’s not even the good kind.”

We actually timed the game, and finished well within 2 hours. We had close to 40 minutes total on the clock at the end.

Notes

  • With regards to deployment, I deployed strong on the left. I had three panzerfaust Jaguars, an Intruder MSR, and a Grenzer ML watching the approach on the left. The right side was weaker, with only a Krakot, a Morlock, and the Grenzer in the way. In part, this was a response to his deployment, which was strong on my left.
  • I think my placement of the Panzerfausts was strong, but my Intruder wasn’t in the best spot. I think I could’ve put him on the right, where I was weaker. I didn’t expect him to walk all the way around the back of the building in his deployment zone, but I guess I forced that with my deployment.
  • Riot Grrls in the Armory are very strong with their boarding shotguns and stun grenades. I think Hyperdynamics will also be very strong in the reactive turn to waste your opponent’s orders, although it didn’t come into play this time. Unless I put them into suppressive fire, this is pretty useful after they lose their cover bonus due to Frenzy.
  • I like the idea of using Blitzen Riot Grrls on the approach to the Armory, to prevent Frenzy until later in the game.
  • Krakots and Morloks are super good in Armory.
  • 8-4 MOV on a Morlock is RUDE. Just rude.
  • Assault hackers (and by extension, KHD) are a necessity in Armory. People are going to bring HI. If you face Ariadna or Tohaa, well, Spotlight and spec-fire grenades in there.

 

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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