There Was a Firefight!!

Game 1 – Cats versus Rangers!

After introducing me to Warhammer Underworlds: Shadespire, Adam and I collected our Infinity minis and put down 400 points of USARF and Corregidor in a practice game of Firefight. I used it as an excuse to try out some of the minis that I’m uncomfortable with, i.e. a Core of Wildcats and a Jag/Massacre Haris. Definitely a learning experience, especially given that Firefight turns all AD troops into Van Zant. Theoretically, Corregidor should rule this scenario, but I’m very much still a link team n00b pilot. And Geckos too, still not super great at moving that guy around. Need to practice more. I’m noticing that Bakunin feels more comfortable, which means I should play more Corregidor.

Overview

  • Mission: Firefight
  • Forces: Jurisdictional Command of Corregidor versus USAriadna Ranger Force (400)
  • Deploy First: USARF
  • First Turn: USARF

Firefight 400


GROUP 1 | 9 1

WILDCAT Spitfire / Pistol, Knife. (1.5 | 24)
WILDCAT Heavy Rocket Launcher / Assault Pistol, Knife. (2 | 20)
WILDCAT Hacker (Assault Hacking Device) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0.5 | 25)
WILDCAT Lieutenant Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 19)
WILDCAT (Number 2) Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 20)

LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
TOMCAT Combi Rifle + E/Mitter, Antipersonnel Mines / Pistol, Knife. (0 | 20)

GECKO Mk12, Chain-colt, Blitzen / . (0.5 | 54)

GECKO PILOT 2 Assault Pistols, Knife. ()
BANDIT Boarding Shotgun, E/Mauler / Pistol, DA CCW. (0 | 26)
HELLCAT Combi Rifle, Adhesive Launcher / Pistol, Knife. (0.5 | 23)

GROUP 2 | 7

SEÑOR MASSACRE (Fireteam: Haris) Breaker Combi Rifle, E/M Grenades, Eclipse Grenades / Pistol, AP CCW, E/M CCW. (0.5 | 30)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10)

CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (0 | 18)
ZONDBOT Electric Pulse. (0 | 3)
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)
TOMCAT Combi Rifle + Light Flamethrower, D.E.P. / Pistol, Knife. (0.5 | 19)


7.5 SWC | 400 Points | Open in Infinity Army

USAriadna Ranger Force


GROUP 1 | 10

MINUTEMAN AP HMG / Pistol, CCW. (1.5 | 34)
MINUTEMAN Missile Launcher, Light Flamethrower / Pistol, CCW. (1.5 | 29)
MINUTEMAN Boarding Shotgun, Grenades / Pistol, CCW. (0 | 24)
MINUTEMAN (Marksmanship L1, X-Visor) AP Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 29)
MINUTEMAN (Forward Observer) Rifle, 2 Light Flamethrowers / Pistol, CCW. (0 | 23)

FOXTROT Lieutenant Rifle, Antipersonnel Mines / Pistol, Knife. (2 | 17)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
FOXTROT Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 17)
VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)
AIRBORNE RANGER Rifle / Assault Pistol, AP CC Weapon, Knife. (0 | 25)

GROUP 2 | 9

112 Light Shotgun / Pistol, CCW. (0 | 12)

DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
GRUNT Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0 | 10)
GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11)
AIRBORNE RANGER (Forward Observer) Submachine Gun / Pistol, AP CC Weapon, Knife. (0 | 21)
AIRBORNE RANGER Molotok / Pistol, AP CC Weapon, Knife. (1.5 | 32)


8 SWC | 400 Points | Open in Infinity Army

Deployment

Well, I hadn’t really had time to update my table layout since the last time I played on it, but Adam was game to just go for it. At least there were a few more piece of scatter terrain with the Every Little War walls, so that’s cool. Adam deployed first, and littered the midfield with camo tokens that were 100% Foxtrot FOs.  He guarded his board edges with bunch of Grunt flamethrowers, particularly his Katyusha, which was on my left (his right) covered by a 112, Dozer, and a flamethrower grunt.

On my right (his left), Adam put down his Minuteman 5-man link, with the  ML exposed, ready to do battle with my Gecko. The rest of his link covered as many angles as possible with their LFTs, and a single Minesweeper Traktor Mul hung out on my right.On my end, I castled up my Wildcats in a non-templateable blob in the back center of my deployment zone, with the HRL watching the right and the Spitfire watching the left.  I put Lunokhods in both corners, watching the board edges for Van Zant and his Airborne Ranger friends. They definitely had an invite to the party, with free Koala hugs, first come first serve. I strung the Jaguar/Deadpool Haris out on the right, thinking I’d get them up to E/M Grenade or Chain Rifle the Minuteman link. I stuck the Bandit in the center, within a move of shotgun range to two of Adam’s Foxtrots, and tucked the Clockmaker into a pile of barrels on the right (with his bot on the left by the other Lunokhod). My TR HMG bot further locked down the backfield and covered the approach on the right.Adam brought  a Grunt sniper out of reserve covering the approach of my Haris on the right, and then I plunked my Gecko down in the middle, near the front of my deployment zone.

Turn 1

Sadly, I only took one picture of the actual game. Both of us had tons of AD so we kept walking around the table, and that meant I usually was on the wrong side of the table from my phone.

Top of Turn 1 – USARF

Adam started by swarming me with Airborne Rangers. He had selected the zone on my left, 12″ to 24″ from my board edge. The first one on, the FO, got his free Koala hug and was so shocked he left the party!

The next Ranger came on and traded some rifle shots with my Lunokhod, using my Zondbot as a HFT shield. Eventually he downed my Lunokhod and the Zondbot by walking into B2B with my Zondbot and shooting them both. The way was now clear for him to bring on a Molotok Ranger, who dropped my Wildcat Spitfire, who was the link leader (for some dumb reason on my part). The Molotok scooted forward and won out a 4 dice BS 11 battle against my TR Zond, but was stopped cold by a DAM 16 Mk 12 shot from my Gecko.

Now that the TR Zond was gone, Adam decided to unstick his Minuteman link. He dropped my Wildcat HRL with the Minuteman AP HMG, and then scooted it away into safety. My link was now officially crushed. Adam then forward observed my Gecko with one of his Foxtrots, netting him a classified, but I managed to drop the pesky trooper with my Bandit’s shotgun. With the Gecko targeted, the missile rain began! Between rolling great ARM rolls and Adam whiffing a shot here and there, I managed to weather the storm unscathed. With his last few orders, Adam scoots his rifle Airborne Ranger forward and throws him into suppression.

Bottom of Turn 1 – Corregidor

Well, Wildcat link is broken because the N2 Wildcat was too far away from everyone else. Ugh. Link team deployment is tricky and I’m bad at it. Poop. My order pool isn’t totally demolished, but it’s not particularly full either. I start by walking on some guys to try and fight back. Adam’s done a good job of covering his deployment zone edges, using his Foxtrot Lt to cover his left edge, a Grunt flamethrower to cover the right, and a second Grunt flamethrower to cover the middle right (all from his perspective). He’s got a Dozer and a 112 hanging out near the Katyusha on the right too, so I really don’t want to come on there.

I’ve got a tiny hole on his left (my right) where only the Grunt flamethrower covering his back table edge can see, behind the Minuteman link. I gamble that it’s outside of 24″ and walk on my Tomcat with mines. It’s just outside of 24″, so the Grunt whiffs his shotgun shot. Success! The Tomcat guns down the Grunt on the way to cover, but fails to take out any of the link team members, even though I manage to slice the pie and get only one in LoF. Tomcat is KO’ed, but I only spend one order… I guess it’s okay?

I want to get rid of his Katyusha, so I drop in a Hellcat in a tiny hole next to the Katyusha. Adam was most upset because he planned for AD:X but not AD:5! It’s the small victories. The Hellcat scoots into position and drops the Katyusha, and the 112, which is his DataTracker, but can’t manage to take out his Dozer, going down to a crit. What is going on! Trading 1 for 1 is not what I want! Well, the Grunt covering his back edge is down, thanks to the first Tomcat, so I bring in the Tomcat D.E.P. and try to break the link again, with the combi rifle for the burst. I fail all the rolls and down he goes. Graaaaahg.

Well, at least I haven’t spent all my orders on this fiasco. I’ve got a few left, so I try to panzerfaust down Adam’s Grunt sniper clogging up my right flank. Not great odds, and they go in his favor. Scratch one Jaguar. Haris broken, I chuck some eclipse smoke with Massacre and get him up to a Panoply to try and block up the flank against his Minutemen link. I coordinated order the Clockmaker towards the downed TR bot, but I don’t have the orders to get him all the way up and have to leave him in an awkward position but out of LoF from everything so far. I recamo the Bandit and pass the turn.

Turn 2

Top of Turn 2 – USARF

It turns out Adam has Test Run as a classified, so he walks his Dozer around the Hellcat’s unconscious body and it kicks the Traktor Mul a few times, resetting the ‘bot. “Dozer MVP!” grins Adam. Can’t argue with that! He does some musical chairs with his Minuteman link to rotate the right tool into place, and then flamethrowers Massacre off the table.

There’s another attempt to FO the Gecko, this time from within chain colt range. I’m on terrible odds to shoot back in the F2F, so I hope he misses and just blast the Foxtrot with the Gecko’s chain rifle. I throw the Bandit’s BSG at the Foxtrot too, just in case. I paste Adam’s Foxtrot, but not before he radios the Gecko’s coordinates to the Dozer, and it starts raining missiles again. I survive, taking only a single wound, much to Adam’s dismay.

He consoles himself by bringing on Van Zant, taking out the N2 Wildcat and the AHD Wildcat, which lets me spin the Gecko around. Adam picks out my obvious Lt, and sacrifices Van Zant to the Gecko and my Wildcat over the course of a few orders, but he manages to heavy pistol my Lt down, and it’s back to me.

Bottom of Turn 2 – Corregidor

I’m in LoL, so I nominate the Clockmaker as my new Lt. I recamo the Bandit with her order… and scoot the Gecko into a better position. He’s now facing backwards just in case the Airborne Ranger tries something, and is mostly covered by the TR bot’s bulk. I move a Lunokhod up to cover Adam’s last camo token that can get to anything, and pass the turn back to Adam.

Turn 3

Top of Turn 3 – USARF

Adam brings out his third Foxtrot FO, which I shotgun again with the Bandit and flamethrower with the Lunokhod, but he gets off a successful FO on the Gecko again. After blowing all of his orders on the Katyusha, the Gecko has one more wound on it thanks to a crit. Adam sends in the airborne ranger, who gets another crit on the Gecko and down it goes. He finishes it off to make sure I can’t pop the the pilot out, and passes the turn.

Bottom of Turn 3 – Corregidor

I’m in retreat, but we forget that retreat isn’t a thing in this scenario, and we call it. Adam opened a panoply at some point, I think. We’ve both killed the other’s DataTracker, and I’ve got more specialist kills, but Adam has everything else. At least I put some points on the board!

9-2 USARF Victory!

Notes

  • I need to practice moving the Massacre Haris around more. After the game, Adam and I talked about the best ways to move stuff up the board. Basically treat them like Morlocks, essentially. They’re harder to protect, but the smoke is more reliable as it’s burst two.
  • Botched the Wildcat deployment.
    • Could’ve used them to cover a flank and one half of the back edge against AD troops
    • Didn’t need to expose them, could’ve protected them better.
    • Need to make sure both the link leader and the N2 guy are in range of everybody to stay in coherency!
  • Gecko doesn’t make a good DataTracker for this mission, he’s got too big of a target on his back. Geckos are hard to kill though.
  • Need some more Lt bluff options, or marker state for the Lt.
  • Rolled really awfully with my AD troops this game. I think I needed to be more effective with them as well. Using the antipersonnel mines is also important on that Tomcat profile, thats’ why you take it and give up the LFT.
  • Bandit continues to not fail me!
  • Adam suggested taking more Jaguar panzerfausts to guard my table edges
  • I need to deploy the Lunokhods more effectively. Basically use the CK’s to cover the areas that the Lunokhod can’t see, and layer them such that one CK goes off when the AD troop shows up and the second when they move. Hard to do, but very important.
  • I kinda like the BSG + E/Mauler Bandit profile. I’ll need to explore that more.
  • So, I had some bad F2F rolls this game, for sure. Good example is the Molotok on 11s and the TR bot on 11s. But I also think that I maybe made some bad choices on the AD troops? I probably could’ve done something better with them like finding better mods on a different model.
  • I usually focus pretty hard on breaking links but maybe the right thing to do this time was to take out the order pool instead.
  • This game probably came down to bad deployment on my side, bad use of the Haris, and subpar AD usage. The Wildcat link got trashed before I really got to use them anyway, so not really a problem in usage there.

Game 2 – Once More Into the Breach

Well, after getting whupped by Adam so badly, I retreated to the Corregidor mothership, grabbed some more Jaguar Panzerfausts and Intruders, and enlisted some Alguaciles. A day or two later, we dropped on another USARF base, this one commanded by Jordan, and started a firefight! And man, what a firefight it was. We were both pretty fried form a long day at work, and this was a grueling, bloody game on both sides. A lot of fun, but it was a real game of attrition.

The battlefield was pretty open near the panoplies, but there was plenty of room for link teams to hide and DTW troopers to guard the board edges. Jordan won the roll off and chose to go first, so I made him deploy on the side with less cover in the deployment zone, figuring I would get some mileage out of my AD troops.

Overview

  • Mission: Firefight
  • Forces: Jurisdictional Command of Corregidor versus USAriadna Ranger Force (400)
  • Deploy First: USARF
  • First Turn: USARF

Firefight Board Control
GROUP 1 | 9 1 1


MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
MORAN Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 21)

SALYUT Hacker (EVO Hacking Device) Electric Pulse. (0.5 | 25)

LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
LUNOKHOD Heavy Shotgun, Heavy Flamethrower, D-Charges, CrazyKoalas (2) / Electric Pulse. (0 | 25)
TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
TRANSDUCTOR ZOND Flash Pulse, Sniffer / Electric Pulse. (0 | 8)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)
TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22)
McMURROUGH 2 Chain Rifles, Grenades, Smoke Grenades / Templar CCW (AP + DA). (0 | 31)

GROUP 2 | 9 1

INTRUDER Lieutenant Combi Rifle + Light Flamethrower, Grenades / Pistol, CCW. (0 | 35)

LUPE BALBOA Combi Rifle, Nanopulser, Panzerfaust, Smoke Grenades / Pistol, CCW. (0 | 23)
ALGUACIL MULTI Sniper Rifle / Pistol, Knife. (1.5 | 18)
ALGUACIL Missile Launcher / Pistol, Knife. (1.5 | 15)
ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)
ALGUACIL Combi Rifle / Pistol, Knife. (0 | 10)

JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
JAGUAR Adhesive Launcher, Panzerfaust / Pistol, DA CCW. (0.5 | 13)
BANDIT Light Shotgun, Adhesive Launcher / Pistol, DA CCW. (0 | 22)
HELLCAT Spitfire / Pistol, Knife. (1.5 | 28)


8 SWC | 400 Points | Open in Infinity Army

USAriadna Ranger Force


GROUP 2 | 8 2 1

GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
GRUNT (Marksmanship LX) Sniper Rifle / Pistol, Knife. (0.5 | 18)
GRUNT (Forward Observer) Rifle / Pistol, Knife. (0 | 11)
GRUNT Paramedic (MediKit) Rifle / Pistol, Knife. (0 | 12)

112 Light Shotgun / Pistol, CCW. (0 | 12)
DOZER (Traktor Mul Control Device) Rifle, D-Charges / Pistol, Knife. (0 | 14)
TRAKTOR MUL Katyusha MRL / Electric Pulse. (1 | 11)
HARDCASE FRONTIERSMAN Tactical Bow, Light Shotgun / Pistol, Knife. (0 | 12)
DEVIL DOG Chain Rifle, Smoke Grenades + 1 K-9 Antipode / AP Heavy Pistol, AP CCW. (0 | 30)
K-9 ANTIPODE AP CCW. (7)

GROUP 2 | 9 1 1

MINUTEMAN Lieutenant AP HMG / Pistol, CCW. (1 | 34)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
FOXTROT (Forward Observer) Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 18)
DEVIL DOG Heavy Shotgun, Smoke Grenades + 1 K-9 Antipode / AP CCW. (0 | 39)
K-9 ANTIPODE AP CCW. (7)
VAN ZANT AP Rifle / Heavy Pistol, AP CCW. (0 | 38)

UNKNOWN RANGER (Chain of Command) Rifle / Heavy Pistol, T2 CCW, Knife. (0 | 41)

GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)
GRUNT (Inferior Infiltration) Heavy Flamethrower, Light Shotgun / Pistol, Knife. (0.5 | 11)


5 SWC | 395 Points | Open in Infinity Army

Deployment

Jordan deployed his link team around the big hexagonal building with the black billboard on it. Each side was covered by a Grunt sniper, with a third sniper up top. The FO and Paramedic grunts were at the base of the building, watching his rear. The chain rifle Devil Dog was on his left (my right), with his three FO Foxtrots strung out across the midfield, supported by a Hardcase. His AP HMG Lieutenant came down in the center with the Unknown Ranger (who is totally not an ALEPH sleeper agent), and the Katyusha was on the left, supported by the Dozer. Since link teams tend to get shot a lot, Jordan tucked his 112 into a corner behind the link team, watching the back table edge just in case.

Then it was time to start throwing Grunts over the centerline. Jordan had three tries, and the third time was the charm. The other two Grunt infiltrators just hung out on his back table edge, guarding against my AD. The successful Grunt parked on my left flank and set about toasting marshmallows while I deployed.

Jordan had actually deployed his heavy shotgun Devil Dog on my left, but I reminded him to hold something in reserve and so he picked it up. I figured I’d want to cover that angle, just in case he decided to place his Devil Dog there again.  To that end, I placed my Alguacil MSR to contest both Devil Dog approaches and placed the Alguacil ML to be able to ARO against his link team. I was also very concerned by Devil Dogs getting into my backfield and Van Zant or Airborne Rangers eating my backfield, so my two Lunokhods and their Koalas covered each corner, with my TR bot backing them up on the left and my Intruder’s LFT and a Jaguar Panzerfaust watching the right. I waffled a bit over where to put the EVO hacker, and just tucked it behind a building by my Intruder Lt. The two Transductor Zonds park on rooftops ready to flash pulse some dogs!

My two Morans were basically on the table edges, with the left one putting his Koalas down to blow up the Grunt infiltrator and the right one to guard my right flank against AD. Unfortunately for me, I wasn’t thinking about where the second Devil Dog team would show up, and that would end up sucking later. Sure enough, they showed up right behind my Moran out of reserve. SO DUMB. Oh well.

I put McMurrough down on the left to back up the TR bot and help deal with the Grunt infiltrator if necessary. Jordan nominates the Unknown Ranger as his DataTracker, and I (illegally) nominate the EVO hacker as mine. My other choice was going to be the Jaguar Panzerfaust watching the back table edge, and no one got close to either one, so it didn’t really matter.

Turn 1

I flip a command token and turn on EVO: Overclock, and elect to not dock Jordan any orders.

Top of Turn 1 – USARF

The heavy shotgun Devil Dog leaps up and shotguns down my Moran. UGH, how foolish of me to put him there. Now his Koalas are out of commission. Fortunately, my linked MSR connects and stuns the Devil Dog.

The Devil Dog on the right takes his impetuous move and hucks smoke on a 17. Well crap. Gotta crit now. The link opens up, as does a Jaguar with his ADHL. No one crits, so the smoke lands. Ruh roh. Jordan spends a few orders spec-firing smoke grenades and inching his way up towards Lupe and the Jaguar, finally jumping into combat with the Jaguar.

Jaguars are amazing, particularly the Panzerfaust/ADHL profile. You have a tool for dealing with high ARM targets, totally immune targets, multiple-wound targets, things that require anti-material (you have two for that, actually), and even impetuous troopers (the ADHL is great for this because they effectively don’t provide an order as most are irregular). If that wasn’t enough, Jaguars are good at close combat too! I choose MA1 and drop the Devil Dog’s CC down 3 points and manage to beat his rolls a few times even though Jordan is on two dice thanks to the antipode. The Jaguar basically manages to drain the rest of the orders in that combat group, even putting a wound on the Devil Dog before going dogged himself. Amazing!

Jordan switches to his other order pool and activates his link team, blasting away with the Grunt sniper on my right of the building they’re on. He splits burst against my ML and MSR Alguaciles, who pour fire back into him. Everyone’s on 14s, but I get out-diced and lose both Algauciles. Talk about a body blow! Two of my big guns are now off the table, and my link bonuses are gone. Thankfully, my link is still intact at 3-man, but those Devil Dogs are going to be a problem without a DAM 15 stun round to lean on.

Speaking of link teams, Jordan has two members of his link team that are exposed for that order! The TR bot can see one of them, and the Transductor Zond can see the other, so I gleefully pick up some dice and chuck some normal rolls… and then I’m reminded that grunts are really annoying to dislodge in cover. While I flash pulse the Grunt sniper atop the building successfully, the other Grunt sniper tanks the 1 HMG hit that goes through.

Now that my ML and MSR are gone, Jordan is free to swap the link leader over to the Grunt facing off with my TR bot and drops it. I had deployed it out of cover to get better angles on the board edges, and pay for my choice now as it goes unconscious level 2.  With the TR bot down, Jordan is free to move up a Hardcase, but McMurrough can see the end of his second movement short skill and manages to discover the tricksy bowman. With his last few orders, Jordan dashes the AP HMG Minuteman up, opens a panoply to snag an MSV1, almost getting flash-pulsed on the way by a Transductor were it not for a passed BTS save. He guns down the offending Transductor and sets up some suppression using his Lt order on the AP HMG and another order on his Unknown Ranger.

Bottom of Turn 1 – Corregidor

McMurrough has to do his thing, and the Hardcase is closest. McMurrough wins the F2F with a smoke grenade on his way in, and then on the way into the smoke, I have him chuck another smoke grenade to block LoF from anything to the downed TR ‘bot. Now safely in smoke, and more importantly within 8″ of Jordan’s Lt, McMurrough can start chucking spec-fired grenades, which is totally what he does. It takes two orders, but I manage to get the AP HMG to break suppression and knock out the hardcase. Stupid high-ARM, high-PH Ariadnan bastards. I take note of my dwindling order pool in that group and climb the Lunokhod up until the Devil Dog’s back arc and shotgun it down with a crit and a hit, both of which beat his dodge roll.

I still have the second order pool mostly full, so I run the Bandit around the corner in full view of everyone and into base to base with the AP HMG. He reveals a Foxtrot FO in the middle of the board and takes a shot with the Devil Dog, but they both miss thanks to her camo. Now it’s down to the close combat rolls. I declare that I’m using MA1 to dock Jordan 3 CC and pick up my die, toss it in my cup and start rattling it around. Jordan is quicker and chucks his die across the table, it rolls to a stop with a 1! I flip my cup over and lift it, revealing another 1!

Thankfully, the Bandit’s CC is over 20, so I beat the roll and the DA CCW does its work and knocks out his Lieutenant. Okay! Time to hit the order pool. I find a tiny hole behind the Grunt link, just out of LoF of the Grunt infiltrator on Jordan’s back edge and drop in a Hellcat. With the +3 from Firefight and the +3 from the EVO I need 18’s. Not the time to roll high! I slam down the dice cup and gingerly reveal the result…  it’s a 14!

The Grunt sniper on the roof is facing the wrong way, as is the Grunt sniper on the right (from Jordan’s perspective, which is the perspective of the Hellcat now). I move the Hellcat into cover behind a wall and throw 4 dice at him on 12’s since I’m inside of 8″. I manage to land a hit but the Grunt makes his ARM save. The Grunt on the roof gets a free Warning since I was outside of 8″, and spins around. I need to break the link so I say “screw it!” and just throw 4 more dice at the link leader, hoping to tank the sniper shots from the Grunt on the roof. My luck changes and the die start going my way. I drop the Grunt sniper link leader, breaking the link, and tank the sniper shots from the Grunt on the roof like a champ!

I throw another order at the Hellcat and and KO the grunt on the roof, then drop the remaining sniper by moving Lupe up to panzerfaust him off the table. Thankfully, my link is still up so I have burst 2 on this, even though it drains her of panzerfausts. I have one more order in the group, so I use it to run the Hellcat out far enough to see the Grunt Infiltrator that’s harassing my left flank, the 112, the Grunt FO, and the Grunt Paramedic, then scoot him back into cover with the rest of his movement. I split burst, hoping to out dice the Grunt FO and the Paramedic, and try to guarantee a kill on the Grunt Infiltrator with two shots. I’m banking that I’ll just tank the 112 LSG shot. The Paramedic goes down, the FO tanks the shot, but I paste the Grunt infiltrator. The 112 brings down the Hellcat, but I’ve wrecked the link and removed a huge threat on my left flank. I’ll take it.

I need to secure the flank though, especially since Van Zant is still something I have to honor, and walk a Tomcat Engineer on to fix the TR Zond, spending a Command Token to reroll the failed WIP roll. Okay. Now I’ve got a flamethrower and a TR zond on the left with a Koala and Lunokhod nearby, that should be enough to dissuade Van Zant from coming on.

Turn 2

Top of Turn 2 – USARF

I had helped Jordan with an earlier variant of his list, so I thought that the Unknown Ranger was the Molotok version, but Jordan tells me he’s got a Rifle, so that means that’s his new Lt. Okay, so no Loss of Lieutenant this turn. The Devil Dog runs at my Bandit and tries to smoke her out, rolling a 4, but she gets a 5! The dogface fails the PH save and gets glued.

Jordan wants to get rid of my Bandit, so he starts blasting her with the Foxtrot’s rifle from the center of the table (top right of the above photo). I dodge a bunch to get 13’s instead of 12’s (although I guess in retrospect I should’ve just shot him with an ADHL). Who knows. Anyway, on the third order Jordan reels in two 11’s on his fishing line–two crits! I succeed but don’t beat that, and the Bandit is off the table. She took out his Lt and a Devil Dog, so that was more than worth it.

Lupe is strung out pretty far forward now, but still part of a 3-man Alguacil link. The Unknown Ranger decides to have a go at removing her from the table, and comes around the corner. We both have cover and mimetism and are in our good rangebands.  After Lupe manages to put the Unknown Ranger into NWI, Jordan fishes out a crit! This time, I reel in a crit of my own, and the bullets bounce off each other.

An order or two later, the Unknown Ranger puts Lupe dogged and slinks back around the corner, using his Lt order to go into suppression.

Bottom of Turn 2 – Corregidor

McMurrough rushes the left Panoply and covers it in smoke to protect himself from the Foxtrot FO’s flash pulse. I sneak him into the smoke and open the panoply, and find some weird device that makes McMurrough all shimmery and weird looking… in other words, McMurder rolled ODD on the Booty L2 table! I walk him out of the smoke, using Jordan’s glued Devil Dog as a LoF blocker, and drop two chain rifles onto the Devil Dog, the antipode, and the Foxtrot FO hiding in the back. All the USARF guys take a wound. I spend another order to walk McMurrough further up, and drop a chain rifle on the FO Grunt and the Devil Dog, finishing off the Devil Dog but the Grunt dodges.

Okay, I’ve got McMurrough in a good position now, he’s by the HVT (the unpainted model between the two dogfaces in the above picture), is threatening Jordan’s Grunt, and has no wounds on him. Surely he can handle himself next turn? I coordinate an order between the two Lunokhods, the remaining Moran on the right, and the EVO hacker to get them up the field. The Moran opens up a panoply to grab +3 ARM, and I try to nab a classified by Spotlighting the unconscious antipode on the roof with the EVO but fail my roll. I spend an order on the middle Lunokhod to try and flamethrower the grunt in the middle, but he tanks the hit like the plucky ranger he is.

With my last order, I zoom my other Lunokhod up onto the roof and squeak a flamethrower template through the gap to hit the Unknown Ranger, who whiffs his suppression fire rolls and fails his ARM. I’m out of orders, but his Lt is down. I pass the turn.

Turn 3

Top of Turn 3 – USARF

Jordan wisely chooses to flamethrower McMurrough, and before I can stop myself I chain rifle in response, forgetting about ODD! McMurrough tanks the hit but I’ve lost my new toy, and unfortunately the Grunt passes his ARM as well.

He brings on Van Zant near McMurrough, presumably to get an ARO on me on my next turn. With the ODD gone, the Grunt tries to shotgun McMurrough, successfully causing a wound. Before he can finish McMurrough off, I toss a smoke grenade and break LoF. The Grunt FO rifles McMurrough in point blank range, but McMurrough smokes him out too. There is a small gap between the two smoke clouds, so the Grunt moves into the gap and fishes out a crit, but McMurrough rolls a 19 and hits the Grunt in the face with a smoke grenade!

Bottom of Turn 3 – Corregidor

With two Grunts and Van Zant staring at McMurrough, I cancel his impetuous order. The EVO finally stops messing around and gets me my classified, and McMurrough is controlling the enemy HVT. I’ve got more specialist kills because of the FO Foxtrots, killed 2 Lts to Jordan’s 0, opened more panoplies, killed his DataTracker, and murdered more stuff as well. With my two classifieds, it’s a

10-0 Corregidor Victory!

This game was really fun–Jordan’s a great opponent! It was also a big test of mental fortitude for both of us, I think. Getting my link wrecked and a Devil Dog in my face Turn 1 was a big morale test for me, and then after that it was just a slog of crits bouncing off each other and passed ARM rolls. What a game. A big thanks to Jordan for a great game and for hanging out with me late into the night and chucking dice till the very end!

Notes

  • Lost a TR bot and a Moran due to bad deployment. Didn’t think about a super jumping Devil Dog in the Moran case (even after I had seen it, WHOOPS), and the TR bot should’ve been in cover to make things slightly more difficult for Jordan’s snipers.
  • McMurrough should pretty much always dodge templates, especially if he’s got ODD! Ugh! I forgot about ODD!
  • I had some pretty sad dice luck early on, but it changed around as the game went on…
  • Jaguar Panzerfausts continue to be amazing.
  • Again, I fail my Bandit, my Bandit doesn’t fail me. I was hoping to snag the AP HMG and go to town… but crits are crits!
  • I didn’t have a response to Jordan’s spec-firing smoke grenades. I think it was a bit slow and order intensive–it was something like 4-5 orders of just throwing smoke and moving up, but it was effective!
  • Probably time to take the Intruder ADHL profile. MSV2 ADHL sounds great against a lot of the stuff I see. Swiss Guard ML from inside 16″, anything Ariadna, Avatar… I dig it.
  • I’m glad I had the Lunokhod right there to take out the Devil Dog. The only other conceivable option was trying to nanopulsar him with Lupe, but he’s rolling 16s to dodge. I suppose I could get a missile shot off, but that’s… not great.
  • In the case where I lost the ML and the MSR to the Grunt sniper, I think I should’ve shot at a different Grunt with the MSR and saved myself some pain later with the Hellcat. I probably lose the MSR and ML anyway, but getting normal rolls on two models is a fantastic opportunity. 2 versus 3 on 14’s is reasonable odds. Jordan just rolled really well.
  • Lunokhods are great late game attack pieces. I’m starting to move into a different phase of my development with Infinity, which is finding the right time mid-to-late game to counter strike. Holding pieces back to do that, like the Uberfall or Lunokhods is a good idea.
  • Lunokhods and Jaguar Panzerfausts make for great DZ guardians. Intruder Lt’s too, with the 360 visor granted from camo.
  • I like the Intruder Lt, but it’s been a 35 point DZ guard for most of my games lately. It’s a great Van Zant deterrent, and probably saved me from a Van Zant rampage on Turn 2 this game because Jordan didn’t want to bring him on.  I’m not concerned about making up the points; I just want to try out the toolkit more.
  • I think I have to develop the Intruder Lt’s position on Turn 2 with a coordinated order to be ready for a Turn 3 Lt rambo. In this scenario though, definitely fine to just leave him safe and sound behind a building.
WiseKensai

WiseKensai

I primarily play Infinity (Nomads) these days and I’m getting into Heavy Gear (CEF). I’m toying with some wet navy ships and some spaceships too, and still have a warm fuzzy feeling in my heart for XV8 Crisis Suits.

2 thoughts on “There Was a Firefight!!

  • 2017-10-27 at 11:04
    Permalink

    Great reps! I often find myself sitting at work, lurking the infinity forums and hoping to see your name come up for the joy of reading another battlerep! 😀

    Reply

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